{=
#Ataraxia
a folk tale<br>
<br>
<br>
(if: (saved-games:) contains "file A")[(link: "Load game")[(load-game: "file A")]<br>]
[[Begin a new journey|begincheck]]<br>
[[Credits & Contents|credits]]<br><br>
//Ataraxia saves to your browser storage. Once you begin a new journey the old one will be lost. Take care if using Incognito mode or when clearing your cache.//{=
(set: $name to (prompt: "What do they call you?", "Ariel"))
<!-- Setting a billion variables here -->
(set: $sanguine to 0)
(set: $choleric to 0)
(set: $phlegmatic to 0)
(set: $melancholic to 0)
(set: $energy to 7)
(set: $storyprogress to 0)
(set: $coin to 0)
(set: $day to 1)
(set: $dagmaraapproval to 0)
(set: $dagmaraletter to false)
(set: $dagmarachoice to 0)
(set: $ivoapproval to 0)
(set: $ivoletter to false)
(set: $ivochoice to 0)
(set: $jonahapproval to 0)
(set: $jonahletter to false)
(set: $jonahchoice to 0)
(set: $sanviapproval to 0)
(set: $sanviletter to false)
(set: $sanvichoice to 0)
(set: $romancelocked to false)
(set: $dagmarastory to 0)
(set: $ivostory to 0)
(set: $jonahstory to 0)
(set: $sanvistory to 0)
(set: $cryptidstory to 1)
(set: $cryptidchoice to 0)
(set: $forestgodstory to 1)
(set: $forestgodchoice to 0)
(set: $shipwreckstory to 1)
(set: $shipwreckchoice to 0)
(set: $missingstory to 1)
(set: $missingchoice to 0)
(set: $bigstory to 0)
(set: $museum to 1)
(set: $museumchoice to 0)
(set: $itemreeds to 0)
(set: $itemwildflowers to 0)
(set: $itemfossil to 0)
(set: $itemtimber to 0)
(set: $itemtreesap to 0)
(set: $itemquartz to 0)
(set: $itempebbles to 0)
(set: $itemdriftwood to 0)
(set: $itemseaglass to 0)
(set: $itempottery to 0)
(set: $itemleather to 0)
(set: $itemsilverchain to 0)
(set: $itemmountedfossil to 0)
(set: $itemcrystalarrangement to 0)
(set: $itemfinespyglass to 0)
(set: $itemdriftwoodamulet to 0)
(set: $itemwaterprooftarp to 0)
(set: $itemwoodenplatters to 0)
(set: $itemvaseofflowers to 0)
(set: $itemflintpouch to 0)
(set: $itemholder to 0)
(set: $itemritual to 0)
(set: $itemtribute to 0)
(set: $itembindings to 0)
(set: $itemlure to false)
(set: $itemtotem to false)
(set: $itemgreydevilprints to false)
(set: $itemgreydeviltooth to false)
(set: $itemschoolpic to false)
(set: $itemschoolmodel to false)
(set: $itemlocket to false)
(set: $itemshipmodel to false)
(set: $itembonecarving to false)
(set: $itemforesttalisman to false)
(set: $apples to 0)
(set: $peaches to 0)
(set: $pears to 0)
(set: $plums to 0)
(set: $peppers to 0)
(set: $tomatoes to 0)
(set: $courgettes to 0)
(set: $squashes to 0)
(set: $bookguide to true)
(set: $bookcraft1 to true)
(set: $craft1read to false)
(set: $booknature1 to false)
(set: $booknature2 to false)
(set: $bookcraft2 to false)
(set: $craft2read to false)
(set: $bookoracle to false)
(set: $newspaper to false)
(set: $bookhumour to false)
(set: $humourread to false)
(set: $bookhistory to false)
(set: $bookcrime to false)
(set: $bookfolklore to false)
(set: $bookromance to 0)
(set: $appletree to false)
(set: $peachtree to false)
(set: $peartree to false)
(set: $plumtree to false)
(set: $pepperplant to false)
(set: $tomatoplant to false)
(set: $courgetteplant to false)
(set: $squashplant to false)
(set: $appleprophecy to 0)
(set: $peachprophecy to 0)
(set: $pearprophecy to 0)
(set: $plumprophecy to 0)
(set: $festival1 to false)
(set: $festival2 to false)
(set: $festival3 to false)
(set: $festival4 to false)
(set: $belltoll to 0)
(set: $seens to false)
(set: $seend to false)
(set: $seeni to false)
(set: $seenj to false)
(set: $whale to 0)
(set: $buffet to 0)
(set: $oracle to false)
(set: $arrivedhome to false)
(set: $haspet to false)
(set: $hasdog to false)
(set: $hascat to false)
(set: $harvest to true)
(set: $brooch to false)
(set: $kiss to false)
(set: $intimate to false)
(set: $endgame to false)
It is morning when you arrive at the island.
<br>
The sky hasn’t made its mind up about what colour it wishes to be, and the pale vastness of it is mottled in slate-grey, cobalt, lilac. Gulls wheel in the briny air, squawking impatiently at one another. The wind is cooler than you are used to. Near the top of the cliffs you can make out a small cluster of buildings, smoke drifting from their chimneys.
<br>
You have been travelling for a long time. As the ferry approaches the harbour, you reflect on [[how you got here|personality1]].{=
There was a reason why you came here, why you gave up your old life and set sail for a place you had never seen with your own eyes. What was it?
<br>
<br>
You were seeking (link: "a new adventure")[(set: $choleric to it +10)(set: $sanguine to it +5)(goto: "personality2")]<br>
You were escaping (link: "a love affair gone wrong")[(set: $sanguine to it +10)(set: $melancholic to it +5)(goto: "personality2")]<br>
You were tired of (link: "a stagnant routine")[(set: $melancholic to it +10)(set: $choleric to it +5)(goto: "personality2")]<br>
You were looking for (link: "a place to find peace")[(set: $phlegmatic to it +15)(goto: "personality2")]<br>{=
Early in your journey, you befriended another passenger. Your travels overlapped for several days, and you enjoyed each other's company during this time. Who were they?
<br>
<br>
A (link: "young father")[(set: $sanguine to it +15)(goto: "personality3")] and his large, lively family, whose boisterous chatter kept you entertained<br>
A (link: "homebound sailor")[(set: $choleric to it +10)(set: $phlegmatic to it +5)(goto: "personality3")], who shared many tales of adventure with you<br>
A (link: "quiet widow")[(set: $melancholic to it +15)(goto: "personality3")] travelling alone, whose loneliness you recognised<br>
An (link: "older gentleman")[(set: $phlegmatic to it +10)(set: $choleric to it +5)(goto: "personality3")] and his wife, whose gentle bickering brought you great comfort<br>
<br>
{=
You packed lightly. This was a choice you made deliberately, in the interest of leaving as much behind as possible. There is one item you could not resist bringing along, however. What is it?
<br>
<br>
A (link: "memento")[(set: $melancholic to it +10)(set: $sanguine to it +5)(goto: "personality4")] of home<br>
A half-full (link: "sketchbook")[(set: $phlegmatic to it +10)(set: $melancholic to it +5)(goto: "personality4")]<br>
A (link: "flask")[(set: $sanguine to it +10)(set: $phlegmatic to it +5)(goto: "personality4")] of brandy to share<br>
A pearl-handled (link: "penknife")[(set: $choleric to it +15)(goto: "personality4")]<br>
<br>{=
After many days of sea travel, the view of endless water grew monotonous. One sight caught your eye, though. What was it?
<br>
<br>
A (link: "colony of seals")[(set: $sanguine to it +10)(set: $choleric to it +5)(goto: "islandarrival")] playing in the wake of the ferry<br>
The (link: "look of contentment")[(set: $phlegmatic to it +10)(set: $sanguine to it +5)(goto: "islandarrival")] on the captain's face as he stood at the helm<br>
A (link: "bruise-coloured thunderhead")[(set: $melancholic to it +10)(set: $phlegmatic to it +5)(goto: "islandarrival")] forming on the distant horizon<br>
A (link: "flock of cormorants")[(set: $choleric to it +10)(set: $melancholic to it +5)(goto: "islandarrival")] diving for fish in the choppy waves<br>{=
''The Island''<br>
Day (print: $day)
<br>
(if: $energy <1)[
(text-colour:red)[You are exhausted. Go home and rest.
<br>]]
(set: $hubtext to (random: 1,5))
(if: $hubtext is 1)[
The island is quiet today. The breeze that rolls in from the sea is soft, smelling of salt and iodine.]
(else-if: $hubtext is 2)[
You hear distant, muted roaring; from the waves, from the wind in the trees.]
(else-if: $hubtext is 3)[
There is so much birdsong here. Some of the fluting calls you recognise, while others are unfamiliar.]
(else-if: $hubtext is 4)[
The ground is soft and yielding under your feet, as though it has rained recently.]
(else:)[
There are flowers growing in the shadow of the hedgerows, little sparks of colour. Red campion and yellow buttercups.]
<br>
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]
<br>
(text-style:"underline")[Check Something]<br>
Open your [[satchel]]<br>
Check your [[to-do list|checklist]]
<br>
(text-style:"underline")[Menu]<br>
(link: "Save your progress")[(save-game: "file A")Saved!]<br>
[[Achievements]]{=
''Map''
<br>
Put your map away(click: "Put your map away")[(go-to: (history:)'s last)]
<br>
This map was already old when it found its way into your hands, yellowing and faded, the paper almost worn through at the creases.
(if: $day is 12)[
<br>
The ''Island Fayre'' is taking place in town today.
]
(if: $day is 24)[
<br>
The ''Whale Watching Festival'' is taking place at the coast today.
]
(if: $day is 36)[
<br>
The ''Farmer's Market'' is taking place by the river today.
]
(if: $day is 48)[
<br>
The ''Pageant of the Foliate Head'' is taking place in the forest today.
]
<br>
(if: $energy <1)[
(text-colour:red)[You are exhausted. Go home and rest.]
<br>]
(else:)[
(text-style:"underline")[The Island]<br>
Go south to [[town|town]]<br>
Go west to the [[forest|forest]]<br>
Go north to the [[coast|coast]]<br>
Go east to the [[river|river]]<br>
<br>]
(text-style:"underline")[The Cottage]<br>
(if: $arrivedhome is false)[
Go to see your new [[home|homeintro]]]
(if: $arrivedhome is true)[
Go [[home|home]]]{=
''Satchel''
<br>
Close your satchel(click: "Close your satchel")[(go-to: (history:)'s last)]
<br>
''Mirror''<br>
(if: $sanguine is <21)[You are barely Sanguine<br>]
(else-if: $sanguine is >20 and <41)[You are mildly Sanguine<br>]
(else-if: $sanguine is >40 and <61)[You are moderately Sanguine<br>]
(else-if: $sanguine is >60 and <81)[You are significantly Sanguine<br>]
(else:)[You are profoundly Sanguine<br>]
(if: $choleric is <21)[You are barely Choleric<br>]
(else-if: $choleric is >20 and <41)[You are mildly Choleric<br>]
(else-if: $choleric is >40 and <61)[You are moderately Choleric<br>]
(else-if: $choleric is >60 and <81)[You are significantly Choleric<br>]
(else:)[You are profoundly Choleric<br>]
(if: $melancholic is <21)[You are barely Melancholic<br>]
(else-if: $melancholic is >20 and <41)[You are mildly Melancholic<br>]
(else-if: $melancholic is >40 and <61)[You are moderately Melancholic<br>]
(else-if: $melancholic is >60 and <81)[You are significantly Melancholic<br>]
(else:)[You are profoundly Melancholic<br>]
(if: $phlegmatic is <21)[You are barely Phlegmatic<br>]
(else-if: $phlegmatic is >20 and <41)[You are mildly Phlegmatic<br>]
(else-if: $phlegmatic is >40 and <61)[You are moderately Phlegmatic<br>]
(else-if: $phlegmatic is >60 and <81)[You are significantly Phlegmatic<br>]
(else:)[You are profoundly Phlegmatic<br>]
<br><br>
''Journal''<br>
(if: $dagmarastory is 0 and $ivostory is 0 and $jonahstory is 0 and $sanvistory is 0)[You are not acquainted with anyone on the island yet<br>]
(else:)[
(if: $dagmarastory is >0)[
(if: $dagmarastory is >0 and <3)[You hardly know Dagmara<br>]
(if: $dagmarastory is >2 and <5)[You and Dagmara are acquaintances<br>]
(if: $dagmarastory is >4 and <7)[You are becoming friendly with Dagmara<br>]
(if: $dagmarastory is >6 and <10)[You are good friends with Dagmara<br>]
(if: $dagmarastory is >9 and <12)[You and Dagmara are extremely close<br>]
(if: $dagmarastory is >11)[You are in a romantic relationship with Dagmara<br>]
]
(if: $ivostory is >0)[
(if: $ivostory is >0 and <3)[You hardly know Ivo<br>]
(if: $ivostory is >2 and <5)[You and Ivo are acquaintances<br>]
(if: $ivostory is >4 and <7)[You are becoming friendly with Ivo<br>]
(if: $ivostory is >6 and <10)[You are good friends with Ivo<br>]
(if: $ivostory is >9 and <12)[You and Ivo are extremely close<br>]
(if: $ivostory is >11)[You are in a romantic relationship with Ivo<br>]
]
(if: $jonahstory is >1)[
(if: $jonahstory is >0 and <3)[You hardly know Jonah<br>]
(if: $jonahstory is >2 and <5)[You and Jonah are acquaintances<br>]
(if: $jonahstory is >4 and <7)[You are becoming friendly with Jonah<br>]
(if: $jonahstory is >6 and <10)[You are good friends with Jonah<br>]
(if: $jonahstory is >9 and <12)[You and Jonah are extremely close<br>]
(if: $jonahstory is >11)[You are in a romantic relationship with Jonah<br>]
]
(if: $sanvistory is >0)[
(if: $sanvistory is >0 and <3)[You hardly know Sanvi<br>]
(if: $sanvistory is >2 and <5)[You and Sanvi are acquaintances<br>]
(if: $sanvistory is >4 and <7)[You are becoming friendly with Sanvi<br>]
(if: $sanvistory is >6 and <10)[You are good friends with Sanvi<br>]
(if: $sanvistory is >9 and <12)[You and Sanvi are extremely close<br>]
(if: $sanvistory is >11)[You are in a romantic relationship with Sanvi<br>]
]
]
<br><br>
''Inventory''
<br>
(text-style:"underline")[Money]<br>
(print: $coin) coins
<br>
(text-style:"underline")[Raw Materials]<br>
(if: $itemreeds >0)[Reeds: (print: $itemreeds)<br>]
(if: $itemtimber >0)[Timber: (print: $itemtimber)<br>]
(if: $itempebbles >0)[Pebbles: (print: $itempebbles)<br>]
(if: $itempottery >0)[Pottery: (print: $itempottery)<br>]
(if: $itemwildflowers >0)[Wildflowers: (print: $itemwildflowers)<br>]
(if: $itemtreesap >0)[Tree Sap: (print: $itemtreesap)<br>]
(if: $itemdriftwood >0)[Driftwood: (print: $itemdriftwood)<br>]
(if: $itemleather >0)[Leather: (print: $itemleather)<br>]
(if: $itemfossil >0)[Fossils: (print: $itemfossil)<br>]
(if: $itemquartz >0)[Quartz: (print: $itemquartz)<br>]
(if: $itemseaglass >0)[Seaglass: (print: $itemseaglass)<br>]
(if: $itemsilverchain >0)[Silver Chains: (print: $itemsilverchain)<br>]
<br>
(text-style:"underline")[Crafted Items]<br>
(if: $itemmountedfossil >0)[Mounted Fossils: (print: $itemmountedfossil)<br>]
(if: $itemcrystalarrangement >0)[Crystal Arrangements: (print: $itemcrystalarrangement)<br>]
(if: $itemfinespyglass >0)[Fine Spyglasses: (print: $itemfinespyglass)<br>]
(if: $itemdriftwoodamulet >0)[Driftwood Amulets: (print: $itemdriftwoodamulet)<br>]
(if: $itemwaterprooftarp >0)[Waterproof Tarps: (print: $itemwaterprooftarp)<br>]
(if: $itemwoodenplatters >0)[Wooden Platters: (print: $itemwoodenplatters)<br>]
(if: $itemvaseofflowers >0)[Vases of Flowers: (print: $itemvaseofflowers)<br>]
(if: $itemflintpouch >0)[Flint Pouches: (print: $itemflintpouch)<br>]
<br>
(text-style:"underline")[Fresh Produce]<br>
(if: $apples >0)[Apples: (print: $apples)<br>]
(if: $peaches >0)[Peaches: (print: $peaches)<br>]
(if: $pears >0)[Pears: (print: $pears)<br>]
(if: $plums >0)[Plums: (print: $plums)<br>]
(if: $peppers >0)[Peppers: (print: $peppers)<br>]
(if: $tomatoes >0)[Tomatoes: (print: $tomatoes)<br>]
(if: $courgettes >0)[Courgettes: (print: $courgettes)<br>]
(if: $squashes >0)[Squashes: (print: $squashes)<br>]
<br>
(text-style:"underline")[Artefacts & Curios]<br>
(if: $itemlure is true)[Lure <br>]
(if: $itemtotem is true)[Totem <br>]
(if: $itembindings >0 and $ivostory is 7)[Fine Bindings<br>]
(if: $itemholder >0 and $dagmarastory is 7)[Compass Holder<br>]
(if: $itemritual >0 and $jonahstory is 7)[Ritual Items<br>]
(if: $itemtribute >0 and $sanvistory is 7)[Tribute to a Fisherman<br>]
(if: $itemgreydeviltooth is true)[Grey Devil Tooth<br>]
(if: $itemgreydevilprints is true)[Cast of Grey Devil Tracks<br>]
(if: $itemschoolpic is true)[Cavendish School Class Portrait<br>]
(if: $itemschoolmodel is true)[Model of the Cavendish School<br>]
(if: $itemlocket is true)[Red Meg Cardinal's Locket<br>]
(if: $itemshipmodel is true)[Model of the //Guillemot//<br>]
(if: $itembonecarving is true)[Bone Carving<br>]
(if: $itemforesttalisman is true)[Forest Talisman<br>]
(if: $brooch is true)[Heartwood Brooch<br>]{=
''The Forest''
<br>
(if: $energy <1)[
(if: $jonahstory is >0)[
You are growing accustomed to the pathless ways of the forest. The trees, the shapes of them, are familiar to you. You recognise the sounds the birds make, the soft, damp smell of the earth.
<br>
(if: $day is 48 and $festival4 is false)[
The [[Pageant of the Foliate Head|festival4]] is supposed to be taking place in the forest later today. You should go looking for it.
<br>]
]
(text-colour:red)[You are exhausted. Go home and rest.]
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]]
<br>
(else:)[
(if: $jonahstory is 0)[
The forest on the western side of the island is huge, ancient, mostly unmapped. There are no paths to follow as you walk beneath the pine trees, a carpet of needles dampening the sound of your footsteps.
<br>
Movement in the underbrush draws your attention. A thrush, pecking for worms on the forest floor. You follow it for a while, for something to do, and eventually enter a clearing. At the edge of it is a small stone hut, the kind that might belong to a charcoal burner. Smoke drifts from its chimney.
<br>
Investigate the [[hut|jonahintro]]]
(if: $jonahstory is >0)[
You are growing accustomed to the pathless ways of the forest. The trees, the shapes of them, are familiar to you. You recognise the sounds the birds make, the soft, damp smell of the earth.
(if: $storyprogress is >44 and $forestgodstory is 1 and $jonahstory is >3)[
<br>
But today you come across something you haven't seen before. A [[strange object|forestgodintro]] is hanging from the branch of a nearby tree.
]
(if: $sanvistory is 5 and $sanviapproval is >34)[
<br>
You see [[Sanvi|sanvi5]] walking down a narrow track.
]
(if: $sanvistory is 13 and $energy is >0 and $jonahstory is >2)[
<br>
Jonah is walking down one of the winding game trails. He pauses when he sees you, then gestures for you to come and [[speak to him|sanvi13]].
]
(if: $day is 48 and $festival4 is false)[
<br>
The [[Pageant of the Foliate Head|festival4]] is supposed to be taking place in the forest later today. You should go looking for it.]
<br>
(text-style:"underline")[Explore]<br>
Go for a [[walk|forestexplore]]<br>
Visit the [[charcoal burner's hut|hut]]<br>
Search the woods for [[raw materials|forestforage]]<br>
(if: $oracle is true)[Visit the [[cave|oracle]]<br>]
(if: $dagmarastory is 14 and $relationship is 5)[Meet [[Dagmara|dagmara14.0]]<br>]
(if: $cryptidstory is 8)[Visit the [[hunter|cryptid8]]<br>]
(if: $museum is 3)[Visit the [[sawmill]]]
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]
<br>
(text-style:"underline")[Check Something]<br>
Open your [[satchel]]<br>
Check your [[to-do list|checklist]]
]]{=
''The Coast''
<br>
(if: $energy <1)[
(if: $dagmarastory is >0)[
Salt spray whips your face, cool and invigorating. The seabirds on the cliffs are chattering to one another, huddled with their eggs against the wind. The ground crunches quietly with every step.
<br>
(if: $day is 24 and $festival2 is false)[
The [[whale watching festival|festival2]] is taking place at the cliffs later today. You should wait for it to begin.
<br>]
]
(text-colour:red)[You are exhausted. Go home and rest.]
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]]
<br>
(else:)[
(if: $dagmarastory is 0)[
The coastline here is ruggedly beautiful, small bays and pebble beaches, sheer granite cliffs falling away to a churning grey sea. Heather grows among the tough grasses.
<br>
You are walking along the northern shore when you come across the lighthouse. It is the tallest thing for miles, probably the tallest thing on the island, sitting on a spit of land a short way out to sea. You could reach it by walking.
<br>
Investigate the [[lighthouse|dagmaraintro]]]
(if: $dagmarastory is >0)[
Salt spray whips your face, cool and invigorating. The seabirds on the cliffs are chattering to one another, huddled with their eggs against the wind. The ground crunches quietly with every step.
(if: $storyprogress is >24 and $shipwreckstory is 1)[
<br>
An [[old man|shipwreckintro]] is sitting by the cliffs, peering at something through a pair of binoculars.
]
(if: $ivostory is 5 and $ivoapproval is >34)[
<br>
You see [[Ivo|ivo5]] walking down a nearby path.
]
(if: $ivostory is 13 and $energy is >0 and $dagmarastory is >1)[
<br>
Dagmara is sitting on a rocky outcropping nearby. She [[calls you over|ivo13]].
]
(if: $day is 24 and $festival2 is false)[
<br>
The [[whale watching festival|festival2]] is taking place at the cliffs later today. You should wait for it to begin.]
<br>
(text-style:"underline")[Explore]<br>
Go for a [[walk|coastexplore]]<br>
Go to the [[lighthouse|lighthouse]]<br>
Comb the beach for [[useful items|coastforage]]<br>
(if: $jonahstory is 14 and $relationship is 5)[Meet [[Jonah|jonah14.0]]<br>]
(if: $missingstory is 5)[
Look for the [[schoolteacher's house|missing5]]<br>
]
(if: $missingstory is 8)[
Go to the Cavendish School and wait for [[nightfall|missing8]]<br>
]
(if: $missingstory is 9 and $missingwait is >0)[
Confront the schoolteacher Margaret Duffy with your [[discovery|missing9]]<br>
]
(if: $shipwreckstory is 2)[
Walk down the [[cliff path|shipwreck2]]<br>
]
(if: $shipwreckstory is 8)[
Visit the [[boatwright|shipwreck8]]<br>]
(if: $shipwreckstory is 9)[
Sail out to the [[shipwreck|shipwreck9]]<br>]
(if: $museum is 3)[Visit the [[quarry]]]
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]
<br>
(text-style:"underline")[Check Something]<br>
Open your [[satchel]]<br>
Check your [[to-do list|checklist]]
]]{=
''The River''
<br>
(if: $energy <1)[
(if: $ivostory is >0)[
The river winds slowly through the plains, willows bobbing gently on its banks. Sheep traverse the distant hills like clouds across a clear sky. Cow parsley grows wild in the shade of the hedgerows.
<br>
(if: $day is 36 and $festival3 is false)[
The [[farmer's market|festival3]] is taking place by the river today. You should join in when you get a chance.
<br>
]
]
(text-colour:red)[You are exhausted. Go home and rest.]
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]
]
<br>
(else:)[
(if: $ivostory is 0)[
There is a river that runs through the eastern part of the island, a wide, shallow channel that begins in the low hills and eventually gives way to the sea. You walk along the bank, and find that most of its length is bordered by large, flat meadows and floodplains.
<br>
The island is at its most pastoral here; grass speckled with cowslips and gentian, black-tailed sheep grazing on the distant slopes, light reflecting off the surface of the water. As you round a bend you see an old red-painted windmill, its sails unmoving.
<br>
Investigate the [[windmill|ivointro]]]
(if: $ivostory is >0)[
The river winds slowly through the plains, willows bobbing gently on its banks. Sheep traverse the distant hills like clouds across a clear sky. Cow parsley grows wild in the shade of the hedgerows.
(if: $storyprogress is >9 and $cryptidstory is 1)[
<br>
There is a [[farmer|cryptidintro]] bent over something in a nearby pasture. You can hear his flock bleating in distress.
]
(if: $jonahstory is 4 and $jonahapproval is >24)[
<br>
You catch sight of [[Jonah|jonah4]] sitting on a wooden jetty at a bend in the river.
]
(if: $cryptidstory is 10 and $cryptidfinale is >0 and $cryptidchoice is 1)[
<br>
Huw and Ivo are standing together at the edge of a field, clearly [[deep in conversation|cryptid10.1]].
]
(if: $cryptidstory is 10 and $cryptidfinale is >0 and $cryptidchoice is 2)[
<br>
Huw and Ivo are standing together at the edge of a field, clearly [[arguing with one another|cryptid10.2]].
]
(if: $jonahstory is 13 and $energy is >0 and $ivostory is >1)[
(if: $cryptidstory is 10)[]
(else:)[
<br>
Ivo is leaning on a fence next to a field full of cows. He [[waves you over|jonah13]].
]]
(if: $day is 36 and $festival3 is false)[
<br>
The [[farmer's market|festival3]] is taking place by the river today. You should join in when you get a chance.]
<br>
(text-style:"underline")[Explore]<br>
Go for a [[walk|riverexplore]]<br>
Go to the [[windmill|windmill]]<br>
[[Forage|riverforage]] along the riverbank<br>
(if: $sanvistory is 14 and $relationship is 5)[Meet [[Sanvi|sanvi14.0]]<br>]
(if: $missingstory is 7)[
Look for the [[old caretaker|missing7]]<br>
]
(if: $cryptidstory is 9 and $itemlure is true)[Set a [[trap|cryptid9]] for the Grey Devil<br>]
(if: $cryptidstory is 2)[Search for [[animal signs|cryptid2]]<br>]
(if: $museum is >1 and <5)[Visit [[Godalming House|ghouse1]]<br>]
(if: $museum is 5)[Meet the Mayor at [[Godalming House|museum5.0]]<br>]
(if: $museum is 6 and $museumchoice is 1)[Visit [[Godalming House|ghm0.1]]<br>]
(if: $museum is 6 and $museumchoice is 2)[Visit [[Godalming House|ghm0.2]]<br>]
(if: $museum is 8 and $museumchoice is 1)[Attend the museum's opening party at [[(print: $ghname)|museum8.1]]<br>]
(if: $museum is 8 and $museumchoice is 2)[Attend the school's opening party at [[(print: $ghname)|museum8.2]]<br>]
(if: $museum is 9 and $museumchoice is 1)[Visit [[(print: $ghname)|ghmuseum]]<br>]
(if: $museum is 9 and $museumchoice is 2)[Visit [[(print: $ghname)|ghschool]]<br>]
(if: $museum is 3)[Visit the [[clay pit]]]
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]
<br>
(text-style:"underline")[Check Something]<br>
Open your [[satchel]]<br>
Check your [[to-do list|checklist]]
]]{=
''The Town''
<br>
(if: $energy <1)[
(if: $sanvistory is >0)[
The town is quiet today, but the murmur of chatter from the market breathes some life into it. A chill wind is blowing in off the ocean. Overhead, a seabird lets out a shrill cry.
<br>
(if: $day is 12 and $festival1 is false)[
The [[island fayre|festival1]] is taking place in the square later today. You should wait for it to begin.
<br>
]
]
(text-colour:red)[You are exhausted. Go home and rest.]
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]]
(else:)[
(if: $sanvistory is 0)[
The town, if it can be called that, sits near the cliffs overlooking the harbour. Buildings of pale grey stone huddle together around the market square as if for warmth.
<br>
For all that, there is nothing bleak about it. Flowers grow in window boxes and hang from eaves in baskets, and the townsfolk who mill about the market stalls nod to you as you pass.
<br>
The largest building in town has a brightly-painted sign above the door, showing a smiling sun. Sounds of laughter and the smell of cooking drift from inside.
<br>
Pay a visit to the [[inn|sanviintro]]]
(if: $sanvistory is >0)[
The town is quiet today, but the murmur of chatter from the market breathes some life into it. A chill wind is blowing in off the ocean. Overhead, a seabird lets out a shrill cry.
(if: $storyprogress is >34 and $missingstory is 1)[
<br>
You hear a [[woman sobbing|missingintro]] nearby. She is sitting on a low wall near the market, clutching something in her hand.
]
(if: $dagmarastory is 13 and $energy is >0 and $sanvistory is >1)[
(if: $sanvistory is 8)[]
(else:)[
<br>
Sanvi is sitting on a low bench near the bakery. She [[lifts a hand in greeting|dagmara13]].
]]
(if: $day is 12 and $festival1 is false)[
<br>
The [[island fayre|festival1]] is taking place in the square later today. You should wait for it to begin.]
<br>
(text-style:"underline")[Explore]<br>
Go for a [[walk|townexplore]]<br>
Visit the [[inn]]<br>
Search the streets for [[lost things|townforage]]<br>
(if: $ivostory is 14 and $relationship is 5)[Meet [[Ivo|ivo14.0]]<br>]
(if: $sanvistory is 8 and $sanviletter is true)[Meet Sanvi at the [[graveyard|sanvi8]]<br>]
(if: $cryptidstory is 4 and $cryptidresearch is 3)[Go to [[Wilhelmina Black's house|cryptid5]]<br>]
(if: $cryptidstory is 7)[Return to [[Wilhelmina Black's house|cryptid7]]<br>]
(if: $missingstory is 10 and $missingchoice is 1)[
Look for Charlie Forsyth's [[mother|missing10.1]]<br>
]
(if: $missingstory is 10 and $missingchoice is 2)[
Look for Charlie Forsyth's [[mother|missing10.2]]<br>
]
(if: $museum is 2)[Visit the Council of Islanders at the [[Town Hall|museum2]]<br>]
(if: $museum is 3)[Visit the [[Town Hall|museum3]]<br>]
(if: $museum is 6 and $museumchoice is 1 and $artefacts is 4)[Visit the [[Town Hall|museum6.0]]<br>]
(if: $museum is 6 and $museumchoice is 2 and $tutors is 4)[Visit the [[Town Hall|museum6.1]]<br>]
<br>
(text-style:"underline")[Market] ((print: $coin) coins)<br>
Sell your [[goods|market]] for coin<br>
Buy [[plants]] for your garden<br>
Buy [[books|bookseller]] for your shelves<br>
(if: $day is >5)[Adopt a [[pet|adoptpet]]<br>]
(if: $relationship is 7)[Buy [[jewellery]] for a loved one]
<br>
(text-style:"underline")[Travel]<br>
Look at your [[map]]
<br>
(text-style:"underline")[Check Something]<br>
Open your [[satchel]]<br>
Check your [[to-do list|checklist]]
]
]{=
''The Cottage''
<br>
(set: $hometext to (random: 1,5))
(if: $energy is <1)[(text-colour:red)[You are exhausted. You should sleep.]
<br>]
(if: $hometext is 1)[
There's some kind of animal in the garden. Sometimes you hear it snuffling just outside the window, but you've never caught sight of it.]
(else-if: $hometext is 2)[
The wind outside is bracing, but the wood burner keeps the room as warm as summer.]
(else-if: $hometext is 3)[
There are two letters carved into the edge of the kitchen table: //YS//. You wonder whether these are the initials of the cottage's former occupant.]
(else-if: $hometext is 4)[
The air in here smells good today, like woodsmoke and tea leaves. You find yourself breathing slowly.]
(else:)[
(if: $haspet is false)[
It feels as though there's something missing here. Perhaps you should consider getting a pet.]
(if: $haspet is true)[
It's warm and comfortable in the cottage today. This place is beginning to feel like home.]
]
(if: $hascat is true)[
<br>
(print: $catname) is sprawled in front of the hearth, stretching her paws towards the warmth of the fire.]
(if: $hasdog is true)[
<br>
(print: $dogname) is sprawled in front of the hearth, his tail beating softly against the flagstones.]
(if: $cryptidstory is 5 and $cryptidwait is 3 and $energy is >0)[
<br>
When you step outside your heart skips in your chest. There is something [[covered in blood|cryptid6]] on your doorstep.]
<br>
(text-style:"underline")[Letterbox]<br>
(if: $day is 2)[You have received a letter from the [[Council of Islanders|weclomeletter]]<br>]
(if: $day is 6)[You have received a letter from the [[Council of Islanders|petletter]]<br>]
(if: $day is 11)[You have received a letter from the [[Council of Islanders|finvite1]]<br>]
(if: $day is 23)[You have received a letter from the [[Council of Islanders|finvite2]]<br>]
(if: $day is 35)[You have received a letter from the [[Council of Islanders|finvite3]]<br>]
(if: $day is 47)[You have received a letter from the [[Council of Islanders|finvite4]]<br>]
(if: $sanvistory is 8 and $sanviapproval is >54 and $swait is 3)[You have received a letter from [[Sanvi|sanviletter]]<br>]
(if: $dagmarastory is 9 and $dagmaraapproval is >64 and $dwait is 3)[You have received a letter from [[Dagmara|dagmaraletter]]<br>]
(if: $ivostory is 9 and $ivoapproval is >64 and $iwait is 3)[You have received a letter from [[Ivo|ivoletter]]<br>]
(if: $jonahstory is 9 and $jonahapproval is >64 and $jwait is 3)[You have received a letter from [[Jonah|jonahletter]]<br>]
(if: $sanvistory is 12 and $swait is 3 and $relationship is <3)[You have received a letter from [[Sanvi|sanvi12]]<br>]
(if: $dagmarastory is 12 and $dwait is 3 and $relationship is <3)[You have received a letter from [[Dagmara|dagmara12]]<br>]
(if: $ivostory is 12 and $iwait is 3 and $relationship is <3)[You have received a letter from [[Ivo|ivo12]]<br>]
(if: $jonahstory is 12 and $jwait is 3 and $relationship is <3)[You have received a letter from [[Jonah|jonah12]]<br>]
(if: $sanvistory is 14 and $swait is 3 and $relationship is <5)[You have received a letter from [[Sanvi|sanvi14]]<br>]
(if: $dagmarastory is 14 and $dwait is 3 and $relationship is <5)[You have received a letter from [[Dagmara|dagmara14]]<br>]
(if: $ivostory is 14 and $iwait is 3 and $relationship is <5)[You have received a letter from [[Ivo|ivo14]]<br>]
(if: $jonahstory is 14 and $jwait is 3 and $relationship is <5)[You have received a letter from [[Jonah|jonah14]]<br>]
(if: $sanvistory is 15 and $relationship is <8 and $swait is 1 and $brooch is false)[You have received a letter from the [[Council of Islanders|sanvi15]]<br>]
(if: $dagmarastory is 15 and $relationship is <8 and $dwait is 1 and $brooch is false)[You have received a letter from the [[Council of Islanders|dagmara15]]<br>]
(if: $ivostory is 15 and $relationship is <8 and $iwait is 1 and $brooch is false)[You have received a letter from the [[Council of Islanders|ivo15]]<br>]
(if: $jonahstory is 15 and $relationship is <8 and $jwait is 1 and $brooch is false)[You have received a letter from the [[Council of Islanders|jonah15]]<br>]
(if: $shipwreckstory is 6 and $shipwreckwait is >2)[You have received a letter from [[Gus Jansen|shipwreck6]]<br>]
(if: $forestgodstory is 7 and $forestgodwait is 1)[You have received a letter from [[Jonah|forestgod7]]<br>]
(if: $storyprogress is >59 and $museum is <3)[You have received a letter from [[A Friend|museumintro]]<br>]
(if: $museum is 4 and $museumwait is 5)[You have received a letter from [[The Mayor|museum4]]<br>]
(if: $museum is 7 and $partywait is 2)[You have received a letter from [[The Mayor|museum7]]<br>]
<br>
(text-style:"underline")[Pass the Time]<br>
(if: $sanvistory is 11 and $romancelocked is false and $energy is >0)[Invite [[Sanvi|sanvicheck]] to the cottage<br>]
(if: $dagmarastory is 11 and $romancelocked is false and $energy is >0)[Invite [[Dagmara|dagmaracheck]] to the cottage<br>]
(if: $ivostory is 11 and $romancelocked is false and $energy is >0)[Invite [[Ivo|ivocheck]] to the cottage<br>]
(if: $jonahstory is 11 and $romancelocked is false and $energy is >0)[Invite [[Jonah|jonahcheck]] to the cottage<br>]
(if: $sanvistory is >15 and $energy is >0)[Invite [[Sanvi|sanviromance]] over<br>]
(if: $dagmarastory is >15 and $energy is >0)[Invite [[Dagmara|dagmararomance]] over<br>]
(if: $ivostory is >15 and $energy is >0)[Invite [[Ivo|ivoromance]] over<br>]
(if: $jonahstory is >15 and $energy is >0)[Invite [[Jonah|jonahromance]] over<br>]
(if: $forestgodstory is 8 and $itemtotem is true)[Hang the [[totem|forestgod8]]<br>]
(if: $energy is <1)[Go to [[sleep|sleep]]<br>]
(if: $energy is >0)[Craft an [[item|craft]]<br>]
Peruse your [[bookshelf|bookshelf]]<br>
(if: $energy is >0)[Visit your [[garden]]<br>]
<br>
(text-style:"underline")[Travel]<br>
Venture [[outside|hub]]
<br>
(text-style:"underline")[Check Something]<br>
Open your [[satchel]]<br>
Check your [[to-do list|checklist]]{=
(set: $day to it +1)
(set: $harvest to true)
(if: $cryptidstory is 5 and $cryptidwait is <3)[(set: $cryptidwait to it +1)]
(if: $cryptidstory is 10 and $cryptidfinale is <1)[(set: $cryptidfinale to it +1)]
(if: $shipwreckstory is 6 and $shipwreckwait is <3)[(set: $shipwreckwait to it +1)]
(if: $missingstory is 9 and $missingwait is <1)[(set: $missingwait to it +1)]
(if: $forestgodstory is 7 and $forestgodwait is <1)[(set: $forestgodwait to it +1)]
(if: $museum is 4 and $museumwait is <5)[(set: $museumwait to it +1)]
(if: $museum is 7 and $partywait is <2)[(set: $partywait to it +1)]
(if: $sanvistory is 8 and $swait is <3)[(set: $swait to it +1)]
(if: $jonahstory is 9 and $jwait is <3)[(set: $jwait to it +1)]
(if: $dagmarastory is 9 and $dwait is <3)[(set: $dwait to it +1)]
(if: $ivostory is 9 and $iwait is <3)[(set: $iwait to it +1)]
(if: $sanvistory is 12 and $swait is <3)[(set: $swait to it +1)]
(if: $jonahstory is 12 and $jwait is <3)[(set: $jwait to it +1)]
(if: $dagmarastory is 12 and $dwait is <3)[(set: $dwait to it +1)]
(if: $ivostory is 12 and $iwait is <3)[(set: $iwait to it +1)]
(if: $sanvistory is 14 and $swait is <3)[(set: $swait to it +1)]
(if: $jonahstory is 14 and $jwait is <3)[(set: $jwait to it +1)]
(if: $dagmarastory is 14 and $dwait is <3)[(set: $dwait to it +1)]
(if: $ivostory is 14 and $iwait is <3)[(set: $iwait to it +1)]
(if: $sanvistory is 15 and $swait is <1)[(set: $swait to it +1)]
(if: $jonahstory is 15 and $jwait is <1)[(set: $jwait to it +1)]
(if: $dagmarastory is 15 and $dwait is <1)[(set: $dwait to it +1)]
(if: $ivostory is 15 and $iwait is <1)[(set: $iwait to it +1)]
(if: $forestgodstory is 9)[(go-to: "forestgod9")]
(if: $jonahstory is >10 and $sanvistory is >10 and $dagmarastory is >10 and $ivostory is >10 and $cryptidstory is 11 and $shipwreckstory is 11 and $missingstory is 11 and $forestgodstory is 11 and $museum is 9 and $relationship is 8 and $endgame is false)[(go-to: "enddream")]
(if: $oracle is false and $storyprogress is >14)[
(set: $oracle to true)
(if: $energy is <10)[(set: $energy to 10)]
Your dream tonight is so vivid that it almost seems real. Every sight, sound and smell is heightened.
<br>
You dream that you are in the forest, following a path through the trees. The path was once well-trodden but has not been used for years, and is now covered over by leaf litter and undergrowth. Your feet remember where to go.
<br>
Eventually you come to a stone escarpment, the dark mouth of a cave open before you. As you walk inside you are not afraid. You know this place.
<br>
It takes a moment for your eyes to adjust to the low light. At the back of the cave someone sits, cross-legged, a cowl shading their face from view. Scattered all around them are the remains of fruit; apple cores and peach pits sucked clean of flesh, the air thick with a sweet, rotting smell.
<br>
//Welcome//, the person says. //Come to me, if you have offerings. I have truths to tell.//
<br>
The dream ends there. You [[wake up|home]] feeling profoundly energised.
<br>
]
(else:)[
(set: $dreams to (random: 1,10))
(if: $dreams is <3)[
(if: $energy is <7)[(set: $energy to 7)]
You dream of a place fondly remembered. The sun is warm on your face, the breeze gentle against your skin. The taste of something sweet lingers on your tongue.
<br>
You [[wake|home]] feeling well rested.
]
(else-if: $dreams is >2 and <8)[
(if: $energy is <5)[(set: $energy to 5)]
Your dream keeps shifting into new shapes. A familiar face becomes strange; an unknown building is suddenly your childhood home. It does not frighten you, but you cannot get a grip on it.
<br>
You [[wake|home]] a little tired, as you do most days.
]
(else:)[
(if: $energy is <3)[(set: $energy to 3)]
Your dreams are painful things. Harsh voices in the dark and the smell of something metallic, running with limbs that refuse to move, screaming with a throat that makes no sound. You do not want to remember.
<br>
You [[wake|home]] feeling like you haven't slept at all.
]
]{=
''Workshop''<br>
(if: $energy <1)[(text-colour:red)[You are too exhausted to craft right now.]
<br>]
(else:)[
The small workshop behind your cottage is modest but serviceable. Whoever lived here before you took good care of their tools.
<br>
(if: $craft1read is false and $craft2read is false)[You don't know how to craft anything yet.
<br>]
(if: $dagmarastory is 7 and $itemreeds is >0 and $itemtreesap is >0 and $itemsilverchain is >0 and $itemholder is 0)[Craft [[Compass Holder]] (reeds, tree sap, silver chain)<br>]
(if: $jonahstory is 7 and $itempebbles is >0 and $itemwildflowers is >0 and $itemfossil is >0 and $itemritual is 0)[Craft [[Ritual Items]] (pebbles, wildflowers, fossil)<br>]
(if: $sanvistory is 7 and $itempottery is >0 and $itemdriftwood is >0 and $itemseaglass is >0 and $itemtribute is 0)[Craft [[Tribute to a Fisherman]] (pottery, driftwood, seaglass)<br>]
(if: $ivostory is 7 and $itemtimber is >0 and $itemleather is >0 and $itemquartz is >0 and $itembindings is 0)[Craft [[Fine Bindings]] (timber, leather, quartz) <br>]
(if: $cryptidstory is 9 and $itempottery is >0 and $itemtreesap is >0 and $itemsilverchain is >0)[Craft [[Lure]] (pottery, tree sap, silver chain)<br>]
(if: $forestgodstory is 8 and $itemtimber is >0 and $itemleather is >0 and $itemseaglass is >0)[Craft [[Totem]] (timber, leather, seaglass)<br>]
(if: $craft1read is true)[
(if: $itemreeds is >0 and $itemtreesap is >0)[Craft [[Waterproof Tarp|Waterproof Tarps]] (reeds, tree sap)<br>]
(if: $itemtimber is >0 and $itemdriftwood is >0)[Craft [[Wooden Platters|Wooden Platter]] (timber, driftwood)<br>]
(if: $itemwildflowers is >0 and $itempottery is >0)[Craft [[Vase of Flowers]] (wildflowers, pottery)<br>]
(if: $itempebbles is >0 and $itemleather is >0)[Craft [[Flint Pouch]] (pebbles, leather)<br>]]
(if: $craft2read is true)[
(if: $itemfossil is >0 and $itemtreesap is >0 and $itempottery is >0)[Craft [[Mounted Fossil]] (pottery, tree sap, fossil)<br>]
(if: $itempebbles is >0 and $itemwildflowers is >0 and $itemquartz is >0)[Craft [[Crystal Arrangement]] (pebbles, wildflowers, quartz)<br>]
(if: $itemreeds is is >0 and $itemleather is >0 and $itemseaglass is >0)[Craft [[Fine Spyglass]] (reeds, leather, seaglass)<br>]
(if: $itemtimber is >0 and $itemdriftwood is >0 and $itemsilverchain is >0)[Craft [[Driftwood Amulet]] (timber, driftwood, silver chain)<br>]]
]
<br>
Do [[something else|home]]{=
''Bookshelf''<br>
(if: $bookguide is true)[[[A Brief Guide to Island Living|bookguide]]<br>]
(if: $bookcraft1 is true)[[[Crafting with Natural Materials: Volume 1|bookcraft1]]<br>]
(if: $bookcraft2 is true)[[[Crafting with Natural Materials: Volume 2|bookcraft2]]<br>]
[[Five Sonnets|booksonnets]]<br>
(if: $booknature1 is true)[[[A Natural History of the Western Archipelago: Volume 1|booknature1]]<br>]
(if: $booknature2 is true)[[[A Natural History of the Western Archipelago: Volume 2|booknature2]]<br>]
(if: $bookhumour is true)[[[The Four Temperaments|bookhumour]]<br>]
(if: $bookcrime is true)[[[Blood on the Rocks: Horrifying Tales of Crime & Punishment|bookcrime]]<br>]
(if: $bookhistory is true)[[[Our Island Through the Ages|bookhistory]]<br>]
(if: $bookromance is >0)[[[Enclosing Her Ladyship’s Heart|bookromance]]<br>]
(if: $bookfolklore is true)[[[Ma Chisolm’s Collected Folk Tales & Legends|bookfolklore]]<br>]
(if: $bookoracle is true)[[[Revelations of the Oracle|bookoracle]]<br>]
(if: $newspaper is true)[[[Old Newspaper|newspaper]]<br>]
(if: $bookcryptid is true)[[[Beasts of the Field: A Guide to Local Fauna|bookcryptid]]<br>]
(if: $shipwreckread is true)[[[Research Notes: The //Guillemot//|shipwreckbook]]<br>]
(if: $fgbook is true)[[[Jonah's Notes|fgbook]]<br>]
<br>
Do [[something else|home]]{=
(set: $energy to it -1)
(set: $itemwaterprooftarp to it +1)
(set: $itemreeds to it -1)
(set: $itemtreesap to it -1)
You have crafted a ''Waterproof Tarp''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $townforage to (random: 1,13))
(if: $townforage is 1)[
Your attempt is unsuccessful. You collect nothing.]
(else-if: $townforage is >1 and <5)[
You find a length of ''silver chain'' lying on the ground near the bakery.
(set: $itemsilverchain to it +1)]
(else-if: $townforage is >4 and <9)[
You retrieve an abandoned scrap of ''leather'' from near the market stall.
(set: $itemleather to it +1)]
(else:)[
You find a cracked piece of ''pottery'' stashed behind a building.
(set: $itempottery to it +1)]
<br>
Return to [[town]]{=
(set: $energy to it -1)
(set: $forestforage to (random: 1,12))
(if: $forestforage is 1)[
Your attempt is unsuccessful. You collect nothing.]
(else-if: $forestforage is >1 and <5)[
You find a piece of ''quartz'' nestled at the base of a rocky outcropping.
(set: $itemquartz to it +1)]
(else-if: $forestforage is >4 and <9)[
You harvest ''tree sap'' from one of the tall pines.
(set: $itemtreesap to it +1)]
(else:)[
You collect ''timber'' from a fallen tree.
(set: $itemtimber to it +1)]
<br>
Return to the [[forest]]{=
(set: $energy to it -1)
(set: $coastforage to (random: 1,13))
(if: $coastforage is 1)[
Your attempt is unsuccessful. You collect nothing.]
(else-if: $coastforage is >1 and <5)[
You find a piece of ''seaglass'' in a rockpool.
(set: $itemseaglass to it +1)]
(else-if: $coastforage is >4 and <9)[
You collect pieces of ''driftwood'' from the shoreline.
(set: $itemdriftwood to it +1)]
(else:)[
You fill your pockets with smooth ''pebbles''.
(set: $itempebbles to it +1)]
<br>
Return to the [[coast]]{=
(set: $energy to it -1)
(set: $riverforage to (random: 1,13))
(if: $riverforage is 1)[
Your attempt is unsuccessful. You collect nothing.]
(else-if: $riverforage is >1 and <5)[
You discover a ''fossil'' in the silt along the riverbank.
(set: $itemfossil to it +1)]
(else-if: $riverforage is >4 and <9)[
You pick a bunch of colourful ''wildflowers''.
(set: $itemwildflowers to it +1)]
(else:)[
You collect an armful of supple ''reeds''.
(set: $itemreeds to it +1)]
<br>
Return to the [[river]]{=
(set: $energy to it -1)
(set: $itemvaseofflowers to it +1)
(set: $itempottery to it -1)
(set: $itemwildflowers to it -1)
You have crafted a ''Vase of Flowers''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itemflintpouch to it +1)
(set: $itemleather to it -1)
(set: $itempebbles to it -1)
You have crafted a ''Flint Pouch''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itemmountedfossil to it +1)
(set: $itemfossil to it -1)
(set: $itemtreesap to it -1)
(set: $itempottery to it -1)
You have crafted a ''Mounted Fossil''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itemcrystalarrangement to it +1)
(set: $itempebbles to it -1)
(set: $itemwildflowers to it -1)
(set: $itemquartz to it -1)
You have crafted a ''Crystal Arrangement''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itemfinespyglass to it +1)
(set: $itemreeds to it -1)
(set: $itemleather to it -1)
(set: $itemseaglass to it -1)
You have crafted a ''Fine Spyglass''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itemdriftwoodamulet to it +1)
(set: $itemtimber to it -1)
(set: $itemdriftwood to it -1)
(set: $itemsilverchain to it -1)
You have crafted a ''Driftwood Amulet''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itemwoodenplatters to it +1)
(set: $itemtimber to it -1)
(set: $itemdriftwood to it -1)
You have crafted a ''Wooden Platter''
<br>
Return to [[workshop|craft]]{=
''The Inn''
<br>
The hearth has warmed the inn's parlour already, and you can smell something savoury roasting in the kitchen. Groups of locals sit around in clusters, treading over ancient conversations and shuffling dog-eared cards.
<br>
(if: $energy <1)[
(text-colour:red)[You are exhausted. Go home and rest.]
<br>]
(else:)[
(if: $dagmarastory is 5 and $dagmaraapproval is >34)[
[[Dagmara|dagmara5]] is sitting at the bar.
<br>
]
(if: $shipwreckstory is 4 and $day % 5 is 0)[
You hear someone speaking to an older man in the corner, catching the name [[Gus Jansen|shipwreck4]].
<br>
]
(if: $missingstory is 2)[Ask Sanvi about the [[missing boy|missing2]]<br>]
(if: $missingstory is 4)[Ask Sanvi about the [[schoolteacher|missing4]]<br>]
(if: $missingstory is 6)[Ask Sanvi about the [[caretaker|missing6]]<br>]
(if: $shipwreckstory is 5 and $itempebbles is >0 and $itemdriftwood is >0 and $itemleather is >0)[Give Gus Jansen his [[model ship materials|shipwreck5]]<br>]
(if: $museum is 6 and $museumchoice is 2 and $sanvitutor is false)[Speak to Sanvi about [[teaching at the school|sanviteach]]<br>]
(if: $sanvistory is 1)[[[Talk|sanvi1]] to Sanvi<br>]
(if: $sanvistory is 2 and $sanviapproval is >9)[[[Talk|sanvi2]] to Sanvi<br>]
(if: $sanvistory is 3 and $sanviapproval is >14)[[[Talk|sanvi3]] to Sanvi<br>]
(if: $sanvistory is 4 and $sanviapproval is >24)[[[Talk|sanvi4]] to Sanvi<br>]
(if: $sanvistory is 6 and $sanviapproval is >44)[[[Talk|sanvi6]] to Sanvi<br>]
(if: $sanvistory is 7 and $itemtribute is >0)[Give Sanvi the [[Tribute to a Fisherman|sanvi7]]<br>]
(if: $sanvistory is 9 and $sanviapproval is >64)[[[Talk|sanvi9]] to Sanvi<br>]
(if: $sanvistory is 10 and $sanviapproval is >69)[[[Talk|sanvi10]] to Sanvi<br>]
(if: $sanvistory is 12 and $relationship is 2)[[[Talk|sanvi12.0]] to Sanvi<br>]
(if: $sanvistory is 15 and $relationship is 7 and $brooch is true)[Give Sanvi the [[Heartwood Brooch|sanvi15.0]]<br>]
(if: $sanvistory is >10)[Pay Sanvi a [[visit|sanvivisit]]<br>]
Give Sanvi a [[gift|sanvigift]]<br>
]
Return to [[town]]{=
(set: $energy to it -1)
(set: $sanvistory to 1)
(set: $storyprogress to it +1)
The inn isn't crowded, but there's something welcoming about the place. A tabby cat stretches out in front of a crackling fire, and the few patrons are talking amiably over their mugs.
<br>
There are dozens of horse brasses hung above the well-polished bar, gleaming in the firelight. Behind it stands a woman with almond-shaped eyes and dark, curling hair, who smiles at you as you approach. The shawl around her shoulders has been woven with threads of red and gold.
<br>
'Heard we had a new arrival today,' she says. 'Though I didn't hardly credit it at first. It's not often we see new faces around here. What might I call you, stranger?'
<br>
'(print: $name).'
<br>
'Pleasure to meet you, (print: $name). I'm Sanvi. What brings you to our little island, then?'
<br>
[['I've come for a new start.'|sanviintro1]]<br>
[['That's my own business.'|sanviintro2]]<br>
(if: $sanguine is <15)[~~(Sanguine) 'I'm hoping to meet new people.'~~<br>]
(if: $sanguine is >14)[[[(Sanguine) 'I'm hoping to meet new people.'|sanviintro3]]<br>]{=
(set: $energy to it -1)
(set: $jonahstory to 1)
(set: $storyprogress to it +1)
The door of the hut is half-open. You peer inside. The space is austere, but looks lived-in. A kettle over a small hearth, a narrow bed, a single chair. A book is open on the table. In the low light you cannot make out the symbols on its pages.
<br>
You're stepping away from the door when you're startled by the sound of a snapping twig. You turn to see a man watching you. He is wild-haired, wild-eyed, heavily built. He has a stack of firewood in one arm and a hatchet in the other.
<br>
'What are you doing?' he asks, his voice rough as gravel.
<br>
[['Sorry. I didn't mean to intrude.'|jonahintro1]]<br>
[['You left your door open.'|jonahintro2]]<br>
(if: $choleric is <15)[~~(Choleric) 'Looking around. Who are you?'~~<br>]
(if: $choleric is >14)[[[(Choleric) 'Looking around. Who are you?'|jonahintro3]]<br>]{=
''The Hut''
<br>
A narrow plume of smoke drifts from the chimney of the small hut. Outside the skin of an animal is curing on a rack, and bunches of herbs have been laid out to dry in the sun. (if: $jonahstory is <2)[The man's](if: $jonahstory is >1)[Jonah's] effects are scattered around the place; a book face-down on a wooden bench, a bundle of feathers hung from the doorframe.
<br>
(if: $energy <1)[
(text-colour:red)[You are exhausted. Go home and rest.]
<br>]
(else:)[
(if: $forestgodstory is 4)[Ask Jonah about the [[strange things you've seen in the forest|forestgod4]]<br>]
(if: $forestgodstory is 10 and $forestgodchoice is 1)[Tell Jonah about your [[strange dream|forestgod10.1]]<br>]
(if: $forestgodstory is 10 and $forestgodchoice is 2)[Tell Jonah about your [[strange dream|forestgod10.2]]<br>]
(if: $museum is 6 and $museumchoice is 2 and $jonahtutor is false and $jonahstory is >1)[Speak to Jonah about [[teaching at the school|jonahteach]]<br>]
(if: $jonahstory is 1)[Try to [[talk|jonah1]] to the man again<br>]
(if: $jonahstory is 2 and $jonahapproval is >9)[[[Talk|jonah2]] to Jonah<br>]
(if: $jonahstory is 3 and $jonahapproval is >14)[[[Talk|jonah3]] to Jonah<br>]
(if: $jonahstory is 5 and $jonahapproval is >34)[[[Talk|jonah5]] to Jonah<br>]
(if: $jonahstory is 6 and $jonahapproval is >44)[[[Talk|jonah6]] to Jonah<br>]
(if: $jonahstory is 7 and $itemritual is >0)[Give Jonah the [[Ritual Items|jonah7]]<br>]
(if: $jonahstory is 8 and $jonahapproval is >54)[[[Talk|jonah8]] to Jonah<br>]
(if: $jonahstory is 9 and $jonahletter is true)[Meet Jonah for the [[ritual|jonah9]]<br>]
(if: $jonahstory is 10 and $jonahapproval is >69)[[[Talk|jonah10]] to Jonah<br>]
(if: $jonahstory is 12 and $relationship is 2)[[[Talk|jonah12.0]] to Jonah<br>]
(if: $jonahstory is 15 and $relationship is 7 and $brooch is true)[Give Jonah the [[Heartwood Brooch|jonah15.0]]<br>]
(if: $jonahstory is >10)[Pay Jonah a [[visit|jonahvisit]]<br>]
(if: $jonahstory is >1)[Give Jonah a [[gift|jonahgift]]<br>]
]
Return to the [[forest]]{=
(set: $energy to it -1)
(set: $dagmarastory to 1)
(set: $storyprogress to it +1)
The door to the lighthouse is unlocked. You walk inside and climb the spiral stairs, the metal of the banister cold beneath your palm. Halfway up there is an archway that opens onto a small room. It is dark and cluttered, with large windows looking out across the sea.
<br>
Its only occupant is a woman, who looks at you curiously as you step inside. She is tall and weatherbeaten, her short hair going grey at the temples. There is a slight limp in her gait as she walks towards you.
<br>
'Hello,' she says, her accent unfamiliar. 'Can I help you?'
<br>
You introduce yourself, and explain that you are new to the island and were just looking around. She tells you her name—Dagmara—and informs you that she is the lighthouse keeper here.
<br>
'There is not much to see, I'm afraid,' she says. I have been here for three months and bored for two.'
<br>
[['Bored already? Really?'|dagmaraintro1]]<br>
[['That doesn't sound promising.'|dagmaraintro2]]<br>
(if: $melancholic is <15)[~~(Melancholic) 'I can see why.'~~<br>]
(if: $melancholic is >14)[[[(Melancholic) 'I can see why.'|dagmaraintro3]]<br>]{=
''The Lighthouse''
<br>
The thick glass of the windows mutes the roar of the ocean, but can't quite keep out the chill. Outside the waves beat against the cliffs, booming into clouds of spray that send the gulls scattering.
<br>
(if: $energy <1)[
(text-colour:red)[You are exhausted. Go home and rest.]
<br>]
(else:)[
(if: $shipwreckstory is 3)[Ask Dagmara about the [[shipwreck|shipwreck3]]<br>]
(if: $shipwreckstory is 7)[Tell Dagmara what you've learned about the [[shipwreck|shipwreck7]]<br>]
(if: $shipwreckstory is 10 and $shipwreckchoice is 1)[Tell Dagmara what you found at the [[shipwreck|shipwreck10.1]]<br>]
(if: $shipwreckstory is 10 and $shipwreckchoice is 2)[Tell Dagmara what you found at the [[shipwreck|shipwreck10.2]]<br>]
(if: $museum is 6 and $museumchoice is 2 and $dagmaratutor is false)[Speak to Dagmara about [[teaching at the school|dagmarateach]]<br>]
(if: $dagmarastory is 1)[[[Talk|dagmara1]] to Dagmara<br>]
(if: $dagmarastory is 2 and $dagmaraapproval is >9)[[[Talk|dagmara2]] to Dagmara<br>]
(if: $dagmarastory is 3 and $dagmaraapproval is >14)[[[Talk|dagmara3]] to Dagmara<br>]
(if: $dagmarastory is 4 and $dagmaraapproval is >24)[[[Talk|dagmara4]] to Dagmara<br>]
(if: $dagmarastory is 6 and $dagmaraapproval is >44)[[[Talk|dagmara6]] to Dagmara<br>]
(if: $dagmarastory is 7 and $itemholder is >0)[Give Dagmara the [[Compass Holder|dagmara7]]<br>]
(if: $dagmarastory is 8 and $dagmaraapproval is >54)[[[Talk|dagmara8]] to Dagmara<br>]
(if: $dagmarastory is 9 and $dagmaraletter is true)[Meet Dagmara for [[supper|dagmara9]]<br>]
(if: $dagmarastory is 10 and $dagmaraapproval is >69)[[[Talk|dagmara10]] to Dagmara<br>]
(if: $dagmarastory is 12 and $relationship is 2)[[[Talk|dagmara12.0]] to Dagmara<br>]
(if: $dagmarastory is 15 and $relationship is 7 and $brooch is true)[Give Dagmara the [[Heartwood Brooch|dagmara15.0]]<br>]
(if: $dagmarastory is >10)[Pay Dagmara a [[visit|dagmaravisit]]<br>]
Give Dagmara a [[gift|dagmaragift]]<br>
]
Return to the [[coast]]{=
(set: $energy to it -1)
(set: $ivostory to 1)
(set: $storyprogress to it +1)
You approach the windmill. As you draw closer it becomes clear that it has been out of use for a long time. Some of the sails are torn, and several of its windows are boarded up. You're about to turn back when you spot someone hunkered over near the riverbank.
<br>
The figure is surprisingly well dressed for a man crouching in the mud. He's holding something up to his right eye, an odd brass instrument that you don't recognise, peering through it into the reeds. He jumps when he hears your footsteps, scrambling to his feet.
<br>
He looks a little nervous. You introduce yourself.
<br>
'Hello,' he says. 'Ivo. Ivo Rietveld. I'm actually—I'm sorry, you've caught me right in the middle of something.'
<br>
[['Scrabbling around in the dirt, is it?'|ivointro1]]<br>
[['Sorry to have bothered you.'|ivointro2]]<br>
(if: $phlegmatic is <15)[~~(Phlegmatic) 'Don't worry. Can I ask what?'~~<br>]
(if: $phlegmatic is >14)[[[(Phlegmatic) 'Don't worry. Can I ask what?'|ivointro3]]<br>]{=
''The Windmill''
<br>
The sails of the windmill are still despite the breeze. You can hear the river here, the gentle rushing of it. Ivo's equipment is set up along the bank, sunlight glinting off brass and polished glass.
<br>
(if: $energy <1)[
(text-colour:red)[You are exhausted. Go home and rest.]
<br>]
(else:)[
(if: $cryptidstory is 3)[Ask Ivo about the [[footprints|cryptid3]]<br>]
(if: $museum is 6 and $museumchoice is 2 and $ivotutor is false)[Speak to Ivo about [[teaching at the school|ivoteach]]<br>]
(if: $ivostory is 1)[[[Talk|ivo1]] to Ivo<br>]
(if: $ivostory is 2 and $ivoapproval is >9)[[[Talk|ivo2]] to Ivo<br>]
(if: $ivostory is 3 and $ivoapproval is >14)[[[Talk|ivo3]] to Ivo<br>]
(if: $ivostory is 4 and $ivoapproval is >24)[[[Talk|ivo4]] to Ivo<br>]
(if: $ivostory is 6 and $ivoapproval is >44)[[[Talk|ivo6]] to Ivo<br>]
(if: $ivostory is 7 and $itembindings is >0)[Give Ivo the [[Fine Bindings|ivo7]]<br>]
(if: $ivostory is 8 and $ivoapproval is >54)[[[Talk|ivo8]] to Ivo<br>]
(if: $ivostory is 9 and $ivoletter is true)[Find out what Ivo's [[surprise|ivo9]] is<br>]
(if: $ivostory is 10 and $ivoapproval is >69)[[[Talk|ivo10]] to Ivo<br>]
(if: $ivostory is 12 and $relationship is 2)[[[Talk|ivo12.0]] to Ivo<br>]
(if: $ivostory is 15 and $relationship is 7 and $brooch is true)[Give Ivo the [[Heartwood Brooch|ivo15.0]]<br>]
(if: $ivostory is >10)[Pay Ivo a [[visit|ivovisit]]<br>]
Give Ivo a [[gift|ivogift]]<br>
]
Return to the [[river]]{=
(if: $itemmountedfossil is 0 and $itemcrystalarrangement is 0 and $itemfinespyglass is 0 and $itemdriftwoodamulet is 0 and $itemwaterprooftarp is 0 and $itemwoodenplatters is 0 and $itemvaseofflowers is 0 and $itemflintpouch is 0 )[
You have no gifts to give.
<br>
[[Leave|inn]]]
(else:)[
You have made a gift for Sanvi.
<br>
(if: $itemmountedfossil >0)[Give Sanvi a [[Mounted Fossil|sanvimountedfossil]]<br>]
(if: $itemcrystalarrangement >0)[Give Sanvi a [[Crystal Arrangement|sanvicrystalarrangement]]<br>]
(if: $itemfinespyglass >0)[Give Sanvi a [[Fine Spyglass|sanvifinespyglass]]<br>]
(if: $itemdriftwoodamulet >0)[Give Sanvi a [[Driftwood Amulet|sanvidriftwoodamulet]]<br>]
(if: $itemwaterprooftarp >0)[Give Sanvi a [[Waterproof Tarp|sanviwaterprooftarp]]<br>]
(if: $itemwoodenplatters >0)[Give Sanvi a [[Wooden Platter|sanvigiftplatter]]<br>]
(if: $itemvaseofflowers >0)[Give Sanvi a [[Vase of Flowers|sanvivaseofflowers]]<br>]
(if: $itemflintpouch >0)[Give Sanvi a [[Flint Pouch|sanviflintpouch]]<br>]
<br>
You [[change your mind|inn]]]{=
(if: $itemmountedfossil is 0 and $itemcrystalarrangement is 0 and $itemfinespyglass is 0 and $itemdriftwoodamulet is 0 and $itemwaterprooftarp is 0 and $itemwoodenplatters is 0 and $itemvaseofflowers is 0 and $itemflintpouch is 0 )[
You have no gifts to give.
<br>
[[Leave|hut]]]
(else:)[
You have made a gift for Jonah.
<br>
(if: $itemmountedfossil >0)[Give Jonah a [[Mounted Fossil|jonahmountedfossil]]<br>]
(if: $itemcrystalarrangement >0)[Give Jonah a [[Crystal Arrangement|jonahcrystalarrangement]]<br>]
(if: $itemfinespyglass >0)[Give Jonah a [[Fine Spyglass|jonahfinespyglass]]<br>]
(if: $itemdriftwoodamulet >0)[Give Jonah a [[Driftwood Amulet|jonahdriftwoodamulet]]<br>]
(if: $itemwaterprooftarp >0)[Give Jonah a [[Waterproof Tarp|jonahwaterprooftarp]]<br>]
(if: $itemwoodenplatters >0)[Give Jonah a [[Wooden Platter|jonahwoodenplatter]]<br>]
(if: $itemvaseofflowers >0)[Give Jonah a [[Vase of Flowers|jonahvaseofflowers]]<br>]
(if: $itemflintpouch >0)[Give Jonah a [[Flint Pouch|jonahflintpouch]]<br>]
<br>
You [[change your mind|hut]]]{=
(if: $itemmountedfossil is 0 and $itemcrystalarrangement is 0 and $itemfinespyglass is 0 and $itemdriftwoodamulet is 0 and $itemwaterprooftarp is 0 and $itemwoodenplatters is 0 and $itemvaseofflowers is 0 and $itemflintpouch is 0 )[
You have no gifts to give.
<br>
[[Leave|lighthouse]]]
(else:)[
You have made a gift for Dagmara.
<br>
(if: $itemmountedfossil >0)[Give Dagmara a [[Mounted Fossil|dagmaramountedfossil]]<br>]
(if: $itemcrystalarrangement >0)[Give Dagmara a [[Crystal Arrangement|dagmaracrystalarrangement]]<br>]
(if: $itemfinespyglass >0)[Give Dagmara a [[Fine Spyglass|dagmarafinespyglass]]<br>]
(if: $itemdriftwoodamulet >0)[Give Dagmara a [[Driftwood Amulet|dagmaradriftwoodamulet]]<br>]
(if: $itemwaterprooftarp >0)[Give Dagmara a [[Waterproof Tarp|dagmarawaterprooftarp]]<br>]
(if: $itemwoodenplatters >0)[Give Dagmara a [[Wooden Platter|dagmarawoodenplatter]]<br>]
(if: $itemvaseofflowers >0)[Give Dagmara a [[Vase of Flowers|dagmaravaseofflowers]]<br>]
(if: $itemflintpouch >0)[Give Dagmara a [[Flint Pouch|dagmaraflintpouch]]<br>]
<br>
You [[change your mind|lighthouse]]]{=
(if: $itemmountedfossil is 0 and $itemcrystalarrangement is 0 and $itemfinespyglass is 0 and $itemdriftwoodamulet is 0 and $itemwaterprooftarp is 0 and $itemwoodenplatters is 0 and $itemvaseofflowers is 0 and $itemflintpouch is 0 )[
You have no gifts to give.
<br>
[[Leave|windmill]]]
(else:)[
You have made a gift for Ivo.
<br>
(if: $itemmountedfossil >0)[Give Ivo a [[Mounted Fossil|ivomountedfossil]]<br>]
(if: $itemcrystalarrangement >0)[Give Ivo a [[Crystal Arrangement|ivocrystalarrangement]]<br>]
(if: $itemfinespyglass >0)[Give Ivo a [[Fine Spyglass|ivofinespyglass]]<br>]
(if: $itemdriftwoodamulet >0)[Give Ivo a [[Driftwood Amulet|ivodriftwoodamulet]]<br>]
(if: $itemwaterprooftarp >0)[Give Ivo a [[Waterproof Tarp|ivowaterprooftarp]]<br>]
(if: $itemwoodenplatters >0)[Give Ivo a [[Wooden Platter|ivowoodenplatter]]<br>]
(if: $itemvaseofflowers >0)[Give Ivo a [[Vase of Flowers|ivovaseofflowers]]<br>]
(if: $itemflintpouch >0)[Give Ivo a [[Flint Pouch|ivoflintpouch]]<br>]
<br>
You [[change your mind|windmill]]]{=
(set: $sanviapproval to it +15)
(set: $itemcrystalarrangement to it -1)
Sanvi's eyes light up as you hand her the arranagement of crystals.
<br>
'Oh, (print: $name), that's beautiful,' she says. 'This'll look a treat in the parlour. Thank you kindly.'
<br>
Return to the [[inn]]{=
(set: $sanviapproval to it +8)
(set: $itemwoodenplatters to it -1)
Sanvi smiles at you as you hand her the platter, her eyes crinkling.
<br>
'This is lovely, (print: $name). It was kind of you to think of me.'
<br>
Return to the [[inn]]{=
(set: $sanviapproval to it +5)
(set: $itemfinespyglass to it -1)
'Oh!' she says. 'For me? Well, thank you. This is very fine.'
<br>
Return to the [[inn]]{=
(set: $sanviapproval to it +5)
(set: $itemdriftwoodamulet to it -1)
'Oh!' she says. 'For me? Well, thank you. This is very fine.'
<br>
Return to the [[inn]]{=
(set: $sanviapproval to it +3)
(set: $itemwaterprooftarp to it -1)
'Thank you,' she says. 'That's very nice.'
<br>
Return to the [[inn]]{=
(set: $sanviapproval to it +3)
(set: $itemvaseofflowers to it -1)
'Thank you,' she says. 'That's very nice.'
<br>
Return to the [[inn]]{=
(set: $sanviapproval to it +3)
(set: $itemflintpouch to it -1)
'Thank you,' she says. 'That's very nice.'
<br>
Return to the [[inn]]{=
(set: $sanviapproval to it +5)
(set: $itemmountedfossil to it -1)
'Oh!' she says. 'For me? Well, thank you. This is very fine.'
<br>
Return to the [[inn]]{=
(set: $jonahapproval to it +5)
(set: $itemmountedfossil to it -1)
'A gift, is it?' he says. 'It's well-crafted. Thank you.'
<br>
Return to the [[hut]]{=
(set: $jonahapproval to it +5)
(set: $itemcrystalarrangement to it -1)
'A gift, is it?' he says. 'It's well-crafted. Thank you.'
<br>
Return to the [[hut]]{=
(set: $jonahapproval to it +5)
(set: $itemfinespyglass to it -1)
'A gift, is it?' he says. 'It's well-crafted. Thank you.'
<br>
Return to the [[hut]]{=
(set: $jonahapproval to it +15)
(set: $itemdriftwoodamulet to it -1)
Jonah is quiet for a moment as you hand him the amulet. He turns it over in his hands, then looks up at you.
<br>
'This is—thank you, (print: $name). I'm grateful for it.'
<br>
Return to the [[hut]]{=
(set: $jonahapproval to it +3)
(set: $itemwaterprooftarp to it -1)
'You made this for me, did you?' Jonah asks. 'Well. Thank you, I suppose.'
<br>
Return to the [[hut]]{=
(set: $jonahapproval to it +3)
(set: $itemwoodenplatters to it -1)
'You made this for me, did you?' Jonah asks. 'Well. Thank you, I suppose.'
<br>
Return to the [[hut]]{=
(set: $jonahapproval to it +3)
(set: $itemvaseofflowers to it -1)
'You made this for me, did you?' Jonah asks. 'Well. Thank you, I suppose.'
<br>
Return to the [[hut]]{=
(set: $jonahapproval to it +8)
(set: $itemflintpouch to it -1)
'You made this?' Jonah takes the pouch from you, looking impressed. 'Cleverly done. I thank you for it.'
<br>
Return to the [[hut]]{=
(set: $dagmaraapproval to it +5)
(set: $itemmountedfossil to it -1)
'A gift for me?' Dagmara says. 'It is very nice. I thank you.'
<br>
Return to the [[lighthouse]]{=
(set: $dagmaraapproval to it +5)
(set: $itemcrystalarrangement to it -1)
'A gift for me?' Dagmara says. 'It is very nice. I thank you.'
<br>
Return to the [[lighthouse]]{=
(set: $dagmaraapproval to it +15)
(set: $itemfinespyglass to it -1)
Dagmara's pale eyes widen as you hand her the spyglass.
<br>
'I used to have one just like this,' she says. 'I lost it when—well, it does not matter now. Thank you, (print: $name). Thank you.'
<br>
Return to the [[lighthouse]]{=
(set: $dagmaraapproval to it +5)
(set: $itemdriftwoodamulet to it -1)
'A gift for me?' Dagmara says. 'It is very nice. I thank you.'
<br>
Return to the [[lighthouse]]{=
(set: $dagmaraapproval to it +3)
(set: $itemwaterprooftarp to it -1)
'Thank you.' Dagmara says. 'This was very kind.'
<br>
Return to the [[lighthouse]]{=
(set: $dagmaraapproval to it +3)
(set: $itemwoodenplatters to it -1)
'Thank you.' Dagmara says. 'This was very kind.'
<br>
Return to the [[lighthouse]]{=
(set: $dagmaraapproval to it +8)
(set: $itemvaseofflowers to it -1)
'These are lovely,' Dagmara says, taking the flowers from you. 'They will certainly add some colour to the place. Thank you.'
<br>
Return to the [[lighthouse]]{=
(set: $dagmaraapproval to it +3)
(set: $itemflintpouch to it -1)
'Thank you.' Dagmara says. 'This was very kind.'
<br>
Return to the [[lighthouse]]{=
(set: $ivoapproval to it +15)
(set: $itemmountedfossil to it -1)
'My word,' Ivo says, taking the mounted fossil from your hands. '(print: $name), this is wonderful. I'm touched you went to the effort for me. Thank you.'
<br>
Return to the [[windmill]]{=
(set: $ivoapproval to it +5)
(set: $itemcrystalarrangement to it -1)
'Did you make this?' Ivo asks. 'That's very impressive. Thank you.'
<br>
Return to the [[windmill]]{=
(set: $ivoapproval to it +5)
(set: $itemfinespyglass to it -1)
'Did you make this?' Ivo asks. 'That's very impressive. Thank you.'
<br>
Return to the [[windmill]]{=
(set: $ivoapproval to it +5)
(set: $itemdriftwoodamulet to it -1)
'Did you make this?' Ivo asks. 'That's very impressive. Thank you.'
<br>
Return to the [[windmill]]{=
(set: $ivoapproval to it +8)
(set: $itemwaterprooftarp to it -1)
'Oh, this is just the thing,' Ivo says, running an appreciative hand over the tarp. 'This will keep my equipment from getting soaked next time it rains. Thank you.'
<br>
Return to the [[windmill]]{=
(set: $ivoapproval to it +3)
(set: $itemwoodenplatters to it -1)
'A gift?' Ivo says. 'For me? Thank you, (print: $name).'
<br>
Return to the [[windmill]]{=
(set: $ivoapproval to it +3)
(set: $itemvaseofflowers to it -1)
'A gift?' Ivo says. 'For me? Thank you, (print: $name).'
<br>
Return to the [[windmill]]{=
(set: $ivoapproval to it +3)
(set: $itemflintpouch to it -1)
'A gift?' Ivo says. 'For me? Thank you, (print: $name).'
<br>
Return to the [[windmill]]{=
Enough reminiscing. It's time to go.
<br>
The captain manoeuvres the small ferry into the harbour, where a young man waits to tie up the docking line. When you left the mainland there were a dozen passengers aboard. Over the course of your journey they disembarked, in pairs or alone, at other ports along the way. You are the only one leaving here. The captain shakes your hand before you go, and wishes you well.
<br>
You have not brought much with you; only a satchel containing your scant few possessions and a battered map. The latter has been marked with a cross in pencil, showing the location of a cottage you have never seen. Your cottage. Your home, now.
<br>
You follow the path away from the harbour, heading towards the heart of the island. Your journey [[begins here|hub]].{=
(set: $bookoracle to true)
''The Cave''
<br>
(if: $appleprophecy is >2 and $peachprophecy is >2 and $pearprophecy is >2 and $plumprophecy is >2)[
The cowled figure sprawls at the back of the cave, their gnarled hands resting on a stomach now round and distended. Around them are pits and cores and calyxes, half-gnawed seeds.
<br>
//Leave me, child,// it says. //You have fed me well. I have no more truths to tell.//]
(else:)[
The cave is dark and damp, the air thick with the smells of rot and mildew. At the back, where the shadow is densest, sits a cowled figure. It is almost skeletally thin.
<br>
//Welcome,// it says, its voice seeming to sound from somewhere behind you. //What have you brought for me?//
<br>
(if: $apples is <1 and $appleprophecy is <3)[Give Apple<br>]
(if: $peaches is <1 and $peachprophecy is <3)[Give Peach<br>]
(if: $pears is <1 and $pearprophecy is <3)[Give Pear<br>]
(if: $plums is <1 and $plumprophecy is <3)[Give Plum<br>]
(if: $apples is >0 and $appleprophecy is <3)[[[Give Apple|oracleapple]]<br>]
(if: $peaches is >0 and $peachprophecy is <3)[[[Give Peach|oraclepeach]]<br>]
(if: $pears is >0 and $pearprophecy is <3)[[[Give Pear|oraclepear]]<br>]
(if: $plums is >0 and $plumprophecy is <3)[[[Give Plum|oracleplum]]<br>]]
<br>
[[Leave the cave|forest]]{=
''A Brief Guide to Island Living''
<br>
Islands are closed environments; isolated by definition, there are challenges to living in such a remote landscape, particularly for those who are accustomed to the mainland.
<br>
There are opportunities too, however. For those seeking a quieter, slower way of life, the life of an island-dweller might prove to be ideal. In this book I will provide some advice for those wishing to settle into their new island home.
<br>
//Professions//<br>
There are many ways for one to make a living on the islands. The varied landscape is bountiful with natural materials, which can be sold in their raw form or crafted into more valuable items. For those lucky enough to have land or a garden of their own, one may even wish to invest in planting crops at home.
<br>
//Socialising//<br>
Community is important on small islands. With perhaps only a handful of dwellings in more remote locations, building relationships with your neighbours is vital. Make sure to speak to them often, and perhaps show your appreciation with gifts. Though they may be suspicious of outsiders at first, they may open up to you as you build rapport.
<br>
//History//<br>
The remote islands have been occupied for many hundreds of years, and are rich with history and folklore. The longer you spend in your new home, and the more you learn about the landscape, the more knowledge will reveal itself to you.
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
(set: $craft1read to true)
''Crafting with Natural Materials: Volume 1''
<br>
If one is prepared to look for them, there are many valuable materials in the natural world that can, with a little skill and effort, be used to craft unique objects.
<br>
A lattice of woven reeds, for example, can be laquered with tree sap to create a serviceable tarp to keep the elements at bay. Common timber and driftwood may be carved into a charming platter for use in the home. A piece of leather might be stitched into a pouch for holding flint and tinder. And, while this may not strictly be called 'crafting', an arrangements of wildflowers in a vase is always a cheerful sight.
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
(set: $craft2read to true)
''Crafting with Natural Materials: Volume 2''
<br>
Once you have mastered the basics of craftsmanship, it may be time to test your newfound confidence on a more challenging project or two.
<br>
If you are looking for an unusual decoration for your house, an ammonite or other fossil may be affixed to a bowl or vase with tree resin. For those seeking something a little more pleasing to the eye, beach stones and quartz can be fashioned into an elegant vessel for wildflowers.
<br>
If you have a nautical bent, a casing of reeds and leather can be made for a lens of seaglass which, properly adjusted, may be used to see over long distances.
<br>
Making jewellery can also be an interesting challenge for the journeyman craftsman. Common timber and driftwood, properly treated, will make find-looking beads that can be strung from a cord or chain.
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
''A Natural History of the Western Archipelago: Volume 1''<br>
by Dr. Ivo Rietveld
<br>
Of all the lands in this wide world, one may not think of the humble Western Archipelago of being deserving of study. Truly, compared to the jungles of the east or the great tundras of the south, the temperate islands are not so very dramatic. But the complexity and diversity of life here is almost beyond belief, and, to this scholar's mind, beyond worthy of attention.
<br>
The behaviour of the birds alone could fill volumes. Species considered migratory in this part of the world nest here the year-round, and I have observed solitary birds such as woodpeckers and robins forming flocks in their dozens. Almost every evening there are murmurations above the floodplains, great sweeping clouds that seem to fill the sky.
<br>
The fungi in this region also displays some curious features. Often one will see a specimen growing somewhere unexpected; fly agaric sprouting from the trunk of a tree, bracket fungi along the banks of a stream. Occasionally I have noted two or more species growing together, and further examination has seemed to suggest that they may even share mycelium.
<br>
[[Return to bookshelf|bookshelf]]{=
''Revelations of the Oracle''
<br>
(if: $appleprophecy is 1)[
The anchorite covets an amulet; beads of carved wood around his throat.]
(if: $appleprophecy is 2)[
The anchorite covets an amulet; beads of carved wood around his throat.
<br>
It is always seeking. Sparks of life above and within it, those in whom it might find a home.]
(if: $appleprophecy is 3)[
The anchorite covets an amulet; beads of carved wood around his throat.
<br>
It is always seeking. Sparks of life above and within it, those in whom it might find a home.
<br>
They have almost forgotten why they put on the masks, why they take the steps. Tradition has swallowed up meaning. Once it was not a dance but a battle.]
<br>
(if: $peachprophecy is 1)[
The publican desires a token that pleases her eyes. Petals surrounded by stones.]
(if: $peachprophecy is 2)[
The publican desires a token that pleases her eyes. Petals surrounded by stones.
<br>
She was so tired. So tired. Every night, the weeping. Eyes bleary upon waking. All she needed was one night of sleep. One night of rest. That was all.]
(if: $peachprophecy is 3)[
The publican desires a token that pleases her eyes. Petals surrounded by stones.
<br>
She was so tired. So tired. Every night, the weeping. Eyes bleary upon waking. All she needed was one night of sleep. One night of rest. That was all.
<br>
She lit the fire, but did not strike the match. It was their fault for forgetting her. They left a hole in her heart and evil got into it.]
<br>
(if: $pearprophecy is 1)[
The lighthouse keeper owned a spyglass once. She remembers the leather soft against her palm, the green tint of the glass.]
(if: $pearprophecy is 2)[
The lighthouse keeper owned a spyglass once. She remembers the leather soft against her palm, the green tint of the glass.
<br>
A moment of perfect blackness when the light went out. As saltwater filled the hull she spoke a curse, made vengeance with her last breath.]
(if: $pearprophecy is 3)[
The lighthouse keeper owned a spyglass once. She remembers the leather soft against her palm, the green tint of the glass.
<br>
A moment of perfect blackness when the light went out. As saltwater filled the hull she spoke a curse, made vengeance with her last breath.
<br>
He once had a lover who wore an oil-slick skin. He met her in a bay outside the harbour, brushing her hair and singing. Jealousy forced his hand, and now her skin lives in his old sea-chest.]
<br>
(if: $plumprophecy is 1)[
The naturalist wishes to see his work displayed. Bones mounted upon bowls, vases, vessels of all kinds.]
(if: $plumprophecy is 2)[
The naturalist wishes to see his work displayed. Bones mounted upon bowls, vases, vessels of all kinds.
<br>
It has been sleeping these past years, in a place deep below the earth. Until this place is smoked out it will wake and wake again.]
(if: $plumprophecy is 3)[
The naturalist wishes to see his work displayed. Bones mounted upon bowls, vases, vessels of all kinds.
<br>
It has been sleeping these past years, in a place deep below the earth. Until this place is smoked out it will wake and wake again.
<br>
She stares up at the gleaming windows as her mother scrubs the front step; a girl just like her, bedecked in silks and ribbons, a gold chain about her throat. //One day//, she thinks. //One day.//]
<br>
[[Return to bookshelf|bookshelf]]{=
(set: $arrivedhome to true)
You have to follow the map closely to find the cottage. It's off the beaten track, nestled between a small brook and a stand of conifers. The walls are whitewashed, the roof thatched. You find the key under a heart-shaped stone in the garden.
<br>
As promised, it isn't much. Two rooms, a wood-burning stove, a bed, a kitchen table. That's all. But the windows are thick, leaded glass, the furniture good oak, and there's already a stack of firewood in the shed around the back.
<br>
From now on, this is where you'll call [[home]].{=
''The Market'' ((print: $coin) coins)
<br>
(text-style:"underline")[Sell for 5 Coins]<br>
(if: $itemreeds is >0)[Sell Reeds<br>(click: "Reeds")[(set: $itemreeds to it -1) (set: $coin to it +5)(go-to: "market")]]
(if: $itemreeds is >1)[Sell all Reeds ((print: $itemreeds))<br>(click: "all Reeds")[(set: $coin to it + ($itemreeds * 5))(set: $itemreeds to 0)(go-to: "market")]]
(if: $itempebbles is >0)[Sell Pebbles<br>(click: "Pebbles")[(set: $itempebbles to it -1) (set: $coin to it +5)(go-to: "market")]]
(if: $itempebbles is >1)[Sell all Pebbles ((print: $itempebbles))<br>(click: "all Pebbles")[(set: $coin to it + ($itempebbles * 5))(set: $itempebbles to 0)(go-to: "market")]]
(if: $itemtimber is >0)[Sell Timber<br>(click: "Timber")[(set: $itemtimber to it -1) (set: $coin to it +5)(go-to: "market")]]
(if: $itemtimber is >1)[Sell all Timber ((print: $itemtimber))<br>(click: "all Timber")[(set: $coin to it + ($itemtimber * 5))(set: $itemtimber to 0)(go-to: "market")]]
(if: $itempottery is >0)[Sell Pottery<br>(click: "Pottery")[(set: $itempottery to it -1) (set: $coin to it +5)(go-to: "market")]]
(if: $itempottery is >1)[Sell all Pottery ((print: $itempottery))<br>(click: "all Pottery")[(set: $coin to it + ($itempottery * 5))(set: $itempottery to 0)(go-to: "market")]]
(if: $peppers is >0)[Sell Pepper<br>(click: "Pepper")[(set: $peppers to it -1) (set: $coin to it +5)(go-to: "market")]]
(if: $peppers is >1)[Sell all Peppers ((print: $peppers))<br>(click: "all Peppers")[(set: $coin to it + ($peppers * 5))(set: $peppers to 0)(go-to: "market")]]
(if: $tomatoes is >0)[Sell Tomato<br>(click: "Tomato")[(set: $tomatoes to it -1) (set: $coin to it +5)(go-to: "market")]]
(if: $tomatoes is >1)[Sell all Tomatoes ((print: $tomatoes))<br>(click: "all Tomatoes")[(set: $coin to it + ($tomatoes * 5))(set: $tomatoes to 0)(go-to: "market")]]
(if: $courgettes is >0)[Sell Courgette<br>(click: "Courgette")[(set: $courgettes to it -1) (set: $coin to it +5)(go-to: "market")]]
(if: $courgettes is >1)[Sell all Courgettes ((print: $courgettes))<br>(click: "all Courgettes")[(set: $coin to it + ($courgettes * 5))(set: $courgettes to 0)(go-to: "market")]]
(if: $squashes is >0)[Sell Squash<br>(click: "Squash")[(set: $squashes to it -1) (set: $coin to it +5)(go-to: "market")]]
(if: $squashes is >1)[Sell all Squashes ((print: $squashes))<br>(click: "all Squashes")[(set: $coin to it + ($squashes * 5))(set: $squashes to 0)(go-to: "market")]]
<br>
(text-style:"underline")[Sell for 10 Coins]<br>
(if: $itemwildflowers is >0)[Sell Wildflowers<br>(click: "Wildflowers")[(set: $itemwildflowers to it -1) (set: $coin to it +10)(go-to: "market")]]
(if: $itemwildflowers is >1)[Sell all Wildflowers ((print: $itemwildflowers))<br>(click: "all Wildflowers")[(set: $coin to it + ($itemwildflowers * 10))(set: $itemwildflowers to 0)(go-to: "market")]]
(if: $itemdriftwood is >0)[Sell Driftwood<br>(click: "Driftwood")[(set: $itemdriftwood to it -1) (set: $coin to it +10)(go-to: "market")]]
(if: $itemdriftwood is >1)[Sell all Driftwood ((print: $itemdriftwood))<br>(click: "all Driftwood")[(set: $coin to it + ($itemdriftwood * 10))(set: $itemdriftwood to 0)(go-to: "market")]]
(if: $itemtreesap is >0)[Sell Tree Sap<br>(click: "Tree Sap")[(set: $itemtreesap to it -1) (set: $coin to it +10)(go-to: "market")(go-to: "market")]]
(if: $itemtreesap is >1)[Sell all Tree Sap ((print: $itemtreesap))<br>(click: "all Tree Sap")[(set: $coin to it + ($itemtreesap * 10))(set: $itemtreesap to 0)(go-to: "market")]]
(if: $itemleather is >0)[Sell Leather<br>(click: "Leather")[(set: $itemleather to it -1) (set: $coin to it +10)(go-to: "market")]]
(if: $itemleather is >1)[Sell all Leather ((print: $itemleather))<br>(click: "all Leather")[(set: $coin to it + ($itemleather * 10))(set: $itemleather to 0)(go-to: "market")]]
(if: $apples is >0)[Sell Apple<br>(click: "Apple")[(set: $apples to it -1) (set: $coin to it +10)(go-to: "market")]]
(if: $apples is >1)[Sell all Apples ((print: $apples))<br>(click: "all Apples")[(set: $coin to it + ($apples * 10))(set: $apples to 0)(go-to: "market")]]
(if: $peaches is >0)[Sell Peach<br>(click: "Peach")[(set: $peaches to it -1) (set: $coin to it +10)(go-to: "market")]]
(if: $peaches is >1)[Sell all Peaches ((print: $peaches))<br>(click: "all Peaches")[(set: $coin to it + ($peaches * 10))(set: $peaches to 0)(go-to: "market")]]
(if: $pears is >0)[Sell Pear<br>(click: "Pear")[(set: $pears to it -1) (set: $coin to it +10)(go-to: "market")]]
(if: $pears is >1)[Sell all Pears ((print: $pears))<br>(click: "all Pears")[(set: $coin to it + ($pears * 10))(set: $pears to 0)(go-to: "market")]]
(if: $plums is >0)[Sell Plum<br>(click: "Plum")[(set: $plums to it -1) (set: $coin to it +10)(go-to: "market")]]
(if: $plums is >1)[Sell all Plums ((print: $plums))<br>(click: "all Plums")[(set: $coin to it + ($plums * 10))(set: $plums to 0)(go-to: "market")]]
<br>
(text-style:"underline")[Sell for 15 Coins]<br>
(if: $itemfossil is >0)[Sell Fossil<br>(click: "Fossil")[(set: $itemfossil to it -1) (set: $coin to it +15)(go-to: "market")]]
(if: $itemfossil is >1)[Sell all Fossils ((print: $itemfossil))<br>(click: "all Fossils")[(set: $coin to it + ($itemfossil * 15))(set: $itemfossil to 0)(go-to: "market")]]
(if: $itemseaglass is >0)[Sell Seaglass<br>(click: "Seaglass")[(set: $itemseaglass to it -1) (set: $coin to it +15)(go-to: "market")]]
(if: $itemseaglass is >1)[Sell all Seaglass ((print: $itemseaglass))<br>(click: "all Seaglass")[(set: $coin to it + ($itemseaglass * 15))(set: $itemseaglass to 0)(go-to: "market")]]
(if: $itemquartz is >0)[Sell Quartz<br>(click: "Quartz")[(set: $itemquartz to it -1) (set: $coin to it +15)(go-to: "market")]]
(if: $itemquartz is >1)[Sell all Quartz ((print: $itemquartz))<br>(click: "all Quartz")[(set: $coin to it + ($itemquartz * 15))(set: $itemquartz to 0)(go-to: "market")]]
(if: $itemsilverchain is >0)[Sell Silver Chain<br>(click: "Silver Chain")[(set: $itemsilverchain to it -1) (set: $coin to it +15)(go-to: "market")]]
(if: $itemsilverchain is >1)[Sell all Silver Chains ((print: $itemsilverchain))<br>(click: "all Silver Chains")[(set: $coin to it + ($itemsilverchain * 15))(set: $itemsilverchain to 0)(go-to: "market")]]
<br>
(text-style:"underline")[Sell for 20 Coins]<br>
(if: $itemwaterprooftarp is >0)[Sell Waterproof Tarp<br>(click: "Waterproof Tarp")[(set: $itemwaterprooftarp to it -1) (set: $coin to it +20)(go-to: "market")]]
(if: $itemwaterprooftarp is >1)[Sell all Waterproof Tarps ((print: $itemwaterprooftarp))<br>(click: "all Waterproof Tarps")[(set: $coin to it + ($itemwaterprooftarp * 20))(set: $itemwaterprooftarp to 0)(go-to: "market")]]
(if: $itemwoodenplatters is >0)[Sell Wooden Platter<br>(click: "Wooden Platter")[(set: $itemwoodenplatters to it -1) (set: $coin to it +20)(go-to: "market")]]
(if: $itemwoodenplatters is >1)[Sell all Wooden Platters ((print: $itemwoodenplatters))<br>(click: "all Wooden Platters")[(set: $coin to it + ($itemwoodenplatters * 20))(set: $itemwoodenplatters to 0)(go-to: "market")]]
(if: $itemvaseofflowers is >0)[Sell Vase of Flowers<br>(click: "Vase of Flowers")[(set: $itemvaseofflowers to it -1) (set: $coin to it +20)(go-to: "market")]]
(if: $itemvaseofflowers is >1)[Sell all Vases of Flowers ((print: $itemvaseofflowers))<br>(click: "all Vases of Flowers")[(set: $coin to it + ($itemvaseofflowers * 20))(set: $itemvaseofflowers to 0)(go-to: "market")]]
(if: $itemflintpouch is >0)[Sell Flint Pouch<br>(click: "Flint Pouch")[(set: $itemflintpouch to it -1) (set: $coin to it +20)(go-to: "market")]]
(if: $itemflintpouch is >1)[Sell all Flint Pouches ((print: $itemflintpouch))<br>(click: "all Flint Pouches")[(set: $coin to it + ($itemflintpouch * 20))(set: $itemflintpouch to 0)(go-to: "market")]]
<br>
(text-style:"underline")[Sell for 40 Coins]<br>
(if: $itemmountedfossil is >0)[Sell Mounted Fossil<br>(click: "Mounted Fossil")[(set: $itemmountedfossil to it -1) (set: $coin to it +40)(go-to: "market")]]
(if: $itemmountedfossil is >1)[Sell all Mounted Fossils ((print: $itemmountedfossil))<br>(click: "all Mounted Fossils")[(set: $coin to it + ($itemmountedfossil * 40))(set: $itemmountedfossil to 0)(go-to: "market")]]
(if: $itemcrystalarrangement is >0)[Sell Crystal Arrangement<br>(click: "Crystal Arrangement")[(set: $itemcrystalarrangement to it -1) (set: $coin to it +40)(go-to: "market")]]
(if: $itemcrystalarrangement is >1)[Sell all Crystal Arrangements ((print: $itemcrystalarrangement))<br>(click: "all Crystal Arrangements")[(set: $coin to it + ($itemcrystalarrangement * 40))(set: $itemcrystalarrangement to 0)(go-to: "market")]]
(if: $itemfinespyglass is >0)[Sell Fine Spyglass<br>(click: "Fine Spyglass")[(set: $itemfinespyglass to it -1) (set: $coin to it +40)(go-to: "market")]]
(if: $itemfinespyglass is >1)[Sell all Fine Spyglasses ((print: $itemfinespyglass))<br>(click: "all Fine Spyglasses")[(set: $coin to it + ($itemfinespyglass * 40))(set: $itemfinespyglass to 0)(go-to: "market")]]
(if: $itemdriftwoodamulet is >0)[Sell Driftwood Amulet<br>(click: "Driftwood Amulet")[(set: $itemdriftwoodamulet to it -1) (set: $coin to it +40)(go-to: "market")]]
(if: $itemdriftwoodamulet is >1)[Sell all Driftwood Amulets ((print: $itemdriftwoodamulet))<br>(click: "all Driftwood Amulets")[(set: $coin to it + ($itemdriftwoodamulet * 40))(set: $itemdriftwoodamulet to 0)(go-to: "market")]]
<br>
Return to [[town]]{=
''Plants for Sale'' ((print: $coin) coins)<br>
The plant seller is thin and reedy, dirt caked under his nails. He sometimes hums to the plants when he thinks no one is listening.
<br>
Apple Tree: (if: $appletree is false)[50 coins](if: $appletree is true)[Purchased] (if: $coin is >49 and $appletree is false)[(click: "Apple Tree")[(set: $appletree to true)(set: $coin to it -50)(go-to: "plants")]]<br>
Peach Tree: (if: $peachtree is false)[50 coins](if: $peachtree is true)[Purchased] (if: $coin is >49 and $peachtree is false)[(click: "Peach Tree")[(set: $peachtree to true)(set: $coin to it -50)(go-to: "plants")]]<br>
Pear Tree: (if: $peartree is false)[50 coins](if: $peartree is true)[Purchased] (if: $coin is >49 and $peartree is false)[(click: "Pear Tree")[(set: $peartree to true)(set: $coin to it -50)(go-to: "plants")]]<br>
Plum Tree: (if: $plumtree is false)[50 coins](if: $plumtree is true)[Purchased] (if: $coin is >49 and $plumtree is false)[(click: "Plum Tree")[(set: $plumtree to true)(set: $coin to it -50)(go-to: "plants")]]<br>
<br>
Pepper Plant: (if: $pepperplant is false)[25 coins](if: $pepperplant is true)[Purchased] (if: $coin is >24 and $pepperplant is false)[(click: "Pepper Plant")[(set: $pepperplant to true)(set: $coin to it -25)(go-to: "plants")]]<br>
Tomato Plant: (if: $tomatoplant is false)[25 coins](if: $tomatoplant is true)[Purchased] (if: $coin is >24 and $tomatoplant is false)[(click: "Tomato Plant")[(set: $tomatoplant to true)(set: $coin to it -25)(go-to: "plants")]]<br>
Courgette Plant: (if: $courgetteplant is false)[25 coins](if: $courgetteplant is true)[Purchased] (if: $coin is >24 and $courgetteplant is false)[(click: "Courgette Plant")[(set: $courgetteplant to true)(set: $coin to it -25)(go-to: "plants")]]<br>
Squash Plant: (if: $squashplant is false)[25 coins](if: $squashplant is true)[Purchased] (if: $coin is >24 and $squashplant is false)[(click: "Squash Plant")[(set: $squashplant to true)(set: $coin to it -25)(go-to: "plants")]]
<br>
//Purchased plants are added to the Garden at your cottage.//
<br>
<br>
Return to [[town]]{=
''Garden''<br>
Your garden is modestly sized, but peaceful. It catches the sun for most of the day and is bordered by a small stream.
<br>
(if: $appletree is true)[''Apple Tree''<br>]
(if: $peachtree is true)[''Peach Tree''<br>]
(if: $peartree is true)[''Pear Tree''<br>]
(if: $plumtree is true)[''Plum Tree''<br>]
(if: $pepperplant is true)[''Pepper Plant''<br>]
(if: $tomatoplant is true)[''Tomato Plant''<br>]
(if: $courgetteplant is true)[''Courgette Plant''<br>]
(if: $squashplant is true)[''Squash Plant''<br>]
<br>
(if: $appletree is false and $peachtree is false and $peartree is false and $plumtree is false and $pepperplant is false and $tomatoplant is false and $courgetteplant is false and $squashplant is false)[You have no plants to harvest.<br>]
(else:)[
(if: $energy is <1)[(text-colour:red)[You are too exhausted to garden right now.
<br>
]]
(if: $harvest is false)[You have already harvested your plants today.]
(if: $energy is >0 and $harvest is true)[
You should harvest your plants. (click: "harvest")[
<br>
(set: $harvest to false)
(set: $energy to it -1)
(if: $appletree is true)[(set: $apples to it +1)]
(if: $peachtree is true)[(set: $peaches to it +1)]
(if: $peartree is true)[(set: $pears to it +1)]
(if: $plumtree is true)[(set: $plums to it +1)]
(if: $pepperplant is true)[(set: $peppers to it +1)]
(if: $tomatoplant is true)[(set: $tomatoes to it +1)]
(if: $courgetteplant is true)[(set: $courgettes to it +1)]
(if: $squashplant is true)[(set: $squashes to it +1)]
Harvested plants added to satchel.]]]
<br>
Do [[something else|home]]{=
(set: $dagmaraapproval to it +5)
(set: $phlegmatic to it +5)
She smiles. 'It is maybe an exaggeration. I am sure you will have a pleasant time here.'
<br>
Dagmara glances out of the window, towards the choppy waves.
<br>
'I must prepare to light the lamp,' she says. 'Please excuse me.'
<br>
Return to the [[coast]]{=
(set: $choleric to it +5)
'Well,' she says, frowing. 'I am not often able to leave my post. Perhaps you will have more luck.'
<br>
Dagmara glances out of the window, towards the choppy waves.
<br>
'I must prepare to light the lamp,' she says. 'Please excuse me.'
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +10)
(set: $melancholic to it +5)
'Yes,' she says, nodding slowly. 'This is a beautiful place, but it is... sad, somehow. You see it too.'
<br>
Dagmara glances out of the window, towards the choppy waves.
<br>
'I must prepare to light the lamp,' she says. 'Please excuse me.'
<br>
Return to the [[coast]]{=
(set: $jonahapproval to it +5)
(set: $melancholic to it +5)
'Be that as it may,' he says. 'You //are// intruding. I'll thank you to leave me be.'
<br>
Your curiosity isn't satisfied, but the hatchet he's gripping is sharp and he doesn't look afraid to use it. Perhaps it's better to do as he says.
<br>
Return to the [[forest]]{=
(set: $sanguine to it +5)
'And that's an invitation to go poking around, is it?' he barks. 'Get out. Now.'
<br>
Your curiosity isn't satisfied, but the hatchet he's gripping is sharp and he doesn't look afraid to use it. Perhaps it's better to do as he says.
<br>
Return to the [[forest]]{=
(set: $choleric to it +5)
(set: $jonahapproval to it +10)
The man barks out a rough laugh. 'That's no concern of yours,' he says. 'But you've got some nerve, I'll give you that. Clear off, now. Go on.'
<br>
Your curiosity isn't satisfied, but the hatchet he's gripping is sharp and he doesn't look afraid to use it. Perhaps it's better to do as he says.
<br>
Return to the [[forest]]{=
(set: $sanviapproval to it +5)
(set: $phlegmatic to it +5)
'Aye, that's a fine enough reason,' Sanvi says, nodding. 'It's a nice place, here. Quiet. Good people.'
<br>
An older man brings his empty mug to the bar and gestures for Sanvi's attention. She smiles at you apologetically.
<br>
'I'd better get his top-up,' she says. 'You pop back here any time you like, alright? Take care, now.'
<br>
Return to [[town]]{=
(set: $choleric to it +5)
'Well, I suppose you've a right to your privacy,' she says. 'Sorry for prying.'
<br>
An older man brings his empty mug to the bar and gestures for Sanvi's attention. She smiles at you apologetically.
<br>
'I'd better get his top-up,' she says. 'You pop back here any time you like, alright? Take care, now.'
<br>
Return to [[town]]{=
(set: $sanviapproval to it +10)
(set: $sanguine to it +5)
Sanvi laughs, a warm, bright sound. 'Well, you've come to the right place,' she says. 'Not many people to meet around these parts, but most of them you'll find here come evening. I'm sure you'll fit right in.'
<br>
An older man brings his empty mug to the bar and gestures for Sanvi's attention. She smiles at you apologetically.
<br>
'I'd better get his top-up,' she says. 'You pop back here any time you like, alright? Take care, now.'
<br>
Return to [[town]]{=
(set: $sanguine to it +5)
Ivo looks a little put out. 'Well,' he says. 'It's a touch more complicated than that.'
<br>
He shows you the instrument he was holding. It looks like several long, thin tubes welded together, with a convex lens at one end.
<br>
'I've been examining the mayflies,' he says. 'I'm a naturalist, you see. Fascinating ecosystem on this island. Really quite unique.'
<br>
Ivo glances back towards the reeds.
<br>
'I'm sorry, but their life cycle is very short,' he says. 'I really must go.'
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +5)
(set: $melancholic to it +5)
'Oh, not at all,' he says. 'Please. No apologies necessary.'
<br>
He shows you the instrument he was holding. It looks like several long, thin tubes welded together, with a convex lens at one end.
<br>
'I've been examining the mayflies,' he says. 'I'm a naturalist, you see. Fascinating ecosystem on this island. Really quite unique.'
<br>
Ivo glances back towards the reeds.
<br>
'I'm sorry, but their life cycle is very short,' he says. 'I really must go.'
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +10)
(set: $phlegmatic to it +5)
'Of course,' he says, smiling. 'I'd be happy to.'
<br>
He shows you the instrument he was holding. It looks like several long, thin tubes welded together, with a convex lens at one end.
<br>
'I've been examining the mayflies,' he says. 'I'm a naturalist, you see. Fascinating ecosystem on this island. Really quite unique.'
<br>
Ivo glances back towards the reeds.
<br>
'I'm sorry, but their life cycle is very short,' he says. 'I really must go.'
<br>
Return to the [[river]]{=
(set: $apples to it -1)
(set: $bookoracle to true)
(set: $appleprophecy to it +1)
(if: $appleprophecy is 1)[
The anchorite covets an amulet; beads of carved wood around his throat.
]
(if: $appleprophecy is 2)[
It is always seeking. Sparks of life above and within it, those in whom it might find a home.
]
(if: $appleprophecy is 3)[
They have almost forgotten why they put on the masks, why they take the steps. Tradition has swallowed up meaning. Once it was not a dance but a battle.
]
<br>
Return to the [[cave|oracle]]{=
(set: $peaches to it -1)
(set: $bookoracle to true)
(set: $peachprophecy to it +1)
(if: $peachprophecy is 1)[
The publican desires a token that pleases her eyes. Petals surrounded by stones.
]
(if: $peachprophecy is 2)[
She was so tired. So tired. Every night, the weeping. Eyes bleary upon waking. All she needed was one night of sleep. One night of rest. That was all.
]
(if: $peachprophecy is 3)[
She lit the fire, but did not strike the match. It was their fault for forgetting her. They left a hole in her heart and evil got into it.
]
<br>
Return to the [[cave|oracle]]{=
(set: $pears to it -1)
(set: $bookoracle to true)
(set: $pearprophecy to it +1)
(if: $pearprophecy is 1)[
The lighthouse keeper owned a spyglass once. She remembers the leather soft against her palm, the green tint of the glass.
]
(if: $pearprophecy is 2)[
A moment of perfect blackness when the light went out. As saltwater filled the hull she spoke a curse, made vengeance with her last breath.
]
(if: $pearprophecy is 3)[
His lover once wore an oil-slick skin. He met her in a bay outside the harbour, brushing her hair and singing. Jealousy forced his hand, and now her skin lives in his old sea-chest.
]
<br>
Return to the [[cave|oracle]]{=
(set: $plums to it -1)
(set: $bookoracle to true)
(set: $plumprophecy to it +1)
(if: $plumprophecy is 1)[
The naturalist wishes to see his work displayed. Bones mounted upon bowls, vases, vessels of all kinds.
]
(if: $plumprophecy is 2)[
It has been sleeping these past years, in a place deep below the earth. Until this place is smoked out it will wake and wake again.
]
(if: $plumprophecy is 3)[
She stares up at the gleaming windows as her mother scrubs the front step; a girl just like her, bedecked in silks and ribbons, a gold chain about her throat. //One day//, she thinks. //One day.//
]
<br>
Return to the [[cave|oracle]]{=
(set: $energy to it -1)
(set: $sanvistory to 2)
(set: $storyprogress to it +1)
(set: $sisland to 0)
Sanvi is in the middle of serving a young couple as you approach her. You watch her for a moment, noting the easy way that she trades words with her customers. It's clear that these are people who already know each other well.
<br>
Once she's finished pouring drinks for the couple she walks over to you, smiling.
<br>
'Hello again,' she says. '(print: $name), isn't it? How are you settling in?'
<br>
'I'm settling in well so far.'<br>(click: "well so far")[(set: $sisland to 1)(go-to: "sanvi1.0")]
'To be honest, I'm struggling a little.'(click: "struggling")[(set: $sisland to 2)(go-to: "sanvi1.0")]{=
(set: $energy to it -1)
(set: $sanvistory to 3)
(set: $storyprogress to it +1)
(set: $spast to 0)
You find Sanvi in conversation with an older woman, who you recognise as the flower seller from the market. There’s a woven basket full of blooms on the bar between them. Sanvi is carefully selecting a bouquet, stem by stem.
<br>
The flowers she chooses are all in bright, warm shades; orange chrysanthemums and butter-yellow roses, daffodils in bud and striped alstroemeria.
<br>
‘Hello, (print: $name),’ she says, catching sight of you. ‘I feel like I’m missing something here. What d’you reckon?’
<br>
She gestures towards the contents of the basket.
<br>
‘I like the carnations.’<br>(click: "carnations")[(set: $spast to 1)(go-to: "sanvi2.0")]
‘The peonies are nice.’<br>(click: "peonies")[(set: $spast to 2)(go-to: "sanvi2.0")]
‘I don’t know much about flowers.’(click: "don’t know much")[(set: $spast to 3)(go-to: "sanvi2.0")]{=
(set: $sanviapproval to it +5)
(set: $sanguine to it +5)
'They are and all,' Sanvi says, nodding. 'You show them the proper respect and they'll pay it back. Now.' She slaps her palm against the bar. 'Will you be wanting a drink while you're here?'
<br>
You sit at the bar with Sanvi for a while as she gets things ready for the afternoon rush, then head out of the inn.
<br>
Return to [[town]]{=
(set: $phlegmatic to it +5)
'I do,' she says, sounding a touch offended. 'Did you want a drink, then?'
<br>
You place your order, and Sanvi fills a glass and sets it on the bar. Before you can talk any more another customer has caught her attention, and she leaves to attend to them.
<br>
Return to [[town]]{=
(set: $sanviapproval to it +10)
(set: $choleric to it +5)
Sanvi chuckles. 'That's the spirit,' she says. 'You'll go far round here with that attitude. We like a bit of pluck. Now, can I get you a drink?'
<br>
You sit at the bar for a while, making small talk with Sanvi until the parlour fills up and she has to attend to her customers.
<br>
Return to [[town]]{=
(set: $energy to it -1)
(set: $jonahstory to 2)
(set: $storyprogress to it +1)
(set: $jname to 0)
The man looks up at you as you approach, scowling. You notice that his clothes are strange; he wears a grey woolen robe over what looks like hunting leathers, an old-fashioned sort of garment.
<br>
'You again,' he says. 'What do you want?'
<br>
'We got off on the wrong foot last time.'<br>(click: "wrong foot")[(set: $jname to 1)(go-to: "jonah1.0")]
'I just wanted to introduce myself.'(click: "introduce myself")[(set: $jname to 2)(go-to: "jonah1.0")]{=
(set: $energy to it -1)
(set: $jonahstory to 3)
(set: $storyprogress to it +1)
(set: $jhermit to 0)
When you approach the hut you find Jonah sitting cross-legged on the ground near the edge of the clearing. His eyes are closed, his hard features still.
<br>
Not wanting to interrupt, you turn to leave. You’ve barely taken a step before you hear his voice call after you.
<br>
‘No need to run off,’ he says. ‘I’m hardly busy.’
<br>
‘You looked like you were in the middle of something.’<br>(click: "middle")[(set: $jhermit to 1)(go-to: "jonah2.0")]
‘I’m not exactly used to a warm reception here.’<br>(click: "reception")[(set: $jhermit to 2)(go-to: "jonah2.0")]
‘What are you doing on the floor?’(click: "floor")[(set: $jhermit to 3)(go-to: "jonah2.0")]{=
(set: $energy to it -1)
(set: $jonahstory to 4)
(set: $storyprogress to it +1)
(set: $jlisten to 0)
It takes you a while to find Jonah. He isn’t in his hut, or working outside, or on the narrow path leading through the woods. Eventually you catch sight of him in the dense forest, standing next to a tall pine tree. His right hand is splayed against the trunk, fingers pressed into the bark.
<br>
His lips are moving, but as you draw closer you realise he isn’t speaking aloud. His eyes are wide and glassy. There’s something trance-like about the look on his face. Almost reverent.
<br>
Call his name.<br>(click: "name")[(set: $jlisten to 1)(go-to: "jonah3.0")]
Tap him on the shoulder.<br>(click: "shoulder")[(set: $jlisten to 2)(go-to: "jonah3.0")]
Take a step towards him.(click: "towards")[(set: $jlisten to 3)(go-to: "jonah3.0")]{=
(set: $energy to it -1)
(set: $dagmarastory to 2)
(set: $storyprogress to it +1)
(set: $dweather to 0)
Dagmara seems surprised that you've chosen to visit her again. She offers you tea and you come to sit with her by the window, looking out at the grey ocean. The tea is rich and smoky, tasting of peat and heather. The lighthouse keeper's expression is pensive as she watches the ocean break into spray against the rocks.
<br>
'There is a storm coming,' Dagmara says. 'A big one. You can tell from the shape of the clouds.' She sets down her teacup and sighs.
<br>
'I don't mind the rain.'<br>(click: "rain")[(set: $dweather to 1)(go-to: "dagmara1.0")]
'I'd prefer a little sunshine.'(click: "sunshine")[(set: $dweather to 2)(go-to: "dagmara1.0")]{=
(set: $energy to it -1)
(set: $dagmarastory to 3)
(set: $storyprogress to it +1)
(set: $dsailor to 0)
Dagmara rises to her feet as soon as she sees you. She looks almost relieved that you’re here.
<br>
‘(print: $name), she says. ‘I am glad you came back. I worry that I was a little… short with you, the last time we spoke. Forgive me.’
<br>
‘There’s nothing to apologise for.’<br>(click: "apologise")[(set: $dsailor to 1)(go-to: "dagmara2.0")]
‘You were a little tetchy.’<br>(click: "tetchy")[(set: $dsailor to 2)(go-to: "dagmara2.0")]
‘Are you feeling better now?.’(click: "feeling better")[(set: $dsailor to 3)(go-to: "dagmara2.0")]{=
(set: $energy to it -1)
(set: $ivostory to 2)
(set: $storyprogress to it +1)
(set: $iwork to 0)
Ivo catches sight of you as you approach the windmill, blinking in surprise. He is wearing silver spectacles today, and there is mud splattered on the hem of his well-tailored coat. He sets down the book he was holding.
<br>
'Hello,' he says. 'It's (print: $name), isn't it? What brings you out here?'
<br>
'I was just out walking.'<br>(click: "walking")[(set: $iwork to 1)(go-to: "ivo1.0")]
'I came to see you.'(click: "see you")[(set: $iwork to 2)(go-to: "ivo1.0")]{=
(set: $energy to it -1)
(set: $ivostory to 3)
(set: $storyprogress to it +1)
(set: $iuni to 0)
Ivo seems to have turned his attention to plants today. On a table outside the windmill is a neat row of mushroom specimens, each one carefully labelled and laid to dry on a sheet of white cloth.
<br>
The naturalist looks up as you walk over, shielding his eyes with a hand. He waves at you, the gesture small and slightly awkward.
<br>
‘Hello there,’ he says. ‘My terrible writing didn’t scare you off, then?’
<br>
‘You’re being modest.’<br>(click: "modest")[(set: $iuni to 1)(go-to: "ivo2.0")]
‘It wasn’t //that// terrible.’<br>(click: "that")[(set: $iuni to 2)(go-to: "ivo2.0")]
‘I haven’t got around to reading it yet.’(click: "got around")[(set: $iuni to 3)(go-to: "ivo2.0")]{=
(set: $jonahapproval to it +5)
(set: $choleric to it +5)
'How observant,' he says, smirking to himself. 'In case you hadn't noticed, this isn't the sort of place one comes to make friends.'
<br>
He turns his attention back to his work, the gesture deliberate. Perhaps you should leave him alone for now.
<br>
Return to the [[forest]]{=
(set: $phlegmatic to it +5)
He grunts in response, turning his attention back to his work. It's clear that you'll get no more conversation out of him now.
<br>
Return to the [[forest]]{=
(set: $jonahapproval to it +10)
(set: $melancholic to it +5)
'Aye,' he says. 'It is, at that. But I came here to be alone, (print: $name). I'm hardly in a position to complain.'
<br>
Though Jonah no longer seems hostile, you have the feeling you'll get no more out of him today.
<br>
Return to the [[forest]]{=
(set: $dagmaraapproval to it +5)
(set: $melancholic to it +5)
'It was,' she says, nodding. 'I suppose I am lucky to be here. Many others never live to see the shore again.'
<br>
Dagmara pours you another cup of tea, and you watch the sea together until it's time for her to light the lamp.
<br>
Return to the [[coast]]{=
(set: $sanguine to it +5)
'I worry more now than I ever did,' she says, a little sharply. 'It is my responsibility to keep the lamp lit. To guide them back to shore. I take that duty seriously.'
<br>
Dagmara frowns down at the water, lost in thought. You think it's best to take your leave.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +10)
(set: $phlegmatic to it +5)
'You are right,' she says, her expression brightening a little. 'This is why I came here, after all. To keep them safe. Thank you, (print: $name). It is good to remember this.'
<br>
You share the rest of your tea in comfortable silence, listening to the roar of the waves. Eventually she thanks you for your company and you take your leave.
<br>
Return to the [[coast]]{=
(set: $ivoapproval to it +5)
(set: $melancholic to it +5)
'You're probably right,' he says, smiling sheepishly. 'The other academics at the university always thought my work was foolish. I suppose I've rather taken it to heart.'
<br>
There is a rumble of thunder in the distance. Ivo looks up at the clouds, frowning.
<br>
'I'm afraid I must return to my work before it starts to rain,' he says. 'Take care, (print: $name).'
<br>
Return to the [[river]]{=
(set: $choleric to it +5)
'Yes, well.' His cheeks flush with colour. 'I've never been the most articulate. As I said.'
<br>
There is a rumble of thunder in the distance. Ivo looks up at the clouds, frowning.
<br>
'I'm afraid I must return to my work before it starts to rain,' he says. 'Take care, (print: $name).'
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +10)
(set: $sanguine to it +5)
Ivo smiles, looking pleased. 'You're very kind to say so,' he says. 'Though I'm sure you'll change your mind once you've read the damn thing.'
<br>
There is a rumble of thunder in the distance. Ivo looks up at the clouds, frowning.
<br>
'I'm afraid I must return to my work before it starts to rain,' he says. 'Take care, (print: $name).'
<br>
Return to the [[river]]{=
(set: $cryptidstory to 2)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $farmertalk to 0)
As you draw nearer you see that the farmer is crouched over the body of a sheep. The animal's throat has been torn out, its gut clawed open. The corpse is clear of maggots, and there is no smell of rotting. Whatever killed it must have done so recently.
<br>
The farmer looks up at you, his face drawn. 'Here. Did you see what did this?'
<br>
'Sorry, I'm afraid not.'<br>(click: "afraid not")[(set: $farmertalk to 1)(go-to: "cryptidi.0")]
'It must have been something big.'(click: "something big")[(set: $farmertalk to 2)(go-to: "cryptidi.0")]{=
(set: $shipwreckstory to 2)
(set: $energy to it -1)
(set: $storyprogress to it +1)
The man is sitting on a tuft of grass dangerously close to the cliff edge, binoculars held up to his wizened face. He must hear your footsteps approaching, as he speaks to you without turning around.
<br>
‘Can you see her?’ he says. ‘She’s a beauty. Best view I’ve had for a while.’
<br>
You look out at the rolling waves, but can’t make out anything notable. ‘See what?’(click: "what")[(transition: "dissolve")[
<br>
‘The shipwreck. Here, take a look.’
<br>
The old man hands you his binoculars. You peer through the lenses, adjusting to the magnified perspective, and scan the water. It doesn’t take you long to see what he’s talking about. There, in the middle of a cluster of rocks, are the remains of what might once have been a large wooden ship. From a distance it looked like nothing but driftwood, but now you can see the shape of a mast, the buckled curve of the hull.
<br>
‘There’s a better view from the cove at low tide,’ the man says. ‘But I don’t trust my old legs on the cliff path any more.’
<br>
You thank the man and return his binoculars. He gives you a curt nod, then goes back to staring at the sea.
<br>
Return to the [[coast]]
]]
{=
(set: $missingstory to 2)
(set: $energy to it -1)
(set: $storyprogress to it +1)
The woman is elderly, perhaps in her eighties, strands of her white hair coming loose in the wind. She is neatly dressed, as if for travelling. When you come closer you can see what she's holding; a toy bear, old, its fur worn to almost nothing. She is still weeping.
<br>
‘Are you alright?’(click: "Are you alright?")[(transition: "dissolve")[
<br>
She looks up at you, blinking the tears from her eyes, then wipes her cheeks with the back of a hand.
<br>
'I'm sorry,' she says. 'I must have been making quite a racket.'
<br>
‘What's wrong?’(click: "What's wrong?")[(transition: "dissolve")[
<br>
'Just an old woman mourning something that happened a long time ago,' she says. 'My boy, Charlie. He went missing on this island when he was little. Never found out the truth as to what happened. Every year I come back here, to let him know I haven't forgotten. It's all I can do now.'
<br>
The pain in her face is like nothing you've ever seen. Devastation, yes, but exhaustion too. The weight of carrying her grief for so long.
<br>
You say a few words that you hope are consoling, but she doesn't seem to hear you. Perhaps one of the locals will know more about this sad story.
<br>
Return to [[town]]
]
]]]
{=
(set: $forestgodstory to 2)
(set: $energy to it -1)
(set: $storyprogress to it +1)
You take a closer look at the object, stepping carefully over the twisted roots of the tree to reach its lower boughs.
<br>
It’s an odd construction, a rough disc around the size of your palm, made of twigs and leaves and tufts of downy feather. It spins slowly where it hangs from the branch. Supple flower stalks and stripped lengths of ivy have been woven together into a pattern and stretched across the frame. From some angles it looks almost like a face, from others like nothing at all.
<br>
You hear a //snap// somewhere nearby, a piece of dry wood breaking. You turn towards the source if it without thinking, your body following some deeply-ingrained impulse. There’s a fluttering shadow in your peripheral vision, but when you expect something to move out of the undergrowth there is nothing. Only the trees.
<br>
When you turn back, the object hanging from the branch is gone.
<br>
Return to the [[forest]]{=
''To-Do List''<br>
<br>
Close to-do list(click: "Close to-do list")[(go-to: (history:)'s last)]
<br>
(if: $jonahstory is >10 and $sanvistory is >10 and $dagmarastory is >10 and $ivostory is >10 and $cryptidstory is 11 and $shipwreckstory is 11 and $missingstory is 11 and $forestgodstory is 11 and $museum is 9 and $relationship is 8 and $endgame is true)[
<br>
//You have now finished all of the storylines in Ataraxia. You are still free to explore the island as much as you wish.//
]
(if: $arrivedhome is false)[
* //New Arrival//: Go and find your new home<br>]
(if: $dagmarastory is 0)[
* //New Arrival//: Explore the coast<br>]
(if: $dagmarastory is >0 and <7)[
* //Salt of the Earth//: Get to know Dagmara better<br>]
(if: $dagmarastory is 7)[
* //Salt of the Earth//: Make a new holder for Dagmara's compass (reeds, tree sap, silver chain)<br>]
(if: $dagmarastory is 8)[
* //Salt of the Earth//: Build your friendship with Dagmara<br>]
(if: $dagmarastory is 9 and $dagmaraletter is false)[
* //Salt of the Earth//: Build your friendship with Dagmara<br>]
(if: $dagmarastory is 9 and $dagmaraletter is true)[
* //Salt of the Earth//: Meet Dagmara at the lighthouse for supper<br>]
(if: $dagmarastory is 10)[
* //Salt of the Earth//: Build your friendship with Dagmara<br>]
(if: $ivostory is 0)[
* //New Arrival//: Explore the river<br>]
(if: $ivostory is >0 and <7)[
* //Second Nature//: Get to know Ivo better<br>]
(if: $ivostory is 7)[
* //Second Nature//: Make new bindings for Ivo's manuscript (timber, leather, quartz)<br>]
(if: $ivostory is 8)[
* //Second Nature//: Build your friendship with Ivo<br>]
(if: $ivostory is 9 and $ivoletter is false)[
* //Second Nature//: Build your friendship with Ivo<br>]
(if: $ivostory is 9 and $ivoletter is true)[
* //Second Nature//: Meet Ivo at the windmill for a surpise<br>]
(if: $ivostory is 10)[
* //Second Nature//: Build your friendship with Ivo<br>]
(if: $jonahstory is 0)[
* //New Arrival//: Explore the forest<br>]
(if: $jonahstory is 1)[
* //Keeping the Faith//: Try and speak to the man in the forest again<br>]
(if: $jonahstory is >1 and <7)[
* //Keeping the Faith//: Get to know Jonah better<br>]
(if: $jonahstory is 7)[
* //Keeping the Faith//: Make the offering Jonah needs for his ritual (pebbles, wildflowers, fossil)<br>]
(if: $jonahstory is 8)[
* //Keeping the Faith//: Build your friendship with Jonah<br>]
(if: $jonahstory is 9 and $jonahletter is false)[
* //Keeping the Faith//: Build your friendship with Jonah<br>]
(if: $jonahstory is 9 and $jonahletter is true)[
* //Keeping the Faith//: Meet Jonah in the forest to carry out the ritual<br>]
(if: $jonahstory is 10)[
* //Keeping the Faith//: Build your friendship with Jonah<br>]
(if: $sanvistory is 0)[
* //New Arrival//: Explore the town<br>]
(if: $sanvistory is >0 and <7)[
* //Life and Soul//: Get to know Sanvi better<br>]
(if: $sanvistory is 7)[
* //Life and Soul//: Make a tribute for Sanvi's husband's grave (pottery, driftwood, seaglass)<br>]
(if: $sanvistory is 8 and $sanviletter is false)[
* //Life and Soul//: Build your friendship with Sanvi<br>]
(if: $sanvistory is 8 and $sanviletter is true)[
* //Life and Soul//: Meet Sanvi at the graveyard in town<br>]
(if: $sanvistory is >8 and <11)[
* //Life and Soul//: Build your friendship with Sanvi<br>]
(if: $cryptidstory is 2)[
* //Wild Hunt//: Investigate the riverbank for signs of the creature that killed the farmer's sheep<br>]
(if: $cryptidstory is 3)[
* //Wild Hunt//: Ask Ivo if he can identify the creature's footprints<br>]
(if: $cryptidstory is 4 and $cryptidresearch is 0)[
* //Wild Hunt//: Speak to Murdoch the bookseller about the creature<br>]
(if: $cryptidstory is 4 and $cryptidresearch is 1)[
* //Wild Hunt//: Buy 'Beasts of the Field: A Guide to Unusual Local Fauna' to try and learn more about the creature<br>]
(if: $cryptidstory is 4 and $cryptidresearch is 2)[
* //Wild Hunt//: Read 'Beasts of the Field: A Guide to Unusual Local Fauna' to try and learn more about the creature<br>]
(if: $cryptidstory is 4 and $cryptidresearch is 3)[
* //Wild Hunt//: Go to visit the author Wilhelmina Black on the outskirts of town to find out more about the 'Grey Devil'<br>]
(if: $cryptidstory is 5)[
* //Wild Hunt//: Wait and see if the creature comes back<br>]
(if: $cryptidstory is 7)[
* //Wild Hunt//: Go and confront Wilhelmina Black with evidence of the Grey Devil<br>]
(if: $cryptidstory is 8)[
* //Wild Hunt//: Go to the forest to speak to the hunter Huw Doherty about catching the Grey Devil<br>]
(if: $cryptidstory is 9 and $itemlure is false)[
* //Wild Hunt//: Craft a lure to catch the Grey Devil (pottery, tree sap, silver chain)<br>]
(if: $cryptidstory is 9 and $itemlure is true)[
* //Wild Hunt//: Meet the hunter Huw Doherty by the river to catch the Grey Devil<br>]
(if: $cryptidstory is 10 and $cryptidfinale is 0)[
* //Wild Hunt//: Wait until morning to find out whether Huw's hunt for the Grey Devil was successful<br>]
(if: $cryptidstory is 10 and $cryptidfinale is >0)[
* //Wild Hunt//: Go to the river to find out whether Huw's hunt for the Grey Devil was successful<br>]
(if: $shipwreckstory is 2)[
* //Watery Grave//: Go down to the cove to investigate the shipwreck<br>]
(if: $shipwreckstory is 3)[
* //Watery Grave//: Speak to Dagmara about the shipwreck<br>]
(if: $shipwreckstory is 4)[
* //Watery Grave//: Keep an eye out for maritime enthusiast Gus Jansen at the inn<br>]
(if: $shipwreckstory is 5)[
* //Watery Grave//: Bring Gus Jansen what he needs for his model ships (pebbles, driftwood, leather)<br>]
(if: $shipwreckstory is 6 and $shipwreckread is false)[
* //Watery Grave//: Wait for Gus Jansen to send you his research materials<br>]
(if: $shipwreckstory is 6 and $shipwreckread is true)[
* //Watery Grave//: Read the research materials Gus Jansen has put together at your bookshelf<br>]
(if: $shipwreckstory is 7)[
* //Watery Grave//: Speak to Dagmara about reaching the shipwreck<br>]
(if: $shipwreckstory is 8)[
* //Watery Grave//: Purchase a boat from the boatwright<br>]
(if: $shipwreckstory is 9)[
* //Watery Grave//: Take your boat out to the //Guillemot//'s wreckage<br>]
(if: $shipwreckstory is 10)[
* //Watery Grave//: Speak to Dagmara about what you found in the //Guillemot//'s wreckage<br>]
(if: $missingstory is 2)[
* //Missing Persons//: Ask a local about the boy who went missing<br>]
(if: $missingstory is 3)[
* //Missing Persons//: Read the newspaper story about the boy who went missing at your bookshelf<br>]
(if: $missingstory is 4)[
* //Missing Persons//: Ask Sanvi where you might be able to find the schoolteacher Margaret Duffy<br>]
(if: $missingstory is 5)[
* //Missing Persons//: Look for the schoolteacher Margaret Duffy's house near the coast<br>]
(if: $missingstory is 6)[
* //Missing Persons//: Ask Sanvi where you might be able to find the caretaker Walter Neathery<br>]
(if: $missingstory is 7)[
* //Missing Persons//: Look for the old caretaker Walter Neathery in the riverside pastures<br>]
(if: $missingstory is 8)[
* //Missing Persons//: Go to the Cavendish School campus and look for the ghost on the cliff path<br>]
(if: $missingstory is 9)[
* //Missing Persons//: Go to Margaret Duffy's house on the coast and confront her with your discovery<br>]
(if: $missingstory is 10)[
* //Missing Persons//: Look for Ethel Forsyth in town<br>]
(if: $forestgodstory is >1 and <4)[
* //And Also The Trees//: Look out for strange occurrences while walking in the forest<br>]
(if: $forestgodstory is 4)[
* //And Also The Trees//: Speak to Jonah about the strange occurrences in the forest<br>]
(if: $forestgodstory is >4 and <7)[
* //And Also The Trees//: Stay vigilant for strange occurrences while walking in the forest<br>]
(if: $forestgodstory is 7 and $fgbook is false)[
* //And Also The Trees//: Stay vigilant for strange occurrences while walking in the forest<br>]
(if: $forestgodstory is 7 and $fgbook is true)[
* //And Also The Trees//: Read Jonah's notes at your bookshelf<br>]
(if: $forestgodstory is 8 and $itemtotem is false)[
* //And Also The Trees//: Craft a totem (timber, leather, seaglass)<br>]
(if: $forestgodstory is 8 and $itemtotem is true)[
* //And Also The Trees//: Hang the totem above your bed<br>]
(if: $forestgodstory is 9)[
* //And Also The Trees//: Wait<br>]
(if: $forestgodstory is 10)[
* //And Also The Trees//: Speak to Jonah about your vision<br>]
(if: $museum is 2)[
* //Safe as Houses//: Go to town and speak to the Council of Islanders about Godalming House<br>]
(if: $museum is 3 and $mmaterials is <3)[
* //Safe as Houses//: Speak to the foremen about materials for the restoration (Murray at the sawmill, Erskine at the clay pit, McIntosh at the quarry)<br>]
(if: $museum is 3 and $mmaterials is 3)[
* //Safe as Houses//: Tell the Council of Islanders that you have secured the materials for the restoration<br>]
(if: $museum is 4)[
* //Safe as Houses//: Wait for the restoration of Godalming House to complete<br>]
(if: $museum is 5)[
* //Safe as Houses//: Meet the Mayor at Godalming House<br>]
(if: $museum is 6 and $museumchoice is 1 and $artefacts is <4)[
* //Safe as Houses//: Place artefacts in the museum<br>]
(if: $museum is 6 and $museumchoice is 2 and $tutors is <4)[
* //Safe as Houses//: Invite your companions to teach at the school<br>]
(if: $museum is 6 and $museumchoice is 1 and $artefacts is 4)[
* //Safe as Houses//: Speak to the Mayor about opening the museum<br>]
(if: $museum is 6 and $museumchoice is 2 and $tutors is 4)[
* //Safe as Houses//: Speak to the Mayor about opening the school<br>]
(if: $museum is 7)[
* //Safe as Houses//: Wait for the Mayor to get in touch<br>]
(if: $museum is 8)[
* //Safe as Houses//: Attend the opening party at Godalming House<br>]
(if: $relationship is >0 and <8)[
* //Matters of the Heart//: Develop your relationship with the object of your affections<br>]
(if: $jonahstory is >10 and $sanvistory is >10 and $dagmarastory is >10 and $ivostory is >10 and $cryptidstory is 11 and $shipwreckstory is 11 and $missingstory is 11 and $forestgodstory is 11 and $museum is 9 and $relationship is 8 and $endgame is false)[
* //Homecoming//: Rest.
]{=
''Achievements''<br>
* The Fool(if: $arrivedhome is true)[
: Settled into your new home<br>]
* The World(if: $jonahstory is >0 and $ivostory is >0 and $sanvistory is >0 and $dagmarastory is >0)[
: Explored the island<br>]
* The High Priestess(if: $oracle is true)[
: Had a vision from the forest<br>]
* The Tower(if: $dagmarastory is >10)[
: Became close friends with the lighthouse keeper<br>]
* The Hierophant(if: $ivostory is >10)[
: Became close friends with the naturalist<br>]
* The Hermit(if: $jonahstory is >10)[
: Became close friends with the anchorite<br>]
* The Empress(if: $sanvistory is >10)[
: Became close friends with the publican<br>]
* The Lovers(if: $relationship is 8)[
: Committed to a romantic relationship<br>]
* The Devil(if: $cryptidstory is 11)[
: Hunted a monster<br>]
* The Hanged Man(if: $missingstory is 11)[
: Solved a mystery<br>]
* The Chariot(if: $shipwreckstory is 11)[
: Discovered hidden treasure<br>]
* The Moon(if: $forestgodstory is 11)[
: Spoke to an ancient entity<br>]
* The Sun(if: $museum is 9)[
: Restored a local landmark<br>]
* The Star(if: $jonahstory is >10 and $sanvistory is >10 and $dagmarastory is >10 and $ivostory is >10 and $cryptidstory is 11 and $shipwreckstory is 11 and $missingstory is 11 and $forestgodstory is 11 and $museum is 9 and $relationship is 8 and $endgame is true)[
: Found all that you were looking for<br>]
(if: $jonahstory is >10 and $sanvistory is >10 and $dagmarastory is >10 and $ivostory is >10 and $cryptidstory is 11 and $shipwreckstory is 11 and $missingstory is 11 and $forestgodstory is 11 and $museum is 9 and $relationship is 8 and $endgame is true)[
<br>
//You have now finished all of the storylines in Ataraxia. You are still free to explore the island as much as you wish.//
]
<br>
[[Return|hub]]{=
Dear (print: $name),
<br>
We are delighted to invite you to the annual island fayre, taking place ''tomorrow'' in the market square.
<br>
This is one of the highlights of the local calendar and is not to be missed(text-colour:white)[!](click: "!")[(go-to: "fsecret1")]
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
(set: $festival1 to true)
''Island Fayre''
<br>
It seems like near everyone in town has come out for the Island Fayre. The market stalls are all doing a fine trade, selling hot food and fine fabrics and all manner of other curios, while dancers with bells at their ankles caper in the middle of the square. A man with curling moustaches oversees a spinning wheel where people can bet their money on a game of chance.
<br>
Long tables have been set up overlooking the festivities, and one is occupied by what you assume to be the Council of Islanders. The Mayor, a middle(text-colour:white)[-]aged woman with a haughty profile, sits in the middle, her gold chain glinting around her neck. (click: "-")[(go-to: "fsecret2")]
(if: $seens is false)[<br>
Sanvi has a stall set up in front of the inn, where she is selling mugs of dark beer and hard cider to the merrymakers.]
<br>
A sign written in chalk says that the main event, a musical concert, will be taking place later this afternoon.
<br>
<br>
(if: $seens is false)[Speak to [[Sanvi|ffriend1]]<br>]
Play [[Wheel of Fortune|game1]]<br>
Wait for the [[concert|festival1.2]] //(this will end the festival)//{=
''Wheel of Fortune'' (5 coins)
<br>
The stallholder raps the end of his cane against the wheel, sending the primary-coloured segments spinning.
<br>
'Well?' he says. 'Ready to test your luck?'
<br>
(if: $coin is <5)[(text-colour:red)[Not enough money to play]]
(if: $coin is >4)[
Select Colour: (cycling-link: bind $roulette, "red", "blue", "yellow")<br>
[[Play!|game1.1]]]
<br>
<br>
You have (print: $coin) coins
<br>
Return to the [[festival|festival1]]{=
(if: $dweather is 1)[
'You would not like it so much if you were at sea,' she says. 'To be aboard a ship in a storm is a terrifying thing.'
]
(if: $dweather is 2)[
'As would I,' she says. 'A small wind can be a blessing, but this... I hope no vessels will be caught in it. There is nothing worse. Nothing.'
]
<br>
'You were a sailor?'
<br>
Dagmara nods. 'Yes. I still remember well what it is like, to see a cloud like that and know what is coming.'
<br>
[['It must have been a difficult life.'|dagmara1.1]]<br>
[['It's good you don't have to worry about that any more.'|dagmara1.2]]<br>
(if: $phlegmatic is <20)[~~(Phlegmatic) 'At least the lighthouse helps other sailors stay safe.'~~<br>]
(if: $phlegmatic is >19)[[[(Phlegmatic) 'At least the lighthouse helps other sailors stay safe.'|dagmara1.3]]<br>]{=
(if: $sisland is 1)[
'Well, I'm very glad to hear it,' she says. 'I know it's not everyone's cup of tea, this sort of life, but I wouldn't be anywhere else.'
]
(if: $sisland is 2)[
'You poor lamb,' she says. 'It takes time. Don't worry. You'll get used to the way of things eventually.'
]
<br>
'Have you lived here for a long time?'
<br>
'Ten years now,' Sanvi says. Her dark eyes travel across the room, the handful of customers at their tables. 'By local standards that makes me a newcomer. The people have been kind here, though. They've welcomed me in. I'm sure they'll do the same for you.'
<br>
[['They do seem nice.'|sanvi1.1]]<br>
[['If you say so.'|sanvi1.2]]<br>
(if: $choleric is <20)[~~(Choleric) 'I hope it's sooner rather than later.'~~<br>]
(if: $choleric is >19)[[[(Choleric) 'I hope it's sooner rather than later.'|sanvi1.3]]<br>]{=
(if: $jname is 1)[
He stares at you for a long moment, grey eyes inscrutable.
<br>
'I suppose we did,' he says at last. 'I'm not much used to people these days. Who might you be, then?'
]
(if: $jname is 2)[
'How civilised,' he snorts. 'Go on then.'
]
<br>
You tell him your name.
<br>
'(print: $name).' He repeats it slowly, as though getting used to the sound. 'You can call me Jonah, if you must.'
<br>
[['Not very friendly, are you?'|jonah1.1]]<br>
[['Pleased to meet you, Jonah.'|jonah1.2]]<br>
(if: $melancholic is <20)[~~(Melancholic) 'It must be lonely living out here.'~~<br>]
(if: $melancholic is >19)[[[(Melancholic) 'It must be lonely living out here.'|jonah1.3]]<br>]{=
(if: $iwork is 1)[
'Lovely day for it,' Ivo says. 'There are martins nesting in the eaves here, did you see?'
<br>
He gestures towards the upper part of the windmill, where small, swift birds dart in and out of bowl-shaped nests.
<br>
'Lovely little creatures,' he says. 'Shouldn't be here at this time of year, of course. I've been observing them for weeks.'
]
(if: $iwork is 2)[
'Oh.' Ivo looks surprised. 'Forgive me, I'm not used to visitors out here. I've been rather preoccupied with my work since I arrived.'
]
<br>
'What is it that you do?'
<br>
'I'm a naturalist,' he says. 'Doing field work, you see. Writing a book. Second volume, in fact. Actually, wait here a moment—'
<br>
Ivo goes into the windmill, and returns a moment later holding a leatherbound book. He hands it to you. The title reads '//A Natural History of the Western Archipelago: Volume 1//'.
<br>
'Here,' he says. 'It can be a little dry at times, I'm afraid. I'm a better researcher than I am a writer.'
<br>
(set: $booknature1 to true)
[['You shouldn't be so hard on yourself.'|ivo1.1]]<br>
[['You're really selling it to me.'|ivo1.2]]<br>
(if: $sanguine is <20)[~~(Sanguine) 'I'm sure it's wonderful.'~~<br>]
(if: $sanguine is >19)[[[(Sanguine) 'I'm sure it's wonderful.'|ivo1.3]]<br>]{=
(if: $farmertalk is 1)[
'That's a pity,' he says, turning back to the bloodied body. 'Whatever did this, it'll be back for more. Mark my words.'
]
(if: $farmertalk is 2)[
'Aye, I can see that,' he says sharply. 'But knowing that's no help if I can't catch the bastard thing. It'll have more of my flock come nightfall.'
]
The other sheep must know that something has happened. Their bleating is unsettlingly shrill. Perhaps they can smell the blood. Perhaps they know that something is hunting them.
<br>
Whatever did this might have left signs of its passage behind. You wonder whether it would be helpful to go searching for them.
<br>
Return to the [[river]]{=
Ivo is working at his desk, examining the contents of a small metal dish for a moment before jotting something down.
<br>
You tap him on the shoulder to get his attention.
<br>
(if: $ivostory is <3)[
'What?' he says, blinking rapidly. 'I'm sorry, but I'm afraid I'm very busy just now. Come back another time.'
<br>
He resumes his work. Perhaps you need to earn the naturalist's trust before he will help you.
<br>
Return to [[river]]
]
(else:)[
'(print: $name),' he says. 'Hello. Everything alright?'
<br>
You tell him about the dead sheep, the tracks in the river mud.
<br>
'My word.' Ivo sounds more excited than alarmed. 'A mystery, is it? Lead the way.'
<br>
Take Ivo to the [[tracks|cryptid3.1]]
]
{=
(set: $cryptidstory to 3)
(set: $energy to it -1)
(set: $storyprogress to it +1)
You make a circuit of the pasture where the sheep was killed, looking for any signs of a predator; a tuft of hair caught in a bramble, a mound of scat, an abandoned lump of viscera.
<br>
After an hour you've still found nothing. You're about to give up when your path takes you closer to the river, and you spot something from the corner of your eye.
<br>
Tracks in the soft mud. Animal footprints, a little smudged but intact. They are unfamiliar to you. Almost like a fox, only narrower. And much, much, larger.
<br>
It occurs to you that Ivo might be able to identify the prints.
<br>
Return to the [[river]]{=
(set: $cryptidstory to 4)
(set: $energy to it -1)
(set: $storyprogress to it +1)
<br>
You show Ivo to the prints you found near the river. Heedless off the mud splattering his fine boots, Ivo pulls a looking glass from his coat pocket and crouches over to examine them.
<br>
'Dear Lord,' he says. 'These are certainly something, aren't they?'
<br>
He moves around to look at the prints from different angles, occasionally stopping to jot something down in his ever-present notebook.
<br>
After almost ten minutes of this Ivo straightens up, looking more than a little put out.
<br>
'I'm afraid I haven't a clue what these are,' he says. 'They belong to a predator, clearly, and a bloody large one, but I suppose you worked that out on your own. Damn. Just when I think I've got this place figured out...'
<br>
'So how do I find out [[what it is|cryptid3.2]]?'{=
''Books for Sale'' ((print: $coin) coins)<br>
The bookseller is a crotchety old man with a flat cap and a pipe permanently sticking out of the corner of his mouth. He treats his books with the utmost care and expects the same of his customers.
<br>
(if: $cryptidstory is 4 and $cryptidresearch is 0)[Ask Murdoch about [[animals on the island|cryptid4]]]
<br>
''Crafting with Natural Materials: Volume 2'': (if: $bookcraft2 is false)[100 coins<br>](if: $bookcraft2 is true)[Purchased<br>] (if: $coin is >99 and $bookcraft2 is false)[(click: "Crafting with Natural Materials: Volume 2")[(set: $bookcraft2 to true)(set: $coin to it -100)(go-to: "bookseller")]]
''The Four Temperaments'': (if: $bookhumour is false)[50 coins<br>](if: $bookhumour is true)[Purchased<br>] (if: $coin is >49 and $bookhumour is false)[(click: "The Four Temperaments")[(set: $bookhumour to true)(set: $coin to it -50)(go-to: "bookseller")]]
''Blood on the Rocks: Horrifying Tales of Crime & Punishment'': (if: $bookcrime is false)[25 coins<br>](if: $bookcrime is true)[Purchased<br>] (if: $coin is >24 and $bookcrime is false)[(click: "Blood on the Rocks: Horrifying Tales of Crime & Punishment")[(set: $bookcrime to true)(set: $coin to it -25)(go-to: "bookseller")]]
''Our Island Through the Ages'': (if: $bookhistory is false)[25 coins<br>](if: $bookhistory is true)[Purchased<br>] (if: $coin is >24 and $bookhistory is false)[(click: "Our Island Through the Ages")[(set: $bookhistory to true)(set: $coin to it -25)(go-to: "bookseller")]]
''Enclosing Her Ladyship’s Heart'': (if: $bookromance is 0)[25 coins<br>](if: $bookromance is >0)[Purchased<br>] (if: $coin is >24 and $bookromance is 0)[(click: "Enclosing Her Ladyship’s Heart")[(set: $bookromance to 1)(set: $coin to it -25)(go-to: "bookseller")]]
''Ma Chisolm’s Collected Folk Tales & Legends'': (if: $bookfolklore is false)[25 coins<br>](if: $bookfolklore is true)[Purchased<br>] (if: $coin is >24 and $bookfolklore is false)[(click: "Ma Chisolm’s Collected Folk Tales & Legends")[(set: $bookfolklore to true)(set: $coin to it -25)(go-to: "bookseller")]]
(if: $bookcryptid is false)[''Beasts of the Field: A Guide to Unusual Local Fauna'': 50 coins<br>(if: $coin is >49)[(click: "Beasts of the Field: A Guide to Unusual Local Fauna")[(set: $bookcryptid to true)(set: $coin to it -50)(set: $cryptidresearch to 2)(go-to: "bookseller")]]]
(if: $bookcryptid is true)[''Beasts of the Field: A Guide to Unusual Local Fauna'': Purchased<br>]
<br>
//Purchased books are added to the Bookshelf at your cottage.//
<br>
<br>
Return to [[town]]{=
(if: $spast is 1)[
‘A fine choice,’ she says, selecting three long stems from the basket. ‘That’ll bring it all together nicely, I should think.’
]
(if: $spast is 2)[
She wrinkles her nose. ‘I’m not partial to them, I’m afraid,’ she says. ‘It’s the smell. Too sweet for me.’
]
(if: $spast is 3)[
‘Leaving me to my own devices?’ she tuts. ‘Well, alright then.’
]
<br>
Sanvi pays the flower seller for her blooms, then takes a small knife from under the bar and begins trimming down the stems. She takes great care with this, cutting them at an angle before placing them artfully in a waiting vase.
<br>
‘Does it seem silly to you?’ she asks, glancing up at you with a wry smile. ‘Wasting all this coin on something that’ll be dead within a week?’
<br>
[[‘Honestly? Yes.’|sanvi2.1]]<br>
[[‘No, but it’s a sad way of looking at it.’|sanvi2.2]]<br>
(if: $phlegmatic is <25)[~~(Phlegmatic) ‘Not at all. They’re lovely.’~~<br>]
(if: $phlegmatic is >24)[[[(Phlegmatic) ‘Not at all. They’re lovely.’|sanvi2.3]]<br>]
{=
(if: $jhermit is 1)[
‘I am,’ he says, standing up. ‘That’s not the same as being busy.’
]
(if: $jhermit is 2)[
‘Is that supposed to make me feel guilty?’ he says. ‘Maybe it should.’
]
(if: $jhermit is 3)[
‘Sitting,’ he says, pushing himself back up to his feet. ‘Amongst other things.’
]
<br>
Jonah scratches at his beard, his gaze drifting off to the middle distance. Towards the trees. There’s a silence in this place, so deep and green that it makes your throat constrict.
<br>
‘You feel it, don’t you?’ Jonah says. ‘This is a strange place. I’ve been in the forest almost three years and I’m still no closer to understanding it.’ He shakes his head. ‘The abbott told me that coming here would bring clarity. Feels like a joke made in poor taste, now.’
<br>
‘Abbott? You’re a monk, then?’’
<br>
‘Something like that,’ Jonah says. ‘Or I was, once. I came here on a pilgrimage. It was supposed to be a time for peace and contemplation. A chance to find faith in silence.’ He lets out a derisive sound. ‘Whatever I found, it wasn’t that.’
<br>
[[‘You’re rude, for a monk.’|jonah2.1]]<br>
[[‘It seems peaceful enough here to me.’|jonah2.2]]<br>
(if: $sanguine is <25)[~~(Sanguine) What //did// you find, then?~~<br>]
(if: $sanguine is >24)[[[(Sanguine) What //did// you find, then?|jonah2.3]]<br>]{=
(if: $dsailor is 1)[
‘That’s kind of you to say,’ she says. ‘Please, sit a while. Let me make tea.’
]
(if: $dsailor is 2)[
Her cheeks flush slightly. ‘I suppose I was. Will you stay for tea?’
]
(if: $dsailor is 3)[
‘Much, thank you,’ she says. ‘You should stay for tea, if you have time.’
]
<br>
Dagmara busies herself heating the kettle on the stove and spooning tea leaves into a china pot. There’s a brisk efficiency to her movements, her limp and the breadth of her frame making her no less graceful. The room is more cluttered than it was the last time you were here, you notice.
<br>
She carries the pot and two cups over on a tray, setting it down on the deep windowsill.
<br>
‘I have not been here long,’ she says. ‘Before I came here I was a sailor for many years. I still am, in many ways. It is hard to stop thinking of myself as such. The last time we met I was thinking as sailors do. Fearing the storm. I forget that this is no longer my life.’
<br>
[[‘At least this life is quieter.’|dagmara2.1]]<br>
[[‘You still carry yourself like a sailor.’|dagmara2.2]]<br>
(if: $choleric is <25)[~~(Choleric) ‘Life at sea must have been exciting.’~~<br>]
(if: $choleric is >24)[[[(Choleric) ‘Life at sea must have been exciting.’|dagmara2.3]]<br>]{=
(if: $iuni is 1)[
‘And you’re being polite,’ he says. ‘I wish the university had been as tactful when I first submitted the manuscript.’
]
(if: $iuni is 2)[
‘Truly is nothing so damning as faint praise, eh?’ he says. ‘Well, you’ve been nicer than the university was, at any rate.’
]
(if: $iuni is 3)[
‘Probably for the best,’ he says. ‘Save yourself. The university certainly wasn’t enthusiastic.’
]
<br>
‘University?’
<br>
‘My employer,’ Ivo says. ‘For the time being, at least. They funded me to come here, but I can’t say they’re delighted with my work thus far. I’ve got a horrible feeling that they’re going to cut me off any day now.’ He grimaces, looking down at the mushrooms on the table. ‘Maybe they’re right. Perhaps I //have// lost my marbles.’
<br>
[[‘You’re doing what you care about, aren’t you?’|ivo2.1]]<br>
[[‘Perhaps you have.’|ivo2.2]]<br>
(if: $melancholic is <25)[~~(Melancholic) ‘I’m sorry they don’t appreciate your work.’~~<br>]
(if: $melancholic is >24)[[[(Melancholic) ‘I’m sorry they don’t appreciate your work.’|ivo2.3]]<br>]{=
(set: $choleric to it +5)
‘Bloody hell,’ she says. ‘That’s what I get for asking an honest question, I suppose.’
<br>
Sanvi finishes arranging the bouquet, then places the vase on the counter behind the bar.
<br>
‘It’s what I did before I came to the island,’ she says. ‘Sold flowers in a little harbour town, back on the mainland. Can’t pretend I don’t miss it sometimes. Nice to bring a little colour into people’s lives, I reckon. Though there’s plenty would say pouring pints does that just the same.’
<br>
As if on cue, one of the old boys in the corner calls over for more drinks. Sanvi gives you a quick nod before bustling away.
<br>
Return to [[town]]{=
(set: $sanviapproval to it +5)
(set: $melancholic to it +5)
‘I suppose it is a little maudlin,’ she says. ‘You’re right. They’re alive now, eh?’
<br>
Sanvi finishes arranging the bouquet, then places the vase on the counter behind the bar.
<br>
‘It’s what I did before I came to the island,’ she says. ‘Sold flowers in a little harbour town, back on the mainland. Can’t pretend I don’t miss it sometimes. Nice to bring a little colour into people’s lives, I reckon. Though there’s plenty would say pouring pints does that just the same.’
<br>
As if on cue, one of the old boys in the corner calls over for more drinks. Sanvi takes a daffodil from the vase, handing it to you before before bustling away.
<br>
Return to [[town]]{=
(set: $sanviapproval to it +10)
(set: $phlegmatic to it +5)
‘I’m glad you think so,’ she says. ‘So do I. There’s no waste in a thing that brings you joy, as far as I’m concerned.’
<br>
Sanvi finishes arranging the bouquet, then places the vase on the counter behind the bar.
<br>
‘It’s what I did before I came to the island,’ she says. ‘Sold flowers in a little harbour town, back on the mainland. Can’t pretend I don’t miss it sometimes. Nice to bring a little colour into people’s lives, I reckon. Though there’s plenty would say pouring pints does that just the same.’
<br>
As if on cue, one of the old boys in the corner calls over for more drinks. Sanvi takes a yellow rose from the vase, handing it to you before before bustling away.
<br>
Return to [[town]]{=
(set: $jonahapproval to it +5)
(set: $choleric to it +5)
Jonah roars with laughter when you say that. ‘I’ve been called worse,’ he says. ‘I promise you.’
<br>
He sits down on a low bench by the entrance to the hut, where a bowl of beech nuts sits waiting to be husked.
<br>
‘Make yourself useful while you’re here,’ he says. ‘Give me a hand with these and you can have half once they’re done. There’s more than I can eat.’
<br>
There are worse ways to spend an afternoon. You and Jonah slough off the soft, spiny outsides of the nuts and crack the hard shells within. You leave an hour later with your pockets full of tender fruit.
<br>
Return to the [[forest]]{=
(set: $phlegmatic to it +5)
‘Try spending three years here,’ Jonah says. ‘Then let me know how peaceful you find it.’
<br>
He sits down on a low bench by the entrance to the hut, where a bowl of beech nuts sits waiting to be husked.
<br>
‘I’ve things to be doing,’ he says, sloughing off the soft, spiny shell of a nut and cracking the hard interior. ‘We’ll talk another time.’
<br>
You leave Jonah to his work.
<br>
Return to the [[forest]]{=
(set: $jonahapproval to it +10)
(set: $sanguine to it +5)
Jonah looks at you for a long moment. He seems to be considering his response carefully.
<br>
‘I’m not sure how to answer that, (print: $name). Not yet. It’s something to chew on, though.’
<br>
He sits down on a low bench by the entrance to the hut, where a bowl of beech nuts sits waiting to be husked.
<br>
‘Here. I’ve more of these than I can eat,’ he says. ‘Give me a hand and half of them are yours.’
<br>
It’s a surprisingly pleasant way to spend an afternoon. You and Jonah slough off the soft, spiny outsides of the nuts and crack the hard shells within. You leave an hour later with your pockets full of tender fruit.
<br>
Return to the [[forest]]{=
(set: $phlegmatic to it +5)
‘For some that would be a good thing,’ she says. ‘Not for me.’
<br>
Dagmara pours tea into the cups, stray leaves swirling in the mahogany liquid. She offers you milk and sugar, but takes her own black.
<br>
‘I was on the ocean for so long,’ she says. ‘It was all I knew. The sound of the sails, the smell of salt, the feeling of rope in my hands. At night I still feel the water moving beneath me. Isn’t that strange?’
<br>
She asks you, as a fellow new arrival, how you’re settling into life on the island. You talk for a little while, then part ways once more.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +5)
(set: $sanguine to it +5)
‘I expect I always will,’ she says. ‘You can take the woman off the boat…’
<br>
Dagmara pours tea into the cups, stray leaves swirling in the mahogany liquid. She offers you milk and sugar, but takes her own black.
<br>
‘I was on the ocean for so long,’ she says. ‘It was all I knew. The sound of the sails, the smell of salt, the feeling of rope in my hands. At night I still feel the water moving beneath me. Isn’t that strange?’
<br>
She asks you, as a fellow new arrival, how you’re settling into life on the island. You talk until the tea in the pot turns cold.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +10)
(set: $choleric to it +5)
‘Oh, it was,’ she says, a smile breaking across her face. ‘The stories I could tell you, (print: $name). Perhaps one day I will.’
<br>
Dagmara pours tea into the cups, stray leaves swirling in the mahogany liquid. She offers you milk and sugar, but takes her own black.
<br>
‘I was on the ocean for so long,’ she says. ‘It was all I knew. The sound of the sails, the smell of salt, the feeling of rope in my hands. At night I still feel the water moving beneath me. Isn’t that strange?’
<br>
She asks you, as a fellow new arrival, how you’re settling into life on the island. You talk until the tea in the pot turns cold.
<br>
Return to the [[coast]]{=
(set: $ivoapproval to it +5)
(set: $phlegmatic to it +5)
‘You’re right, of course,’ he says. ‘I do care about it, even if they don’t. Thank you. Being out here by yourself, it’s easy to lose perspective.’
<br>
Ivo gestures for you to come closer to the table.
<br>
‘Take a look at this,’ he says, pointing to one of the specimens. ‘Now, what do you make of that? See the colour of the gills?’
<br>
You peer at the underside of the mushroom. The delicate ribs beneath the cap are a startling shade of purple, almost violet. You’ve never seen anything like it. You tell Ivo so.
<br>
‘Well, at least I’m not going completely mad,’ he says. ‘I suppose that’s something.’
<br>
Return to the [[river]]{=
(set: $choleric to it +5)
‘Well, thank you very much for the vote of confidence,’ he sighs. ‘Full marks for candour.’
<br>
Ivo gestures for you to come closer to the table.
<br>
‘Take a look at this,’ he says, pointing to one of the specimens. ‘Now, what do you make of that? See the colour of the gills?’
<br>
You peer at the underside of the mushroom. The delicate ribs beneath the cap are a startling shade of purple, almost violet. You’ve never seen anything like it. You tell Ivo so.
<br>
‘Well, at least I’m not going completely mad,’ he says. ‘I suppose that’s something.’
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +10)
(set: $melancholic to it +5)
Ivo smiles at you. ‘You can’t say things like that. Need to keep my ego in check or there’ll be no living with me.’
<br>
He gestures for you to come closer to the table.
<br>
‘Take a look at this,’ he says, pointing to one of the specimens. ‘Now, what do you make of that? See the colour of the gills?’
<br>
You peer at the underside of the mushroom. The delicate ribs beneath the cap are a startling shade of purple, almost violet. You’ve never seen anything like it. You tell Ivo so.
<br>
‘Well, at least I’m not going completely mad,’ he says. ‘I suppose that’s something.’
<br>
Return to the [[river]]{=
''Adopt a Pet'' ((print: $coin) coins)<br>
The woman selling pets is rosy-cheeked and cheerful, her apron covered in animal hair. A large mongrel dog sits panting at her feet, his tongue lolling, and a tortoiseshell cat cleans her whiskers on top of the table.
<br>
//You can only take one pet home with you.//
<br>
(if: $haspet is false and $coin is >149)[
Dog: [[150 coins|buydog]]<br>
Cat: [[150 coins|buycat]]
]
(if: $haspet is false and $coin is <150)[
Dog: 150 coins<br>
Cat: 150 coins
]
(if: $hasdog is true)[
Dog: Purchased<br>
~~Cat: 150 coins~~
]
(if: $hascat is true)[
~~Dog: 150 coins~~<br>
Cat: Purchased
]
<br>
(if: $hascat is true)[//You own a cat called (print: $catname)//
<br>]
(if: $hasdog is true)[//You own a dog called (print: $dogname)//
<br>]
Return to [[town]]{=
(set: $haspet to true)
(set: $hasdog to true)
(set: $coin to it -150)
(set: $dogname to (prompt: "What will you name your dog?", "Nanook"))
He sits up and barks happily, his tail wagging behind him.
<br>
Return to [[shop|adoptpet]]{=
(set: $haspet to true)
(set: $hascat to true)
(set: $coin to it -150)
(set: $catname to (prompt: "What will you name your cat?", "Clovis"))
She looks at you with yellow eyes and stretches luxuriously, then bumps her head against the palm of your hand.
<br>
Return to [[shop|adoptpet]]{=
(set: $energy to it -1)
(set: $sanvistory to 4)
(set: $storyprogress to it +1)
(set: $slocal to 0)
The inn is busier than usual when you arrive, and as close as it ever gets to raucous. There is music, an accordion and a fiddle, and several groups of locals are competing to see who can tell stories the loudest.
<br>
Sanvi is filling the cups of a group of farmers, chuckling to herself as they share their tall tales. One is recounting an occasion when he, supposedly, saw a mermaid lounging on the end of the dock.
<br>
‘I remember that night,’ Sanvi says. ‘You were half-blind with the drink when you stumbled out of here. It was probably a seal, Jim.’
<br>
‘Drunk I might have been,’ Jim says. ‘But I know what I saw, lass. She sang to me. When’ve you known a seal to do that?’
<br>
Sanvi catches sight of you and wanders over, rolling her eyes once Jim can’t see her. ‘He wouldn’t have known his arse from his elbow, he was that in his cups. Mermaid, indeed.’
<br>
‘You don’t believe in mermaids?’<br>(click: "believe")[(set: $slocal to 1)(go-to: "sanvi3.0")]
‘Let him have his fun.’<br>(click: "his fun")[(set: $slocal to 2)(go-to: "sanvi3.0")]
‘It’s busy in here tonight.’(click: "busy")[(set: $slocal to 3)(go-to: "sanvi3.0")]
{=
(set: $energy to it -1)
(set: $dagmarastory to 4)
(set: $storyprogress to it +1)
(set: $dsocial to 0)
You arrive at the lighthouse to find Dagmara sitting at the table in her room. She has cleared a space amongst the detritus, stacking books and boxes and empty mugs on the floor next to her chair. There is a pen in her hand, and she is scratching out words on a piece of paper.
<br>
‘(print: $name),’ she says, looking over her shoulder as you enter. ‘Excuse me. I won’t be a moment.’
<br>
‘Do you want me to come back another time?’<br>(click: "another time")[(set: $dsocial to 1)(go-to: "dagmara3.0")]
‘What are you writing?’<br>(click: "writing")[(set: $dsocial to 2)(go-to: "dagmara3.0")]
‘It's a bit of a state in here.’(click: "state")[(set: $dsocial to 3)(go-to: "dagmara3.0")]{=
(set: $energy to it -1)
(set: $ivostory to 4)
(set: $storyprogress to it +1)
(set: $isettle to 0)
Ivo isn’t at his outdoor worktable today. It’s raining, and the door to the windmill is open, so you let yourself inside.
<br>
The naturalist has clearly put a great deal of effort into turning the abandoned mill into a makeshift laboratory. Tables set against the walls are covered in samples of the island’s flora, and on a drawing board you spot a careful etching of a magpie. Ivo himself is leaning over a microscope banded in embroidered leather, examining what looks like a clump of moss.
<br>
He looks up as you enter, smiling. ‘Morning,’ he says. ‘Excellent timing. I’ve found something interesting.’
<br>
‘A bit of moss? Really?’<br>(click: "Really")[(set: $isettle to 1)(go-to: "ivo3.0")]
‘You think everything is interesting.’<br>(click: "everything")[(set: $isettle to 2)(go-to: "ivo3.0")]
‘What’s the new discovery?’(click: "discovery")[(set: $isettle to 3)(go-to: "ivo3.0")]{=
(if: $slocal is 1)[
‘Not ones that’d bother singing for our Jim, I’ll tell you that much.’
]
(if: $slocal is 2)[
‘Oh, he doesn’t mind. Only spins these yarns so I’ll tease him for it.’
]
(if: $slocal is 3)[
‘It is, but I’ve Agnes helping out. I can spare a moment.’
]
<br>
You make your way to a corner that isn’t quite as loud. Sanvi sighs as she lowers herself into a cushioned chair, rubbing the back of her neck.
<br>
‘Lord, that’s better,’ she says. ‘Nice to take the weight off my feet for a bit. Running this place doesn’t half knacker me out.’
<br>
[[‘It’s a shame you’re always working while everyone else is enjoying themselves.’|sanvi3.1]]<br>
[[‘Maybe you’re in the wrong job.’|sanvi3.2]]<br>
(if: $sanguine is <30)[~~(Sanguine) ‘You obviously love what you do, though.’~~<br>]
(if: $sanguine is >29)[[[(Sanguine) ‘You obviously love what you do, though.’|sanvi3.3]]<br>]{=
(set: $sanviapproval to it +5)
(set: $melancholic to it +5)
‘Sometimes I wonder whether I’d be happier on the other side of the bar,’ she says. ‘It’s been a while since I let my hair down, that’s for sure. But I shouldn’t complain. It’s free entertainment, listening to this lot yammer on every night.’
<br>
Sanvi absently brushes a few crumbs off the tabletop, her expression turning contemplative.
<br>
‘Can’t pretend I don’t feel a little outside it all, though,’ she says. ‘Sometimes.’
<br>
A nearby table erupts into song then, and the music grows too loud for you to converse properly. Sanvi joins in for a couple of verses, flashes you a smile, then gets up to serve the queue at the bar.
<br>
Return to [[town]]{=
(set: $choleric to it +5)
‘I wouldn’t go //that// far,’ she says. ‘It’s tiring, but there’s not much else I’d rather be doing. Not much I’d be any good at. And besides, I like it here.’
<br>
Sanvi absently brushes a few crumbs off the tabletop, her expression turning contemplative.
<br>
‘Can’t pretend I don’t feel a little outside it all, though,’ she says. ‘Sometimes.’
<br>
A nearby table erupts into song then, and the music grows too loud for you to converse properly. Sanvi joins in for a couple of verses, then gets up to serve the queue at the bar.
<br>
Return to [[town]]{=
(set: $sanviapproval to it +10)
(set: $sanguine to it +5)
‘I really do,’ she says, smiling. ‘When I first came here I couldn’t imagine it ever feeling like home, and now I can’t picture myself anywhere else. I think I’m very blessed for that.’
<br>
Sanvi absently brushes a few crumbs off the tabletop, her expression turning contemplative.
<br>
‘Can’t pretend I don’t feel a little outside it all, though,’ she says. ‘Sometimes.’
<br>
A nearby table erupts into song then, and the music grows too loud for you to converse properly. Sanvi joins in for a couple of verses, gives your hand an apologetic squeeze, then gets up to serve the queue at the bar.
<br>
Return to [[town]]{=
(if: $jlisten is 1)[
Jonah’s eyelids flutter rapidly for a moment, like moth wings. Then he blinks three times, turns to face you. He looks like he’s just woken up from a long sleep.
]
(if: $jlisten is 2)[
He flinches away from you, and for a moment bares his teeth like a cornered animal. Then he masters himself, breathing raggedly as he comes back to full awareness.
]
(if: $jlisten is 3)[
For a moment there is no change in his countenance. Then, slowly, he appears to come back to himself, the movement of his lips falling still as his gaze slides over to you.
]
<br>
‘(print: $name),’ Jonah says. ‘You weren’t—I didn’t see you there.’
<br>
He takes a step forward, staggers, catches himself on the tree.
<br>
‘Please,’ he says, swallowing hard. ‘Give me a moment. I won’t be long.’
<br>
You walk back to the clearing, and Jonah follows a few minutes behind you. His eyes are clear, though his face is still a little pale. He sits down heavily on the bench, draws a hand across his mouth.
<br>
‘I’m sorry if I startled you,’ he says. ‘I’m aware that might—I know it looks strange.’
<br>
[[‘Are you alright?’|jonah3.1]]<br>
[[‘No stranger than other things I’ve seen here.’|jonah3.2]]<br>
(if: $choleric is <30)[~~(Choleric) ‘It did. What was that?’~~<br>]
(if: $choleric is >29)[[[(Choleric) ‘It did. What was that?’|jonah3.3]]<br>]{=
(set: $sanguine to it +5)
‘I’m fine,’ he snaps. ‘Please. I don’t need you fussing.’
<br>
Jonah leans his head back against the rough stone wall of the hut, looking up at the canopy. A crow springs from a bare branch, skimming across the pale sky.
<br>
‘Something here whispers to me,’ he says. ‘It has ever since I arrived. I came to this place to commune with the Almighty, but when I spoke to Him something else spoke back. Something… different. I can’t explain it, (print: $name). I’m trying to listen. To understand. That’s what you saw today. Another failed attempt.’
<br>
He lets his eyes fall closed. The skin around them is dark, like he hasn’t slept for days. The wind through the trees makes the sound of a drawn breath.
<br>
Return to the [[forest]]{=
(set: $phlegmatic to it +5)
(set: $jonahapproval to it +5)
‘Well,’ he says, ‘I suppose I should be glad I’m not a complete aberration.’
<br>
Jonah leans his head back against the rough stone wall of the hut, looking up at the canopy. A crow springs from a bare branch, skimming across the pale sky.
<br>
‘Something here whispers to me,’ he says. ‘It has ever since I arrived. I came to this place to commune with the Almighty, but when I spoke to Him something else spoke back. Something… different. I can’t explain it, (print: $name). I’m trying to listen. To understand. That’s what you saw today. Another failed attempt.’
<br>
He lets his eyes fall closed. The skin around them is dark, like he hasn’t slept for days. The wind through the trees makes the sound of a drawn breath.
<br>
Return to the [[forest]]{=
(set: $jonahapproval to it +10)
(set: $choleric to it +5)
‘Straight to the point,’ he says, managing a weak smile. ‘I respect that.’
<br>
Jonah leans his head back against the rough stone wall of the hut, looking up at the canopy. A crow springs from a bare branch, skimming across the pale sky.
<br>
‘Something here whispers to me,’ he says. ‘It has ever since I arrived. I came to this place to commune with the Almighty, but when I spoke to Him something else spoke back. Something… different. I can’t explain it, (print: $name). I’m trying to listen. To understand. That’s what you saw today. Another failed attempt.’
<br>
He lets his eyes fall closed. The skin around them is dark, like he hasn’t slept for days. The wind through the trees makes the sound of a drawn breath.
<br>
Return to the [[forest]]{=
(if: $dsocial is 1)[
‘No, please,’ she says. ‘You’re not interrupting. I promise.’
]
(if: $dsocial is 2)[
‘Just a letter,’ she says. ‘It’s almost finished.’
]
(if: $dsocial is 3)[
‘I'll deal with it tomorrow,’ she says. ‘Hang on. I’ll be done soon.’
]
<br>
Dagmara writes a few more words, then sets down her pen. She blows lightly on the paper for a moment, then folds it into three and tucks it neatly into a waiting envelope.
<br>
‘Writing to an old crewmate,’ she says. ‘I want to make sure it’s waiting for him when he comes ashore at the mainland. It might be another season before he docks again. I would go to meet him myself, but it is a long journey to the port. I cannot leave the light unattended for that long.’
<br>
[[‘It’s nice that you stay in touch with your old friends.’|dagmara3.1]]<br>
[[‘Can someone else tend the light? It can’t be that difficult.’|dagmara3.2]]<br>
(if: $melancholic is <30)[~~(Melancholic) ‘It’s a shame that you can’t go and see him.’~~<br>]
(if: $melancholic is >29)[[[(Melancholic) ‘It’s a shame that you can’t go and see him.’|dagmara3.3]]<br>]{=
(set: $dagmaraapproval to it +5)
(set: $sanguine to it +5)
‘I try to,’ she says. ‘It is hard, when we are scattered to the four corners of the world. But sailing with someone forges a bond you cannot find elsewhere. I do not let go of such friendships if I can help it.’
<br>
Dagmara takes a heavy wool coat from the back of the chair and pulls it on, tucking the envelope into her pocket.
<br>
‘I need to give this to the postmaster,’ she says. ‘Walk down with me, if you wish.’
<br>
You and Dagmara leave the lighthouse and walk down the coastal path for a while. You talk of small things, companionably, before parting ways at the crossroads.
<br>
Return to the [[coast]]{=
(set: $phlegmatic to it +5)
She gives you a sour look. ‘Does it not?’ she says. ‘Manning the light requires strength and vigilance. You must stay awake for as long as the dark or the fog persists, and if you fail men may die. Are you volunteering for this? I did not think so.’
<br>
Dagmara takes a heavy wool coat from the back of the chair and pulls it on, tucking the envelope into her pocket.
<br>
‘I need to give this to the postmaster,’ she says. ‘Walk down with me, if you wish.’
<br>
You and Dagmara leave the lighthouse and walk down the coastal path for a while. You speak little, and part ways at the crossroads.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +10)
(set: $melancholic to it +5)
‘It is,’ she sighs. ‘In truth, when I took this job I did not consider that it would tie me so tightly to the island. I am accustomed to roaming. To seeing new things, meeting new folk. Now I just sit in my room and wait to light the lamp.’
<br>
Dagmara takes a heavy wool coat from the back of the chair and pulls it on, tucking the envelope into her pocket.
<br>
‘I need to give this to the postmaster,’ she says. ‘Walk down with me, if you wish.’
<br>
You and Dagmara leave the lighthouse and walk down the coastal path for a while. As you walk she tells you more about her friend, recounting some of the adventures they once shared together. You part ways at the crossroads.
<br>
Return to the [[coast]]{=
(if: $isettle is 1)[
‘Yes, really,’ he says, a little testily. ‘Bryophytes are very—oh, never mind. See for yourself.’
]
(if: $isettle is 2)[
‘Everything around here //is// interesting,’ he says. ‘If you know what you’re looking for. Here.’
]
(if: $isettle is 3)[
‘Well, I don’t know about discovery,’ he says. ‘But //I// haven’t seen it before. Take a peek.’
]
<br>
He steps aside so you can look through the eye piece of the microscope. Up close the moss is a riot of vibrant green, ragged in texture, like a piece of cut turf.
<br>
‘Well?’ Ivo says, almost bouncing on the balls of his feet. ‘Do you see what’s unusual about it?’
<br>
You have to admit that you don’t.
<br>
‘No sporangium,’ he says. ‘No antheridia. No archegonia. No means of reproduction at all. (print: $name), I have no idea how this plant propagates itself. By all accounts it shouldn’t exist. Isn’t that astonishing?’
<br>
[[‘That’s unbelievable!’|ivo3.1]]<br>
[[‘Your employers at the university don’t appreciate this sort of discovery?’|ivo3.2]]<br>
(if: $phlegmatic is <30)[~~(Phlegmatic) ‘Amazing. Nature is fascinating, isn’t it?’~~<br>]
(if: $phlegmatic is >29)[[[(Phlegmatic) ‘Amazing. Nature is fascinating, isn’t it?‘|ivo3.3]]<br>]{=
(set: $ivoapproval to it +5)
(set: $choleric to it +5)
Ivo nods enthusiastically. ‘Quite literally, fact. I wouldn’t believe it at all if I hadn’t seen it with my own eyes. I mean, how the hell does it work? I’ve taken three samples this morning, all from different parts of the wood, all the same. Astonishing.’
<br>
He drags a hand through his hair, looking a little sheepish.
<br>
‘Sorry,’ he says. ‘I’m getting a little carried away. Living out here, you know, you almost forget how to talk to people. How are you settling in, anyway?’
<br>
You talk until the rain clears up, when Ivo excuses himself to gather more samples.
<br>
Return to the [[river]]{=
(set: $melancholic to it +5)
Ivo looks a little crestfallen. ‘No,’ he says. ‘I’m afraid they don’t, more’s the pity. They say I’m “extrapolating conclusions from isolated phenomena”. Which I’m not. I know how to follow the bloody scientific method, for God’s sake.’
<br>
He drags a hand through his hair, looking a little sheepish.
<br>
‘Sorry,’ he says. ‘I’m getting a little carried away. Living out here, you know, you almost forget how to talk to people. How are you settling in, anyway?’
<br>
You talk until the rain clears up, when Ivo excuses himself to gather more samples.
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +10)
(set: $phlegmatic to it +5)
Ivo beams at you. ‘It certainly is,’ he says. ‘Honestly, I can’t tell you how much it means to have someone else appreciate these things. The university has no interest in this island, and the locals are too used to it to care. I’m glad you understand.’
<br>
He drags a hand through his hair, looking a little sheepish.
<br>
‘Sorry,’ he says. ‘I’m getting a little carried away. Living out here, you know, you almost forget how to talk to people. How are you settling in, anyway?’
<br>
You talk until the rain clears up, when Ivo excuses himself to gather more samples.
<br>
Return to the [[river]]{=
(set: $shipwreckstory to 3)
(set: $energy to it -1)
(set: $storyprogress to it +1)
There are many beaches around the perimeter, long swathes of pebbles or quiet sandy bays, some redolent with rockpools and seaweed and others as broad and flat as fens. This cove is tiny, barely more than a chip in the coastline, and consequently the path down to it is not well-trodden.
<br>
It takes you an interminably long time to reach the cove, as the shale is loose beneath your feet and one wrong step could send you tumbling down a slope that’s almost sheer.
<br>
Eventually you arrive at the bottom, letting out a sigh of relief as you find yourself back on solid ground. The cliffs shelter the cove from the wind, leaving it oddly quiet.
<br>
You can make out the shape of the wreck in the middle distance. Now you just need to [[wait for low tide|shipwreck2.0]].{=
Sanvi is chopping vegetables at the bar when you enter the inn.
<br>
'Hello there,' she says. What can I get for you?'
<br>
Ask her about the missing boy.(click: "Ask her about the missing boy.")[
(if: $sanvistory is <3)[(transition: "dissolve")[
<br>
Sanvi's expression is pained. 'I'm sorry, chick,' she says. 'That's a painful memory around here. I wouldn't feel right talking about it, since you've not been here all too long. I hope you understand.'
<br>
Return to [[town]]]]
(else:)[(transition: "dissolve")[
<br>
'I suppose it wouldn't hurt to tell you,' she says quietly. 'Long before my time of course, but the old ones still talk about it to this day. Actually—hold on there a tick.'
<br>
Sanvi goes through a door behind the bar. You [[wait|missing2.1]] for her to return.]
]]{=
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $missingstory to 3)
(set: $newspaper to true)
Sanvi returns a short while later holding a holding a folded newspaper. She hands it to you.
<br>
'Here,' she says. 'This is the paper from when it happened. The whole tale's in there, what little there is to tell of it.'
<br>
The paper is old, dated fifty years ago almost to the day. You thank Sanvi for her help.
<br>
'Not that it makes much difference,' she says. 'His poor mother. Imagine spending your whole life not knowing.'
<br>
//The newspaper Sanvi gave you has been added to your Bookshelf. You should read it when you can.//
<br>
Return to [[town]]{=
(if: $missingstory is 3)[
(set: $storyprogress to it +1)
(set: $missingstory to 4)]
#The Archipelago Tribune: Issue 342
<br>
''Search Ongoing for Missing Boy''<br>
Charlie Forsyth, a boarder at the Cavendish School, was reported missing earlier this week, and though volunteers and mainland constables have been searching diligently for three days there has so far been no sign of the boy.
<br>
One of Charlie's schoolteachers, Miss Margaret Duffy, alerted the authorities after discovering Charlie's empty bed when she made her rounds of the dormitories early on Tuesday morning.
<br>
Charlie's parents arrived on the island last night, and the Chief Constable has asked that they not be disturbed while they cope with this unthinkable situation.
<br>
Anyone who knows anything about Charlie's whereabouts is urged to come forward. A generous reward has been offered in exchange for any information leading to his location.
(if: $missingstory is >2 and <5)[
<br>
//The schoolteacher, Margaret Duffy, might remember more details about Charlie's disappearance. Maybe Sanvi will know where to find her.//
]
<br>
[[Return to bookshelf|bookshelf]]{=
(set: $missingstory to 5)
(set: $energy to it -1)
(set: $storyprogress to it +1)
'Margaret Duffy?' Sanvi says. 'I know the name. She comes in here for a nightcap sometimes, though not often.'
<br>
You where you might find the old teacher, and whether she still works at the school.
<br>
'The school was closed down long before I came here,' Sanvi says. 'But I believe Miss Duffy still lives near the grounds. It's up north, I think, near the coast.'
<br>
You make a note of that. Margaret Duffy might be a good person to speak to, if you want to find out what really happened to Charlie Forsyth.
<br>
Return to the [[town]]{=
(set: $energy to it -1)
(set: $sanvistory to 5)
(set: $storyprogress to it +1)
(set: $shusband to 0)
It’s early when you walk into the inn, and the parlour is still empty. The tabby cat is asleep on a table, his tail flicking lazily. Sanvi isn’t in her usual spot behind the bar.
<br>
You hear a halting, breathy sound coming from nearby. You follow it through a half-open door, coming into the small kitchen attached to the inn. Sanvi is standing at a long wooden counter, the pile of potatoes in front of her half-peeled. She is crying quietly.
<br>
When she hears you come in she turns around, wiping her red-rimmed eyes on her sleeve.
<br>
‘(print: $name),’ she says, painting on a smile. ‘I didn’t hear you come in, chick.’
<br>
‘I didn’t mean to intrude.’<br>(click: "intrude")[(set: $shusband to 1)(go-to: "sanvi4.0")]
‘What’s wrong?’<br>(click: "wrong")[(set: $shusband to 2)(go-to: "sanvi4.0")]
‘Have you been cutting onions?’(click: "onions")[(set: $shusband to 3)(go-to: "sanvi4.0")]
{=
(if: $shusband is 1)[
‘It’s alright,’ she says. ‘I need to pull myself together anyway. Customers will be arriving soon.’
]
(if: $shusband is 2)[
‘Oh, it’s one of them days.’
]
(if: $shusband is 3)[
She laughs. ‘Bless your heart for trying to save my pride.’
]
<br>
Sanvi takes a paring knife from a drawer and offers it to you, handle-first.
<br>
‘You’d be doing me a kindness if you helped me finish this up. I’m already behind.’
<br>
You join her at the counter, and for a while the two of you work at the pile of potatoes without speaking. Sanvi is the one who eventually breaks the silence.
<br>
‘My husband, Erik, died a few years back,’ she says. ‘Time’s mostly been a good healer, but it’s coming up to the anniversary soon. Always get a little maudlin around now. Sorry you had to see it.’
<br>
[[‘Don’t worry. No harm done.’|sanvi4.1]]<br>
[[‘You’ve a right to be upset, Sanvi.’|sanvi4.2]]<br>
(if: $melancholic is <40)[~~(Melancholic) ‘I’m so sorry. I had no idea.’~~<br>]
(if: $melancholic is >45)[[[(Melancholic) ‘I’m so sorry. I had no idea.’|sanvi4.3]]<br>]{=
(set: $energy to it -1)
(set: $ivostory to 5)
(set: $storyprogress to it +1)
(set: $irelax to 0)
At first you think that Ivo has gone somewhere else today, ventured out to town or into the forest. You’re about to give up the search when you catch sight of him.
<br>
The naturalist is halfway up a ladder that leans up against a great oak tree. He is taking rubbings of the bark, the task occupying both of his hands, and the ladder is wobbling precariously beneath him.
<br>
‘Trees today, is it?’<br>(click: "Trees today")[(set: $irelax to 1)(go-to: "ivo4.0")]
‘That doesn’t look very safe.’<br>(click: "safe")[(set: $irelax to 2)(go-to: "ivo4.0")]
‘Be careful!’(click: "careful")[(set: $irelax to 3)(go-to: "ivo4.0")]{=
(if: $irelax is 1)[
Ivo starts at the sound of your voice, and for a moment looks like he might topple off the ladder altogether. He manages to catch himself in time.
<br>
‘Yes,’ he calls. ‘Though I’ve actually found some lichen up here that’s substantially more interesting.’
]
(if: $irelax is 2)[
‘Needs must,’ he calls. ‘But you might be right.’
]
(if: $irelax is 3)[
‘Point taken,’ he calls. ‘Hold on a moment.’
]
<br>
Ivo makes his way down from the ladder, jumping from the third rung to the ground. He holds out the bark rubbing in front of him, examines it for a moment, frowns.
<br>
‘Blast it,’ he says. ‘Barely any definition on that at all. I’ll never be taken seriously at this rate.’
<br>
[[‘You’re worrying about the university again, aren’t you?’|ivo4.1]]<br>
[[‘At least you’re enjoying yourself.’|ivo4.2]]<br>
(if: $sanguine is <40)[~~(Sanguine) ‘It might be good for you to take a day off. Relax a bit.’~~<br>]
(if: $sanguine is >39)[[[(Sanguine) ‘It might be good for you to take a day off. Relax a bit.’|ivo4.3]]<br>]{=
(set: $energy to it -1)
(set: $dagmarastory to 5)
(set: $storyprogress to it +1)
(set: $dinjury to 0)
Dagmara has a fire burning high in the hearth today, though the weather outside is mild. She is sitting in a cushioned chair by the fire, one leg stretched out on a footstool. Her face is rigid with pain.
<br>
‘Are you alright?’<br>(click: "alright")[(set: $dinjury to 1)(go-to: "dagmara4.0")]
‘Is something bothering you?<br>(click: "bothering")[(set: $dinjury to 2)(go-to: "dagmara4.0")]
‘Shall I fetch a doctor?’(click: "doctor")[(set: $dinjury to 3)(go-to: "dagmara4.0")]{=
(if: $dinjury is 1)[
‘Not particularly,’ she admits. ‘But it will pass.’
]
(if: $dinjury is 2)[
‘A few things,’ she says. ‘Pain is the easiest of them to deal with.’
]
(if: $dinjury is 3)[
‘No,’ she says. ‘That won’t be necessary. I have seen plenty of doctors.’
]
<br>
You offer to make tea, and she accepts gratefully. Once the leaves are steeping you come and join Dagmara by the fire, where she is massaging the joint of her knee with one hand. You notice that her leg sits at an odd angle, not quite straight.
<br>
She catches you looking. ‘I was injured on my last voyage. Our boat ran aground on a reef half a mile from shore. The wound ended my life at sea.’ Dagmara’s eyes wander over to the window. ‘I was one of the lucky ones.’
<br>
[[‘I’m glad that you survived.’|dagmara4.1]]<br>
[[‘I’m sorry for your loss.’|dagmara4.2]]<br>
(if: $choleric is <40)[~~(Choleric) ‘Now you protect others from the same fate. You should be proud.’~~<br>]
(if: $choleric is >39)[[[(Choleric) ‘Now you protect others from the same fate. You should be proud.’|dagmara4.3]]<br>]{=
(set: $energy to it -1)
(set: $jonahstory to 5)
(set: $storyprogress to it +1)
(set: $jfish to 0)
Jonah is sitting at the end of the wooden jetty, a makeshift fishing pole in his hands. A basket next to him already contains three large river fish, their scales iridescent in the sunlight. He raises a hand in greeting as you approach.
<br>
‘Hungry, are you?’<br>(click: "Hungry")[(set: $jfish to 1)(go-to: "jonah4.0")]
‘Did you make that yourself?’<br>(click: "yourself")[(set: $jfish to 2)(go-to: "jonah4.0")]
‘I didn’t think you left the forest.’(click: "forest")[(set: $jfish to 3)(go-to: "jonah4.0")]{=
(if: $jfish is 1)[
‘Stocking up while the weather’s fine,’ he says. ‘I’ll smoke most of these. Keep them for later.’
]
(if: $jfish is 2)[
‘I did,’ he says. ‘Should have seen my first attempt. Bloody awful.’
]
(if: $jfish is 3)[
‘I’m not a squirrel,’ he says. ‘A man can’t live on acorns alone.’
]
<br>
As you watch something tugs on the end of the line, and Jonah pulls it out of the water with surprising swiftness. He grabs the slippery creature in one hand and expertly dispatches it, then tosses it in the basket with the others.
<br>
‘There’s everything you need on this island,’ he says. ‘If you’re prepared to look for it. People on the mainland always seem to want more, these days. They’ve forgotten how to be patient. How to be happy with what’s in front of them. It’s different here.’
<br>
[[‘Maybe I should take a leaf out of your book.’|jonah4.1]]<br>
[[‘You don’t seem happy.’|jonah4.2]]<br>
(if: $phlegmatic is <40)[~~(Phlegmatic) ‘That’s why I came to the island.’~~<br>]
(if: $phlegmatic is >39)[[[(Phlegmatic) ‘That’s why I came to the island.’|jonah4.3]]<br>]{=
(set: $sanguine to it +5)
‘Right,’ she says, a little stiffly. ‘Glad you’re not too put out.’
<br>
She looks down as she speaks, concentrating on her work. As though it’s easier when she’s not meeting your eye.
<br>
‘I don’t talk about it much,’ Sanvi says. ‘Most of the locals, they’d known him since he was a nipper. They saw me through the worst of it. Nearly broke my heart, how kind they were. How they treated me like one of their own. It was their loss, too, and I don’t like to remind them of it.’ She finishes the last of the potatoes, then rinses her hands at the sink. ‘Thank you for listening, (print: $name). I’d better start opening up.’
<br>
Return to [[town]]{=
(set: $sanviapproval to it +5)
(set: $choleric to it +5)
‘Thank you kindly for saying so,’ she says, squeezing your arm lightly with her free hand. ‘I work hard to keep cheerful for the customers. Sometimes forget I’m allowed to grieve.’
<br>
She looks down as she speaks, concentrating on her work. As though it’s easier when she’s not meeting your eye.
<br>
‘I don’t talk about it much,’ Sanvi says. ‘Most of the locals, they’d known him since he was a nipper. They saw me through the worst of it. Nearly broke my heart, how kind they were. How they treated me like one of their own. It was their loss, too, and I don’t like to remind them of it.’ She finishes the last of the potatoes, then rinses her hands at the sink. ‘Thank you for listening, (print: $name). It means a lot.’
<br>
Return to [[town]]{=
(set: $sanviapproval to it +10)
(set: $melancholic to it +5)
‘Bless your heart,’ she says. ‘It’s a shame you never got to meet him, really. I think you’d have got along.’
<br>
She looks down as she speaks, concentrating on her work. As though it’s easier when she’s not meeting your eye.
<br>
‘I don’t talk about it much,’ Sanvi says. ‘Most of the locals, they’d known him since he was a nipper. They saw me through the worst of it. Nearly broke my heart, how kind they were. How they treated me like one of their own. It was their loss, too, and I don’t like to remind them of it.’ She finishes the last of the potatoes, then rinses her hands at the sink. ‘Thank you for listening, (print: $name). I can’t tell you how much it means.’
<br>
Return to [[town]]{=
(set: $sanguine to it +5)
(set: $jonahapproval to it +5)
‘I think you already have,’ he says. ‘You chose to come here, didn’t you? No one travels this far out unless they’re seeking a bit of peace.’
<br>
Jonah baits his line again, then casts it back into the water. It breaks the surface with a ripple, then drifts along with the current.
<br>
‘Here,’ he says. ‘You can help yourself to some of the catch if you’ve a mind to keep me company.’
<br>
You come to sit with him at the end of the platform. The words you trade that afternoon are few, but it’s a pleasant way to pass the time, and you leave with two gleaming silver fish.
<br>
Return to the [[river]]{=
(set: $melancholic to it +5)
Something dark passes across his eyes. ‘I didn’t claim to be,’ he says.
<br>
Jonah baits his line again, then casts it back into the water. It breaks the surface with a ripple, then drifts along with the current.
<br>
‘Here,’ he says. ‘You can help yourself to some of the catch if you’ve a mind to keep me company.’
<br>
You come to sit with him at the end of the platform. There’s a slight tension in the air, and Jonah doesn’t speak much, but you still leave with two gleaming silver fish.
<br>
Return to the [[river]]{=
(set: $jonahapproval to it +10)
(set: $phlegmatic to it +5)
‘I guessed as much,’ he says, approvingly. ‘You strike me as someone who knows how to appreciate these things.’
<br>
Jonah baits his line again, then casts it back into the water. It breaks the surface with a ripple, then drifts along with the current.
<br>
‘Here,’ he says. ‘You can help yourself to some of the catch if you’ve a mind to keep me company.’
<br>
You come to sit with him at the end of the platform. Jonah is surprisingly talkative that afternoon, seemingly in good spirits, and you leave with two gleaming silver fish.
<br>
Return to the [[river]]{=
(set: $phlegmatic to it +5)
‘Thank you,’ she says, flatly. ‘But it feels unfair, some days, to live when so many others did not.’
<br>
You pour the tea into enamel mugs, and you and Dagmara drink it quietly by the fire. You speak a little, but it’s clear that her heart isn’t in the conversation.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +5)
(set: $melancholic to it +5)
‘Thank you,’ she says. ‘Many of them were my friends, as well as my crewmates. I miss them terribly.’
<br>
You pour the tea into enamel mugs, and you and Dagmara drink it quietly by the fire. You speak of other things, and she seems comforted by your presence.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +10)
(set: $choleric to it +5)
Your words seem to rally her slightly. She sits up straighter in her chair.
<br>
‘That is precisely why I came,’ she says. ‘And you are right. I cannot change what happened, but I can prevent it happening to another crew.’
<br>
You pour the tea into enamel mugs, and you and Dagmara drink it quietly by the fire. You speak for a long while, and by the time you leave she no longer seems to be in pain.
<br>
Return to the [[coast]]{=
(set: $melancholic to it +5)
Ivo’s expression turns hopeless. ‘Always,’ he says. ‘Trust me, (print: $name), I don’t need to be reminded.’
<br>
You sit under the oak tree, dappled green light spilling through the leaves. Ivo seems restless, though, and before long he has excused himself to return to his work.
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +5)
(set: $phlegmatic to it +5)
‘That’s true,’ he admits. ‘I suppose there are plenty of people who don’t take pleasure in their work at all.’
<br>
You sit under the oak tree, dappled green light spilling through the leaves. Ivo tells you more about what he’s been working on, and it’s pleasant to hear the excitement in his voice.
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +10)
(set: $sanguine to it +5)
‘Relax?’ He smiles at you. ‘I’m afraid I’m not overfamiliar with the concept. But I suppose it wouldn’t hurt to try.’
<br>
You sit under the oak tree, dappled green light spilling through the leaves. Ivo is fidgety at first, but soon seems to settle a little. It’s the first time you’ve seen him look truly calm.
<br>
Return to the [[river]]{=
(set: $energy to it -1)
(set: $dagmarastory to 6)
(set: $storyprogress to it +1)
(set: $dpub to 0)
You wind your way through the crowded tables and pull up a stool next to Dagmara. She smiles when she sees you, lifting her half-full mug.
<br>
‘(print: $name),’ she says. ‘It’s good to see you.’
<br>
‘It’s good to see you too.’<br>(click: "you too")[(set: $dpub to 1)(go-to: "dagmara5.0")]
‘I wasn’t expecting you to be here.’<br>(click: "expecting")[(set: $dpub to 2)(go-to: "dagmara5.0")]
‘Can I get you a drink?’(click: "drink")[(set: $dpub to 3)(go-to: "dagmara5.0")]{=
(set: $energy to it -1)
(set: $ivostory to 6)
(set: $storyprogress to it +1)
(set: $ibirds to 0)
Ivo is tramping down the rough path that runs parallel to the cliffs, leaning into the wind. Rain batters his oilskin coat, and the notebook he carries is drenched. Occasionally he pauses to watch the sky, then makes a futile attempt to write something down.
<br>
‘Nice day for a walk.’<br>(click: "walk")[(set: $ibirds to 1)(go-to: "ivo5.0")]
‘You’ll catch your death.’<br>(click: "death")[(set: $ibirds to 2)(go-to: "ivo5.0")]
‘What are you staring at?’(click: "staring")[(set: $ibirds to 3)(go-to: "ivo5.0")]{=
(set: $energy to it -1)
(set: $sanvistory to 6)
(set: $storyprogress to it +1)
(set: $swalk to 0)
Sanvi is walking slowly though the trees, her footsteps light on the carpet of needles. The red of her shawl is bright against the endless green. She looks calm, thoughtful. The soft breeze ruffles the curls around her shoulders.
<br>
When she catches sight of you she blinks for a moment, surprised, then smiles.
<br>
‘Fancy seeing you here,’ she says.
<br>
‘I could say the same.’<br>(click: "same")[(set: $swalk to 1)(go-to: "sanvi5.0")]
‘What brings you to the woods?’<br>(click: "woods")[(set: $swalk to 2)(go-to: "sanvi5.0")]
‘Who’s looking after the inn?’(click: "inn")[(set: $swalk to 3)(go-to: "sanvi5.0")]{=
(set: $energy to it -1)
(set: $jonahstory to 6)
(set: $storyprogress to it +1)
(set: $jpast to 0)
You find Jonah inside his hut, sitting at the small table. He is flicking disconsolately through a leatherbound book, his expression solemn. Scattered around the room are odd little talismans; twigs and feathers and hag stones bound together with twine. There’s a scent in the room, soft and bitter.
<br>
‘What are you reading?’<br>(click: "reading")[(set: $jpast to 1)(go-to: "jonah5.0")]
‘What are those things?’<br>(click: "things")[(set: $jpast to 2)(go-to: "jonah5.0")]
‘What’s that smell?’(click: "smell")[(set: $jpast to 3)(go-to: "jonah5.0")]{=
(if: $swalk is 1)[
‘That makes two of us then,’ she says. ‘Care to join me?’
]
(if: $swalk is 2)[
‘Felt like getting out of town for a bit,’ she says. ‘Care to join me.’
]
(if: $swalk is 3)[
‘Agnes,’ she says. ‘It’s like to be a slow day, so I thought I’d take the morning off. Care to join me?’
]
<br>
You fall into step with Sanvi, walking down the rough path that winds its way through the forest. The air is heady with the smell of wild garlic, and somewhere out of sight a woodpecker is tapping against a tree.
<br>
‘I love it here,’ she says. ‘The inn is so noisy most of the time you can’t hear yourself think. It’s nice to be somewhere a little more peaceful.’
<br>
[[‘You always seem at home with the noise.’|sanvi5.1]]<br>
[[‘You must have a lot on your mind.’|sanvi5.2]]<br>
(if: $phlegmatic is <50)[~~(Phlegmatic) ‘That’s why I come here, too.’~~<br>]
(if: $phlegmatic is >49)[[[(Phlegmatic) ‘That’s why I come here, too.’|sanvi5.3]]<br>]{=
(if: $jpast is 1)[
Jonah turns a page, sighing. ‘I’m hardly reading it, if I’m being honest.’
]
(if: $jpast is 2)[
‘What?’ Jonah looks up at you. ‘Oh. Nothing. Just—something I’m working on.’
]
(if: $jpast is 3)[
Jonah looks startled, as though surprised to find you there. ‘Nettle tea,’ he says, nodding to a kettle on a swing arm by the fire. ‘Help yourself.’
]
<br>
He closes the book and holds it in his hands for a moment, as though its meaning might reveal itself through touch alone. From where you’re standing you can see the cover. He did say he was a monk, after all.
<br>
‘I still feel like I should be trying,’ he says. ‘Even if this place has gods of its own. Even if they are more inclined to speak. I took vows. I should at least make an effort to keep them.'
<br>
[[‘You’ve never seemed that religious to me.’|jonah5.1]]<br>
[[‘Maybe you should just do what feels right.’|jonah5.2]]<br>
(if: $melancholic is <50)[~~(Melancholic) ‘It must be difficult, being so conflicted.’~~<br>]
(if: $melancholic is >49)[[[(Melancholic) ‘It must be difficult, being so conflicted.’|jonah5.3]]<br>]{=
(if: $dpub is 1)[
‘I would have invited you here, if I’d thought of it,’ she says. ‘Let me get you a drink.’
]
(if: $dpub is 2)[
‘I don’t venture into town too often,’ she says. ‘Let me buy you a drink.’
]
(if: $dpub is 3)[
‘I’m fine for now, thank you,’ she says. ‘But I must get one for you.’
]
<br>
Dagmara raises a hand to get Sanvi’s attention, and the innkeeper comes over to pour you a glass.
<br>
‘Here you are,’ Sanvi says. ‘You enjoy, now.’
<br>
Dagmara pays her, then lifts her cup to yours.
<br>
‘I was thinking about our conversation,’ she says. ‘About what happened on my last voyage. I have been very… focused on the past, since I came to the island. It is not so very distant, after all. But I think I should make the best of my life here. Or try to, at least. That is why I came here tonight. To be back in the world again.’
<br>
[[‘That’s the spirit!’|dagmara5.1]]<br>
[[‘You don’t have to rush if you’re still suffering.’|dagmara5.2]]<br>
(if: $sanguine is <50)[~~(Sanguine) ‘Well, I’m glad I could be here to share it.’~~<br>]
(if: $sanguine is >49)[[[(Sanguine) ‘Well, I’m glad I could be here to share it.’|dagmara5.3]]<br>]{=
(if: $ibirds is 1)[
He looks up at you, grinning. ‘Isn’t it just?’
]
(if: $ibirds is 2)[
He looks up at you, grinning. ‘You sound like my mother.’
]
(if: $ibirds is 3)[
He looks up at you, grinning. ‘Take a look.’
]
<br>
Ivo beckons you over, pointing to the grey sky. For a moment you aren’t certain what he’s looking at. Then you see it; a huge bird with dark wings, soaring through the storm. It looks powerful, graceful.
<br>
‘Sea eagle,’ he says, clearly delighted. ‘There’s almost none of them left in the wild. Isn’t she beautiful?’
<br>
[[‘I have to say, your enthusiasm is infectious.’|ivo5.1]]<br>
[[‘It’s sad that they’re dying out.’|ivo5.2]]<br>
(if: $choleric is <50)[~~(Choleric) ‘She’s incredible!’~~<br>]
(if: $choleric is >49)[[[(Choleric) ‘She’s incredible!’|ivo5.3]]<br>]{=
(set: $sanviapproval to it +5)
(set: $choleric to it +5)
‘Well, that I am,’ she laughs. ‘Most of the time. But as I love to yammer on, even I need a break every now and then.’
<br>
Sanvi bends down and plucks a harebell from the forest floor, twirling the stem between her fingers as she walks.
<br>
‘Thank you for looking in on me, the other day,’ she says. ‘It’s funny, but it’s almost a relief that you know about Erik now. I don’t like people looking at me and just seeing a widow, but I suppose it’s a part of me as much as anything else. We can’t pick and choose the things that make us who we are.’
<br>
You spend most of the afternoon walking through the woods with Sanvi. When you part ways she seems happier, more herself.
<br>
Return to the [[forest]]{=
(set: $melancholic to it +5)
‘Is this about the other day?’ she asks, looking embarrassed. ‘I’m sorry you had to see that. It’s not like me to weep all over folk.’
<br>
Sanvi bends down and plucks a harebell from the forest floor, twirling the stem between her fingers as she walks.
<br>
‘Thank you for looking in on me, though,’ she says. ‘It’s funny, but it’s almost a relief that you know about Erik now. I don’t like people looking at me and just seeing a widow, but I suppose it’s a part of me as much as anything else. We can’t pick and choose the things that make us who we are.’
<br>
You spend most of the afternoon walking through the woods with Sanvi. When you part ways her eyes are still distant, as though she’s looking at something else entirely.
<br>
Return to the [[forest]]{=
(set: $sanviapproval to it +10)
(set: $phlegmatic to it +5)
‘Seems like we’ve that in common,’ she smiles. ‘Both looking for a bit of peace and quiet.’
<br>
Sanvi bends down and plucks a harebell from the forest floor, twirling the stem between her fingers as she walks.
<br>
‘Thank you for looking in on me, the other day,’ she says. ‘It’s funny, but it’s almost a relief that you know about Erik now. I don’t like people looking at me and just seeing a widow, but I suppose it’s a part of me as much as anything else. We can’t pick and choose the things that make us who we are.’
<br>
You spend most of the afternoon walking through the woods with Sanvi. When you part ways she thanks you for your company, then pulls you in for a hug.
<br>
Return to the [[forest]]{=
(set: $choleric to it +5)
‘And what would you know about it?’ he snaps, pushing the book away. Then he sighs, shakes his head. ‘I’m sorry. That was uncalled for.’
<br>
There are no other chairs in the hut, but Jonah offers you his and drags over an upturned box to sit on. He claws a hand through his wild hair, smoothing it back from his forehead.
<br>
‘I hardly know what’s expected of me,’ he says. ‘I’d only been at the abbey two years when I left for the island. I joined the order after the war, like a lot of men did. We were all looking for something. Respite. A home.’
<br>
You ask Jonah what he was looking for.
<br>
‘Answers,’ he says. ‘I never found them. Thought the pilgrimage might make things clearer, but all it’s done has muddied the water. A man can’t keep two faiths, can he?’
<br>
You aren’t certain how to answer that. Jonah has retreated into his thoughts again, and so you leave him to them.
<br>
Return to the [[forest]]{=
(set: $phlegmatic to it +5)
(set: $jonahapproval to it +5)
‘I wish I knew what that was,’ he says. ‘I think that what I //should// do is clouding my judgement.’
<br>
There are no other chairs in the hut, but Jonah offers you his and drags over an upturned box to sit on. He claws a hand through his wild hair, smoothing it back from his forehead.
<br>
‘I hardly know what’s expected of me,’ he says. ‘I’d only been at the abbey two years when I left for the island. I joined the order after the war, like a lot of men did. We were all looking for something. Respite. A home.’
<br>
You ask Jonah what he was looking for.
<br>
‘Answers,’ he says. ‘I never found them. Thought the pilgrimage might make things clearer, but all it’s done has muddied the water. A man can’t keep two faiths, can he?’
<br>
You aren’t certain how to answer that. You sit quietly for a while instead, and Jonah seems grateful for it.
<br>
Return to the [[forest]]{=
(set: $jonahapproval to it +10)
(set: $melancholic to it +5)
‘Aye, it is,’ he says, nodding slowly. ‘It tears at me, (print: $name).’
<br>
There are no other chairs in the hut, but Jonah offers you his and drags over an upturned box to sit on. He claws a hand through his wild hair, smoothing it back from his forehead.
<br>
‘I hardly know what’s expected of me,’ he says. ‘I’d only been at the abbey two years when I left for the island. I joined the order after the war, like a lot of men did. We were all looking for something. Respite. A home.’
<br>
You ask Jonah what he was looking for.
<br>
‘Answers,’ he says. ‘I never found them. Thought the pilgrimage might make things clearer, but all it’s done has muddied the water. A man can’t keep two faiths, can he?’
<br>
You aren’t certain how to answer that. Offering opinions seems less important than simply being there, though, and so you stay a while longer.
<br>
Return to the [[forest]]{=
(set: $dagmaraapproval to it +5)
(set: $choleric to it +5)
She chuckles. ‘You may not believe it now, but I used to be quite the life and soul.’
<br>
Dagmara turns her mug around in her hands, looking out over the busy parlour.
<br>
‘I have been to many places in my life,’ she says. ‘You get a feel for their character, after a while. This is a good one, I think. Perhaps I will come to be happy here.’
<br>
You share another drink before Dagmara has to return to the lighthouse. She looks brighter than you’ve seen her for a while, stands taller.
<br>
Return to [[town]]{=
(set: $melancholic to it +5)
‘I know,’ she says, slightly defensive. ‘But I believe this is important for me.’
<br>
Dagmara turns her mug around in her hands, looking out over the busy parlour.
<br>
‘I have been to many places in my life,’ she says. ‘You get a feel for their character, after a while. This is a good one, I think. Perhaps I will come to be happy here.’
<br>
You share another drink before Dagmara has to return to the lighthouse. She looks pensive, like there are many things on her mind.
<br>
Return to [[town]]{=
(set: $dagmaraapproval to it +10)
(set: $sanguine to it +5)
‘As am I,’ she says, her eyes crinkling. ‘You’ve been a good friend, (print: $name).’
<br>
Dagmara turns her mug around in her hands, looking out over the busy parlour.
<br>
‘I have been to many places in my life,’ she says. ‘You get a feel for their character, after a while. This is a good one, I think. Perhaps I will come to be happy here.’
<br>
You share another drink before Dagmara has to return to the lighthouse. Her eyes are bright, her posture tall. She looks well.
<br>
Return to [[town]]{=
(set: $ivoapproval to it +5)
(set: $sanguine to it +5)
‘What, like the plague?’ he says, his smile growing broader. ‘I’ll take it as a compliment.’
<br>
Despite the weather, you stay and watch the eagle for a while. Ivo is eager to tell you about their hunting habits, how he hopes this sighting could form a major part of his new book. He seems pleased that someone has taken the time to listen to him.
<br>
Return to the [[coast]]{=
(set: $melancholic to it +5)
‘It is,’ he says, face falling slightly. ‘I don’t like to think about that part, really. But I suppose I must.’
<br>
Despite the weather, you stay and watch the eagle for a while. Ivo is eager to tell you about their hunting habits, how he hopes this sighting could form a major part of his new book. After a while he stops himself short, as though embarrassed to be talking so much.
<br>
Return to the [[coast]]{=
(set: $ivoapproval to it +10)
(set: $choleric to it +5)
‘She certainly is,’ he says, beaming at you. ‘I’m hoping to catch sight of another one. With any luck she’s part of a breeding pair.’
<br>
Despite the weather, you stay and watch the eagle for a while. Ivo is eager to tell you about their hunting habits, how he hopes this sighting could form a major part of his new book. Before you leave he thanks you for sharing this moment with him.
<br>
Return to the [[coast]]{=
(set: $energy to it -1)
(set: $itemholder to it +1)
(set: $itemreeds to it -1)
(set: $itemtreesap to it -1)
(set: $itemsilverchain to it -1)
You have crafted a ''Compass Holder''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itemritual to it +1)
(set: $itempebbles to it -1)
(set: $itemwildflowers to it -1)
(set: $itemfossil to it -1)
You have crafted ''Ritual Items''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itemtribute to it +1)
(set: $itempottery to it -1)
(set: $itemdriftwood to it -1)
(set: $itemseaglass to it -1)
You have crafted a ''Tribute to a Fisherman''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $itembindings to it +1)
(set: $itemtimber to it -1)
(set: $itemleather to it -1)
(set: $itemquartz to it -1)
You have crafted ''Fine Bindings''
<br>
Return to [[workshop|craft]]{=
(set: $energy to it -1)
(set: $sanvistory to 7)
(set: $storyprogress to it +1)
(set: $stribute to 0)
It’s busy at the inn today, and you take a seat at the bar while waiting for the rush to pass. Sanvi and the bar girl, Agnes, seem to be everywhere in the room at once, pouring drinks, clearing tables, gossiping with locals. Their movements are practised and efficient.
<br>
When the crowd thins a little Sanvi pours herself a mug of soft cider and comes to sit with you at the bar.
<br>
‘Sorry to leave you on your tod,’ she says. ‘It’s always chaos at this time of year.’
<br>
‘Don’t worry about it.’<br>(click: "worry")[(set: $stribute to 1)(go-to: "sanvi6.0")]
‘It’s nice watching you work.’<br>(click: "watching")[(set: $stribute to 2)(go-to: "sanvi6.0")]
‘Why don’t you hire someone else?’(click: "hire")[(set: $stribute to 3)(go-to: "sanvi6.0")]{=
(set: $energy to it -1)
(set: $jonahstory to 7)
(set: $storyprogress to it +1)
(set: $jofferings to 0)
Jonah seems agitated when you arrive at the hut. He’s pacing up and down in the clearing, muttering to himself, his eyes wide and glassy again. There’s something clutched in his hand—a book, but not the one he was reading the last time you saw him. This one looks handmade, bound in some sort of animal skin, the pages uneven.
<br>
When he spots you he pauses, takes three slow breaths, then nods.
<br>
‘(print: $name),’ he says. ‘I think I’ve found something. A way to—a way to make contact with it.’
<br>
‘Slow down. Start from the beginning.’<br>(click: "beginning")[(set: $jofferings to 1)(go-to: "jonah6.0")]
‘Make contact with what?’<br>(click: "what")[(set: $jofferings to 2)(go-to: "jonah6.0")]
‘Hello to you too.’(click: "Hello")[(set: $jofferings to 3)(go-to: "jonah6.0")]{=
(set: $energy to it -1)
(set: $dagmarastory to 7)
(set: $storyprogress to it +1)
(set: $dcompass to 0)
When you arrive at the lighthouse, Dagmara’s sitting room is in even worse disarray than usual. Chests and boxes spill their contents across the floor, and every surface is scattered with a myriad of items.
<br>
Dagmara herself is standing next to the large table, sorting through some of the clutter. The is an old, weatherworn map, a brass sextant, a piece of mounted coral.
<br>
‘Is all this yours?’<br>(click: "yours")[(set: $dcompass to 1)(go-to: "dagmara6.0")]
‘Where did these things come from?’<br>(click: "come from")[(set: $dcompass to 2)(go-to: "dagmara6.0")]
‘You really need to get a maid.’(click: "maid")[(set: $dcompass to 3)(go-to: "dagmara6.0")]{=
(set: $energy to it -1)
(set: $ivostory to 7)
(set: $storyprogress to it +1)
(set: $ibook to 0)
It’s raining, and you find Ivo inside the windmill laboratory again. He is not running experiments or examining new specimens today, though. Instead he is sitting cross-legged on the stone floor, surrounded by loose sheets of paper.
<br>
He doesn’t look up as you walk in, too absorbed by his work. As you watch he picks up a sheet of paper, frowns at it, then balls it up and throws it across the room.
<br>
‘Damn it to hell!’ he snaps, clearly exasperated.
<br>
‘What did that paper ever do to you?’<br>(click: "do to you")[(set: $ibook to 1)(go-to: "ivo6.0")]
‘Sorry, I didn’t realise you were busy.’<br>(click: "busy")[(set: $ibook to 2)(go-to: "ivo6.0")]
‘Do you need some help?’(click: "help")[(set: $ibook to 3)(go-to: "ivo6.0")]{=
(if: $ibook is 1)[
‘(print: $name),’ he says, face flushing. ‘My apologies. I didn’t mean for you to see that little display.’
]
(if: $ibook is 2)[
‘Oh, hello,’ he says. ‘I’m not, really. I mean, I am, but no more than usual.’
]
(if: $ibook is 3)[
‘Psychological help, probably,’ he sighs. ‘What a mess.’
]
<br>
Ivo hauls himself to his feet, stepping carefully over the scattered sheets of paper as he walks towards you.
<br>
‘Thought I’d finally try and organise my notes for the book,’ he says. ‘It’s proving to be a rather more tortuous process than I’d anticipated. Not that I should be surprised. It was the same with the last volume.’
<br>
[[‘There’s nothing worse than paperwork.’|ivo6.1]]<br>
[[‘Maybe you should go out for a drink instead.’|ivo6.2]]<br>
(if: $choleric is <55)[~~(Choleric) ‘You did it before, you can do it again.’~~<br>]
(if: $choleric is >54)[[[(Choleric) ‘You did it before, you can do it again.’|ivo6.3]]<br>]{=
(if: $dcompass is 1)[
‘No.’ She shakes her head. ‘Most of it was left behind by the last keeper.’
]
(if: $dcompass is 2)[
‘They were already here when I arrived. My predecessor left them behind.’
]
(if: $dcompass is 3)[
‘Are you offering?’ she asks with a lopsided smile. ‘They are not my things. They belonged to the old lighthouse keeper.’
]
<br>
Dagmara sets down the sextant and turns to look at you, leaning against the edge of the table. There is a sadness in her eyes.
<br>
‘He lived here for most of his life, and died without leaving anyone behind. I worry that one day it will be the same for me. No family, no friends.’
<br>
[[‘That won’t happen. I’m your friend.’|dagmara6.1]]<br>
[[‘I worry about that too.’|dagmara6.2]]<br>
(if: $phlegmatic is <55)[~~(Phlegmatic) ‘That’s not to say he wasn’t happy.’~~<br>]
(if: $phlegmatic is >54)[[[(Phlegmatic) ‘That’s not to say he wasn’t happy.’|dagmara6.3]]<br>]{=
(if: $jofferings is 1)[
‘Of course,’ he says, taking another shaking breath. ‘I’m getting ahead of myself.’
]
(if: $jofferings is 2)[
‘That remains to be seen,’ he says, blinking wild eyes. ‘That remains to be seen.’
]
(if: $jofferings is 3)[
‘Must we always do bloody pleasantries?’ he grumbles. ‘I’m sorry. Hello.’
]
<br>
Jonah beckons you closer, and shows you the contents of the book. You can’t make hide nor hair of most of it—unfamiliar languages and strange diagrams, sigils and sketches. The ink, paper and handwriting is not consistent. It looks as though it’s been written by a dozen different authors.
<br>
‘I found this,’ he says. ‘A few days ago, on the doorstep. Someone—something—left it for me to find. The voice I’ve heard in the woods, (print: $name), I think it wants me to seek it out. To summon it.’
<br>
[[‘Don’t you think meddling with this could be dangerous?’|jonah6.1]]<br>
[[‘It must have spoken to you for a reason.’|jonah6.2]]<br>
(if: $sanguine is <55)[~~(Sanguine) ‘If I can help, just say the word.’~~<br>]
(if: $sanguine is >54)[[[(Sanguine) ‘If I can help, just say the word.’|jonah6.3]]<br>]{=
(if: $stribute is 1)[
‘You’re very sweet,’ she says. ‘Not everyone would be that patient.’
]
(if: $stribute is 2)[
‘What a load of rubbish,’ she says, clearly pleased.
]
(if: $stribute is 3)[
‘I’ve thought about it,’ she says. ‘But me and Agnes are coping alright so far.’
]
<br>
Sanvi fidgets with her skirts for a moment, looking as close to nervous as you’ve ever seen her. It’s strange to see her this way. She’s usually so confident, so genial.
<br>
‘Here, listen,’ she says. ‘I’ve a favour to ask you. But it’s—it’s to do with Erik, and I’m not—I’m not sure if it’s appropriate to bring you into it.’
<br>
[[‘Sanvi, I’m your friend. Of course you can ask me.’|sanvi6.1]]<br>
[[‘Whatever you think is best.’|sanvi6.2]]<br>
(if: $melancholic is <55)[~~(Melancholic) ‘I know it’s hard. Anything I can do to help, just say.’~~<br>]
(if: $melancholic is >54)[[[(Melancholic) ‘I know it’s hard. Anything I can do to help, just say.’|sanvi6.3]]<br>]{=
(set: $sanviapproval to it +5)
(set: $choleric to it +5)
She looks visibly relieved. ‘Thank you, (print: $name). You’re a darling for saying so.’
<br>
Sanvi takes a swig of her cider, than drums her fingers on the table. She’s clearly trying to work out how to phrase her request.
<br>
‘It’s the anniversary of Erik’s passing soon,’ she says. ‘I always go out to his grave, leave something for him. A tribute. It’s five years this year, and I wanted to do something special.’
<br>
You ask Sanvi what she has in mind.
<br>
‘There’s a charm they make on the island,’ she says. ‘For fisherman, to keep them safe at sea. I’d like to have one for him, but I’ve not the time to go and find what’s needed. I know you’re out and about a lot, and I wonder whether… anyway, it’s just if you’ve the time. No obligation.’
<br>
Sanvi jots down the details for you—a sketch of what it should look like, seaglass and driftwood set into a vessel of clay—but the parlour soon fills up again, and she has to return to work before you can speak further.
<br>
Return to [[town]]{=
(set: $phlegmatic to it +5)
‘Right,’ she says. ‘I mean, you’re not obliged to say yes, of course.’
<br>
Sanvi takes a swig of her cider, than drums her fingers on the table. She’s clearly trying to work out how to phrase her request.
<br>
‘It’s the anniversary of Erik’s passing soon,’ she says. ‘I always go out to his grave, leave something for him. A tribute. It’s five years this year, and I wanted to do something special.’
<br>
You ask Sanvi what she has in mind.
<br>
‘There’s a charm they make on the island,’ she says. ‘For fisherman, to keep them safe at sea. I’d like to have one for him, but I’ve not the time to go and find what’s needed. I know you’re out and about a lot, and I wonder whether… anyway, it’s just if you’ve the time. No obligation.’
<br>
Sanvi jots down the details for you—a sketch of what it should look like, seaglass and driftwood set into a vessel of clay—but the parlour soon fills up again, and she has to return to work before you can speak further.
<br>
Return to [[town]]{=
(set: $sanviapproval to it +10)
(set: $melancholic to it +5)
‘Lord, but you’re kind to me,’ she sighs. ‘Thank you. Really, thank you.’
<br>
Sanvi takes a swig of her cider, than drums her fingers on the table. She’s clearly trying to work out how to phrase her request.
<br>
‘It’s the anniversary of Erik’s passing soon,’ she says. ‘I always go out to his grave, leave something for him. A tribute. It’s five years this year, and I wanted to do something special.’
<br>
You ask Sanvi what she has in mind.
<br>
‘There’s a charm they make on the island,’ she says. ‘For fisherman, to keep them safe at sea. I’d like to have one for him, but I’ve not the time to go and find what’s needed. I know you’re out and about a lot, and I wonder whether… anyway, it’s just if you’ve the time. No obligation.’
<br>
Sanvi jots down the details for you—a sketch of what it should look like, seaglass and driftwood set into a vessel of clay—but the parlour soon fills up again, and she has to return to work before you can speak further.
<br>
Return to [[town]]{=
(set: $melancholic to it +5)
‘And what if it is?’ he says, scowling. ‘I’ve known danger, (print: $name). What I can’t abide is another moment without answers. Without knowing why I was called here.’
<br>
Jonah turns to a page near the back of the book. You can’t make out the words, but it shows a strange little mommet made of stones and flowers and petrified bones. It looks as though it would be easy enough to make, with the right materials.
<br>
‘This,’ he says. ‘I need this, to begin the ritual. I won’t beg you to help me. But if you chose to, I would be in your debt. Think about it, at least.’
<br>
You promise, if nothing else, to consider it.
<br>
Return to the [[forest]]{=
(set: $phlegmatic to it +5)
(set: $jonahapproval to it +5)
‘I believe so,’ he nods. ‘Whatever //it// might be. I have to know, (print: $name). I have to know why I was called to this place.’
<br>
Jonah turns to a page near the back of the book. You can’t make out the words, but it shows a strange little mommet made of stones and flowers and petrified bones. It looks as though it would be easy enough to make, with the right materials.
<br>
‘This,’ he says. ‘I need this, to begin the ritual. I won’t beg you to help me. But if you chose to, I would be in your debt. Think about it, at least.’
<br>
You promise, if nothing else, to consider it.
<br>
Return to the [[forest]]{=
(set: $jonahapproval to it +10)
(set: $sanguine to it +5)
‘Your friendship shames me,’ he says. ‘I’ve done nothing to deserve it. But I can’t pretend I’m not grateful, (print: $name). I need to know why I was called here.’
<br>
Jonah turns to a page near the back of the book. You can’t make out the words, but it shows a strange little mommet made of stones and flowers and petrified bones. It looks as though it would be easy enough to make, with the right materials.
<br>
‘This,’ he says. ‘I need this, to begin the ritual. I won’t beg you to help me. But if you chose to, I would be in your debt. Think about it, at least.’
<br>
You promise, if nothing else, to consider it.
<br>
Return to the [[forest]]{=
(set: $dagmaraapproval to it +5)
(set: $sanguine to it +5)
<br>
Dagmara reaches into her pocket and draws out a palm-sized, cloth-wrapped bundle. She unfolds the fabric carefully to show you its contents—a compass, the casing scratched from use but clearly well-made.
<br>
‘This is the only thing of value I brought with me,’ she says. ‘It has been by my side for more than a decade. Survived the wreck with me. When I go, this is what I will leave behind. I wonder whose hands it will fall into.’
<br>
It is a beautiful item, though not the sort of thing that should be rattling around in someone’s pocket. As you’re leaving it occurs to you that, if you had the materials, you could make a serviceable holder for it. Woven reeds varnished in resin, a chain to hang it from. Such a thing might make a fine gift.
<br>
Return to the [[coast]]{=
(set: $melancholic to it +5)
‘It is not a fate I like to think about,’ she says. ‘But I have been considering it a lot, lately.’
<br>
Dagmara reaches into her pocket and draws out a palm-sized, cloth-wrapped bundle. She unfolds the fabric carefully to show you its contents—a compass, the casing scratched from use but clearly well-made.
<br>
‘This is the only thing of value I brought with me,’ she says. ‘It has been by my side for more than a decade. Survived the wreck with me. When I go, this is what I will leave behind. I wonder whose hands it will fall into.’
<br>
It is a beautiful item, though not the sort of thing that should be rattling around in someone’s pocket. As you’re leaving it occurs to you that, if you had the materials, you could make a serviceable holder for it. Woven reeds varnished in resin, a chain to hang it from. Such a thing might make a fine gift.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +10)
(set: $phlegmatic to it +5)
‘That,’ she says, ‘is an excellent point. Some people do thrive in solitude. I hope you’re right. I hope the old man was happy.’
<br>
Dagmara reaches into her pocket and draws out a palm-sized, cloth-wrapped bundle. She unfolds the fabric carefully to show you its contents—a compass, the casing scratched from use but clearly well-made.
<br>
‘This is the only thing of value I brought with me,’ she says. ‘It has been by my side for more than a decade. Survived the wreck with me. When I go, this is what I will leave behind. I wonder whose hands it will fall into.’
<br>
It is a beautiful item, though not the sort of thing that should be rattling around in someone’s pocket. As you’re leaving it occurs to you that, if you had the materials, you could make a serviceable holder for it. Woven reeds varnished in resin, a chain to hang it from. Such a thing might make a fine gift.
<br>
Return to the [[coast]]{=
(set: $ivoapproval to it +5)
(set: $melancholic to it +5)
‘There really bloody isn’t, is there?’ he says, absently scuffing the floor with the toe of his shoe. ‘Might be better off lighting fires.’
<br>
Ivo turns back towards his notes, frowning.
<br>
‘Ordinarily I’d love to stop and talk, but I’m afraid I need to focus for a while. I’ve let this get out of hand. Another time, maybe?’
<br>
You leave Ivo to his task. All of those loose scraps of paper look like a nightmare to organise. Perhaps if he had something to bind them in it would be easier. You could certainly make something like that—some thin sheets of wood, some leather, a little decoration. Maybe Ivo would appreciate it.
<br>
Return to the [[river]]{=
(set: $sanguine to it +5)
‘I //can’t//,’ he says, raking a hand anxiously through his hair. ‘There’s too much to do. I’ll never be able to relax until this is in some sort of order.’
<br>
Ivo turns back towards his notes, frowning.
<br>
‘Ordinarily I’d love to stop and talk, but I’m afraid I need to focus for a while. I’ve let this get out of hand. Another time, maybe?’
<br>
You leave Ivo to his task. All of those loose scraps of paper look like a nightmare to organise. Perhaps if he had something to bind them in it would be easier. You could certainly make something like that—some thin sheets of wood, some leather, a little decoration. Maybe Ivo would appreciate it.
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +10)
(set: $choleric to it +5)
‘Thank you, (print: $name),’ he says. ‘I needed to hear that. Sorry for the theatrics.’
<br>
Ivo turns back towards his notes, frowning.
<br>
‘Ordinarily I’d love to stop and talk, but I’m afraid I need to focus for a while. I’ve let this get out of hand. Another time, maybe?’
<br>
You leave Ivo to his task. All of those loose scraps of paper look like a nightmare to organise. Perhaps if he had something to bind them in it would be easier. You could certainly make something like that—some thin sheets of wood, some leather, a little decoration. Maybe Ivo would appreciate it.
<br>
Return to the [[river]]{=
Dear (print: $name),
<br>
We are delighted to invite you to this year's whale watching festival, taking place ''tomorrow'' on the northern coast.
<br>
You won't want to miss the chance to see these majestic creatures(text-colour:white)[!](click: "!")[(go-to: "fsecret3")]
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
Dear (print: $name),
<br>
We are delighted to invite you to this year's farmer's market, taking place ''tomorrow'' along the riverbank.
<br>
Make sure to bring a contribution for the buffet(text-colour:white)[!](click: "!")[(go-to: "fsecret5")]
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
Dear (print: $name),
<br>
We are delighted to invite you to the Pageant of the Foliate Head, taking place ''tomorrow'' in the forest.
<br>
There will be plenty of excitement and theatrics, so make sure to come along(text-colour:white)[!](click: "!")[(go-to: "fsecret7")]
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
(set: $museum to 2)
Dear (print: $name),
<br>
I have been watching you closely since you came to the island. We do not get many new arrivals, and it is always of great interest to me when someone from the mainland chooses to make their home here.
<br>
Most pass without note, but you have made an impression on me. You have made an effort to understand this place. To explore it, to learn its history and its secrets. To become a part of the community.
<br>
A family called the Godalmings once lived on the island. They were wealthy, the kind of mainland aristocrats who once claimed ownership of much of the archipelago, and for a time they leased out much of the arable land here.
<br>
It wasn’t to last. Over a period of many years they were beset by misfortune, and eventually the Godalming line died out. Few mourned their loss.
<br>
All that remains of the family is Godalming House, the mansion which they once called home. It was not bequeathed to anyone in the final scion’s will and, since no relatives came forward to claim it, the house defaulted into the stewardship of the Council of Islanders.
<br>
Over the last few decades they have neglected the building, allowing it to fall into great disrepair. It strikes me as a waste to see it decay to nothing.
<br>
You have proven yourself a problem-solver. Perhaps, if you spoke to the Council of Islanders, they might be persuaded to invest the necessary time and resources into the restoration of Godalming House. Such a fine structure could be put to all manner of good uses.
<br>
Consider it. If you decide you wish to pursue this, I suggest seeking an audience with the Council at the Town Hall.
<br>
Yours,<br>
A Friend
<br>
//The mysterious letter-writer has also included a map showing the location of Godalming House, where it overlooks the river to the east of the island.//
<br>
<br>
[[Put letter away|home]]{=
(set: $museum to 3)
(set: $energy to it -1)
(set: $storyprogress to it +1)
The Town Hall is not especially grand-looking from the outside, but within it has been outfitted rather more lavishly than any other building you’ve seen on the island. There is polished wainscotting on the walls, and oil portraits in gilded frames depict Councillors from the past.
<br>
The Council’s assistant, an fussy little man called Parfitt, makes a great show of clucking his tongue and sighing when you request an audience, but eventually condescends to show you through to the Council Chambers.
<br>
The members of the Council sit around a long, polished table in another well-decorated room. This one has a glass chandelier and a roaring fireplace. They all look at you curiously as Parfitt shows you in.
<br>
The Mayor, a stern-looking woman with the sharp eyes of a bird of prey, steeples her fingers in front of her heavy gold chain.
<br>
‘Yes?’ she says. ‘Why did you wish to speak to us?’
<br>
You tell them about the [[letter you received|museum2.0]].{=
''Wheel of Fortune''
<br>
(set: $game1chance to (random: 1,3))
One solid push sends the wheel spinning like a Catherine wheel on its axis. The colours blur into one, slow, and then stop.
<br>
(if: $game1chance is 1)[
The wheel lands on (text-colour:red)[Red]!<br>
(if: $roulette is "red")[You win 15 coins! (set: $coin to it +15)]
(if: $roulette is "blue")[You lose 5 coins! (set: $coin to it -5)]
(if: $roulette is "yellow")[You lose 5 coins! (set: $coin to it -5)]
]
(if: $game1chance is 2)[
The wheel lands on (text-colour:navy)[Blue]!<br>
(if: $roulette is "blue")[You win 15 coins! (set: $coin to it +15)]
(if: $roulette is "red")[You lose 5 coins! (set: $coin to it -5)]
(if: $roulette is "yellow")[You lose 5 coins! (set: $coin to it -5)]
]
(if: $game1chance is 3)[
The wheel lands on (text-colour:yellow)[Yellow]!<br>
(if: $roulette is "yellow")[You win 15 coins! (set: $coin to it +15)]
(if: $roulette is "red")[You lose 5 coins! (set: $coin to it -5)]
(if: $roulette is "blue")[You lose 5 coins! (set: $coin to it -5)]
]
<br>
Coins: (print: $coin)
<br>
[[Play Again|game1]]{=
(set: $festival2 to true)
''Whale Watching Festival''
<br>
Several temporary pavillions have been erected near the cliff paths, oilskin canopies shielding the islanders from the worst of the mizzling rain. They have brought lunches wrapped in brown paper, and squabble amongst themselves for the spots with the best views of the cliffs. A woman with a flat cap and a small leatherbound book is taking bets on which part of the great beast will be the first to surface.
<br>
There is a competition going on today, something fishing(text-colour:white)[-]related from the looks of things. The Mayor is smiling through gritted teeth as she shakes the hand of a bearded man holding a large haddock by the tail.(click: "-")[(go-to: "fsecret4")]
<br>
(if: $seend is false)[Dagmara has come down from the lighthouse for the occasion, and is huddled against the wind with a steaming cup in her hand.
<br>]
You hear a nearby islander excitedly tell their companion that the whales are expected within the hour.
<br>
<br>
(if: $seend is false)[Speak to [[Dagmara|ffriend2]]<br>]
Place a [[bet|game2]]<br>
Wait for the [[whales|festival2.2]] to arrive //(this will end the festival)//{=
(set: $festival3 to true)
''Farmer's Market''
<br>
The market is as bucolic a country scene as you’ve witnessed since coming to the island. All the local farmers are out in force, displaying a veritable cornucopia of produce, fresh vegetables and punnets of fruit, joints of meat and wax(text-colour:white)[-]covered truckles of cheese. Several long cloth(text-colour:white)[-]covered tables have been set out for the communal buffet. (click: "-")[(go-to: "fsecret6")]
<br>
The Council of Islanders are making their rounds among the farmers. You see the Mayor nodding seriously as she is shown a jar of preserved beetroot, her hawkish profile giving the action more gravity than it seems to afford.
<br>
(if: $seeni is false)[Ivo is here, sitting in the shade of a tree near the edges of the festivities.
<br>]
A woman bustles between the stalls, reminding people that the feast will be starting shortly.
<br>
<br>
(if: $seeni is false)[Speak to [[Ivo|ffriend3]]]<br>
Contribute to the [[buffet|game3]]<br>
Wait for the [[feast|festival3.2]] to begin //(this will end the festival)//{=
(set: $festival4 to true)
''Pageant of the Foliate Head''
<br>
Of all the events you’ve visited on the island so far, this is by far the strangest. It took you a long time to find this place, a large clearing a good half mile off the beaten track. Unsurprisingly it’s not that well attended, with perhaps only two(text-colour:white)[-]dozen islanders in attendance. Most are seated on the floor around the edge of the clearing, while a few are blindfolded and playing some sort of game. (click: "-")[(go-to: "fsecret8")]
<br>
The Council members are dressed more formally than usual today, in long dark robes with sleeves that swallow their hands. The Mayor is sitting on the ground facing the middle of the clearing. Her eyes are closed.
<br>
(if: $jonahstory is >1 and $seenj is false)[To your surprise, Jonah is here. He’s keeping his distance from the other festival(text-colour:white)[-]goers.
<br>]
A young boy runs past you, pink(text-colour:white)[-]cheeked and panting. ‘Not long!’ he says. ‘It’ll be starting soon!’
<br>
<br>
(if: $jonahstory is >1 and $seenj is false)[Speak to [[Jonah|ffriend4]]<br>]
Play [[Pin the Tail|game4]]<br>
Wait for the [[pageant|festival4.2]] to start //(this will end the festival)//{=
''Place a Bet'' (10 coins)
<br>
The bookeeper is smoking a cigarillo, which she tucks behind her ear as you approach.
<br>
'Alright,' she says. 'Ten coins for a flutter, if you're interested. All you have to do is guess which bit of the whale will come up first. If you want to change your bet you'll have to pay again. What'll it be?'
<br>
(if: $whale is 0)[//You haven't placed a bet yet.//]
(if: $whale is 1)[//You're currently betting on the ''head''.//]
(if: $whale is 2)[//You're currently betting on the ''back''.//]
(if: $whale is 3)[//You're currently betting on the ''tail''.//]
<br>
(if: $coin is <10)[(text-colour:red)[Not enough money to play]]
(if: $coin is >9)[
Bet on the head<br>(click: "Bet on the head")[(set: $whale to 1)(go-to: "game2.1")]
Bet on the back<br>(click: "Bet on the back")[(set: $whale to 2)(go-to: "game2.1")]
Bet on the tail(click: "Bet on the tail")[(set: $whale to 3)(go-to: "game2.1")]
]<br>
<br>
You have (print: $coin) coins
<br>
Return to the [[festival|festival2]]{=
''Buffet Table''
<br>
Two elderly men in matching aprons are overseeing the buffet table. They’re fastidious with the layout, ensuring that all the dishes are perfectly arranged and the white tablecloth is kept spotless.
<br>
‘Would you like to add something to the buffet, dear?’ the shorter man says. ‘Only one dish each, I’m afraid, but there’s prizes for the best produce. Just make your mind up before the feast.’
<br>
(if: $buffet is 0)[//You haven't added anything to the buffet yet.//]
(if: $buffet is 1)[//You've added an apple to the buffet.//]
(if: $buffet is 2)[//You've added a peach to the buffet.//]
(if: $buffet is 3)[//You've added a pear to the buffet.//]
(if: $buffet is 4)[//You've added a plum to the buffet.//]
(if: $buffet is 5)[//You've added a pepper to the buffet.//]
(if: $buffet is 6)[//You've added a tomato to the buffet.//]
(if: $buffet is 7)[//You've added a courgette to the buffet.//]
(if: $buffet is 8)[//You've added a squash to the buffet.//]
<br>
(if: $apples is >0)[Give an apple<br>(click: "Give an apple")[(set: $buffet to 1)(set: $apples to it -1)(go-to: "game3.1")]]
(if: $peaches is >0)[Give a peach<br>(click: "Give a peach")[(set: $buffet to 2)(set: $peaches to it -1)(go-to: "game3.1")]]
(if: $pears is >0)[Give a pear<br>(click: "Give a pear")[(set: $buffet to 3)(set: $pears to it -1)(go-to: "game3.1")]]
(if: $plums is >0)[Give a plum<br>(click: "Give a plum")[(set: $buffet to 4)(set: $plums to it -1)(go-to: "game3.1")]]
(if: $peppers is >0)[Give a pepper<br>(click: "Give a pepper")[(set: $buffet to 5)(set: $peppers to it -1)(go-to: "game3.1")]]
(if: $tomatoes is >0)[Give a tomato<br>(click: "Give a tomato")[(set: $buffet to 6)(set: $tomatoes to it -1)(go-to: "game3.1")]]
(if: $courgettes is >0)[Give a courgette<br>(click: "Give a courgette")[(set: $buffet to 7)(set: $courgettes to it -1)(go-to: "game3.1")]]
(if: $squashes is >0)[Give a squash<br>(click: "Give a squash")[(set: $buffet to 8)(set: $squashes to it -1)(go-to: "game3.1")]]
<br>
Return to [[festival|festival3]]{=
''Pin the Tail'' (20 coins)
<br>
A woman wearing an embroidered headscarf gestures towards a large board, painted with an image of a grey-furred, slavering beast.
<br>
In one hand she holds out a blindfold, in the other a length of fabric attached to a pin.
<br>
(if: $coin is <20)[(text-colour:red)[Not enough money to play]]
(if: $coin is >19)[
Put on the blindfold and pick a direction: (cycling-link: bind $pintail, "up", "down", "left", "right")<br>
[[Play!|game4.1]]]
<br>
<br>
You have (print: $coin) coins
<br>
Return to the [[festival|festival4]]{=
(set: $energy to it -1)
(set: $sanvistory to 8)
(set: $storyprogress to it +1)
(set: $sgift to 0)
(set: $sanviapproval to it +10)
(set: $itemtribute to 0)
(set: $swait to 0)
You arrive at the inn at the quietest part of the day, before the parlour will be full of locals with prying ears. The tabby cat trots over to you as you walk in, rubbing his head gleefully against your shins.
<br>
Sanvi is in the small kitchen off the bar, humming quietly to herself as she chops vegetables for the stew. Her dark hair has been plaited into a long braid that falls to the middle of her back.
<br>
‘Alright, chick?’ she says, smiling at you over her shoulder. ‘You’re here early.’
<br>
‘I have what you asked for.’<br>(click: "asked")[(set: $sgift to 1)(go-to: "sanvi7.0")]
‘I made the tribute for Erik.’<br>(click: "tribute")[(set: $sgift to 2)(go-to: "sanvi7.0")]
‘I hope this is what you wanted.’(click: "wanted")[(set: $sgift to 3)(go-to: "sanvi7.0")]{=
(set: $energy to it -1)
(set: $jonahstory to 8)
(set: $storyprogress to it +1)
(set: $jgift to 0)
(set: $jonahapproval to it +10)
(set: $itemritual to 0)
Jonah is chopping wood outside the hut when you arrive in the clearing. He looks calmer today, not as jittery as he did the last time you came to visit him. When he spots you he splits the log in front of him, then leans the hatchet against the wall of the hut and wipes the sweat from his brow.
<br>
‘(print: $name),’ he says. ‘It’s good to see you. Have you given any thought to what we discussed?’
<br>
‘I did one better.’<br>(click: "better")[(set: $jgift to 1)(go-to: "jonah7.0")]
‘Yes, and I found what you need.’<br>(click: "found")[(set: $jgift to 2)(go-to: "jonah7.0")]
‘I got what you asked for, against my better judgement.’(click: "judgement")[(set: $jgift to 3)(go-to: "jonah7.0")]{=
(set: $energy to it -1)
(set: $dagmarastory to 8)
(set: $storyprogress to it +1)
(set: $dgift to 0)
(set: $dagmaraapproval to it +10)
(set: $itemholder to 0)
You almost collide with Dagmara on the lighthouse stairs.
<br>
‘I was just going out for a walk,’ she says. ‘Will you join me?’
<br>
The two of you head back outside, following the coastal path that runs parallel to the cliffs. The gorse is blooming yellow, and the clouds are painted in watercolour tones. Dagmara takes long, slow breaths, eyes falling closed as she fills her lungs with salt air.
<br>
‘I made you a gift.’<br>(click: "gift")[(set: $dgift to 1)(go-to: "dagmara7.0")]
‘I have a surprise for you.’<br>(click: "surprise")[(set: $dgift to 2)(go-to: "dagmara7.0")]
‘Remember you showed me that compass of yours?’(click: "compass")[(set: $dgift to 3)(go-to: "dagmara7.0")]{=
(set: $energy to it -1)
(set: $ivostory to 8)
(set: $storyprogress to it +1)
(set: $igift to 0)
(set: $ivoapproval to it +10)
(set: $itembindings to 0)
You catch Ivo taking what seems to be a rare break from his work. He is sitting with his back to a willow tree near the riverbank, and you almost don’t spot him through the curtain of leaves.
<br>
He waves as you make your way under the canopy, shifting up so you can sit beside him.
<br>
‘I’m glad you came back,’ he says. ‘I was abominably rude to you before. I was in a state about the book—not that it’s any excuse, of course.’
<br>
‘I have something to help with that.’<br>(click: "help")[(set: $igift to 1)(go-to: "ivo7.0")]
‘Funny you should mention the book…’<br>(click: "mention")[(set: $igift to 2)(go-to: "ivo7.0")]
‘I’ve got a present for you, despite how rude you were.’(click: "despite")[(set: $igift to 3)(go-to: "ivo7.0")]{=
(if: $igift is 1)[
‘Well, I’ll take all the help I can get,’ he says. ‘What is it?’
]
(if: $igift is 2)[
‘How intriguing,’ he says. ‘Do go on.’
]
(if: $igift is 3)[
‘For me?’ he says, raising his eyebrows. ‘A present? Really?’
]
<br>
You hand him the bindings you made. Sturdy wooden plates covered in soft leather, with chips of quartz embellishing the spine. Ivo’s mouth drops open as he examines them, turning them over to view them from every angle.
<br>
‘Dear Lord,’ he says. ‘You made these for me? For my book?’
<br>
[[‘You’ve worked so hard. You deserve it.’|ivo7.1]]<br>
[[‘I wanted to do something nice for you.’|ivo7.2]]<br>
[[‘I couldn’t stand to see all those loose notes on the floor.’|ivo7.3]]<br>{=
(if: $dgift is 1)[
‘Oh?’ She looks surprised. ‘You did? What is it?’
]
(if: $dgift is 2)[
‘Really?’ she says, chuckling. ‘I hope it is a good surprise.’
]
(if: $dgift is 3)[
‘Of course,’ she says. ‘Why do you mention it?’
]
<br>
You take the compass holder from an inside pocket of your coat and hand it to her. She looks at it for a moment, running her thumbs over the varnished reeds. Then her eyes widen in recognition.
<br>
‘To hold my compass,’ she says, a little breathlessly. ‘I am—(print: $name), this is too kind of you. I did not think you would pay that conversation any mind, let alone—I worried you would think me foolish. Sentimental.’
<br>
[[‘I could never think you were foolish.’|dagmara7.1]]<br>
[[‘There’s nothing wrong with sentimentality.’|dagmara7.2]]<br>
[[‘So do you like it?’|dagmara7.3]]<br>{=
(if: $jgift is 1)[
‘You did?’ he says, his eyes widening a little. ‘Does that mean—do you have it?’
]
(if: $jgift is 2)[
‘Already?’ he says. ‘I didn’t expect—could I see?’
]
(if: $jgift is 3)[
‘I know why you were reluctant,’ he says. ‘And I appreciate your efforts, regardless. Can I see it?’
]
<br>
You hand Jonah the small item, the odd little mommet of bones and flowers. Jonah holds it carefully, as though it were a priceless artefact, nodding silently to himself.
<br>
‘If I’m right,’ he says, ‘this is precisely what is required. I have most of what I need now. Perhaps soon I’ll have some answers, too.’
<br>
[[‘You’re sure you know what you’re doing?’|jonah7.1]]<br>
[[‘I hope it works.’|jonah7.2]]<br>
[[‘A “thank you” would be nice.’|jonah7.3]]<br>{=
(if: $sgift is 1)[
‘You do?’ she says, her eyes going very wide. ‘Can I see it?’
]
(if: $sgift is 2)[
‘Oh, (print: $name),’ she said. ‘I’d thought, perhaps—you’re too kind.’
]
(if: $sgift is 3)[
‘Does that mean—?’ She blinks hard, brings a hand to the back of her mouth. ‘Did you?’
]
<br>
You hand Sanvi the charm you made, wrapped in fabric to keep it safe on the journey. She undoes the covering carefully, turns the contents over in her hands. The pieces of seaglass catch the firelight, the driftwood scraping quietly against the clay.
<br>
Sanvi takes a long, shuddering breath. ‘Thank you,’ she says. ‘Thank you for this.’
<br>
[[‘It was my pleasure.’|sanvi7.1]]<br>
[[‘Is there anything else you need?’|sanvi7.2]]<br>
[[‘I hope this brings you some peace.’|sanvi7.3]]<br>{=
‘Bless your heart,’ she says. ‘You didn’t have to do this for me, (print: $name). I felt awful for asking. But I’m so grateful that you did.’
<br>
Sanvi wraps the charm back up, wipes her eyes with the back of her hand, then smiles.
<br>
‘Can’t be stood here blubbering all day,’ she says. ‘I’ve supper to finish and barrels to change. You go on with your day now. Next time you’re in, drinks are on the house.’
<br>
Return to [[town]]{=
‘You’ve already done more than enough,’ she says. ‘I wondered whether I’d been wrong to ask you for this. But I’m grateful. So grateful.’
<br>
Sanvi wraps the charm back up, wipes her eyes with the back of her hand, then smiles.
<br>
‘Can’t be stood here blubbering all day,’ she says. ‘I’ve supper to finish and barrels to change. You go on with your day now. Next time you’re in, drinks are on the house.’
<br>
Return to [[town]]{=
‘Knowing that I’ve got good people around me brings me more peace than anything,’ she says. ‘I’m so grateful for this, (print: $name). Truly, I am.’
<br>
Sanvi wraps the charm back up, wipes her eyes with the back of her hand, then smiles.
<br>
‘Can’t be stood here blubbering all day,’ she says. ‘I’ve supper to finish and barrels to change. You go on with your day now. Next time you’re in, drinks are on the house.’
<br>
Return to [[town]]{=
‘Of course I don’t,’ he says, huffing out a laugh. ‘But I have to try, don’t I? Thank you for your help, (print: $name).’
<br>
Jonah sets the mommet on the bench in front of the hut, placing it down gently. The flowers are desiccated now, their colours muted.
<br>
‘I don’t know what’s waiting for me in those woods,’ he says. ‘The faith didn’t prepare me for this. But whatever happens, I’m glad we met. You’ve been a true friend.’
<br>
Return to the [[forest]]{=
‘As do I,’ he sighs. ‘There’s nothing else left to try. Thank you for doing this, (print: $name).’
<br>
Jonah sets the mommet on the bench in front of the hut, placing it down gently. The flowers are desiccated now, their colours muted.
<br>
‘I don’t know what’s waiting for me in those woods,’ he says. ‘The faith didn’t prepare me for this. But whatever happens, I’m glad we met. You’ve been a true friend.’
<br>
Return to the [[forest]]{=
‘Incorrigible,’ he says, smiling to himself. ‘Thank you, (print: $name). Sincerely.’
<br>
Jonah sets the mommet on the bench in front of the hut, placing it down gently. The flowers are desiccated now, their colours muted.
<br>
‘I don’t know what’s waiting for me in those woods,’ he says. ‘The faith didn’t prepare me for this. But whatever happens, I’m glad we met. You’ve been a true friend.’
<br>
Return to the [[forest]]{=
‘Well, that makes one of us,’ she smirks. ‘Thank you, (print: $name). I will cherish this.’
<br>
Dagmara is in good spirits for the rest of the walk. As you follow the cliff path she tells you how to read the weather in the clouds, names the birds that dive for fish in the waters by the headland. She is still smiling when you wave her goodbye.
<br>
Return to the [[coast]]{=
‘This is true,’ she says. ‘It only means that you care. Thank you, (print: $name). This is a wonderful gift.’
<br>
Dagmara is in good spirits for the rest of the walk. As you follow the cliff path she tells you how to read the weather in the clouds, names the birds that dive for fish in the waters by the headland. She is still smiling when you wave her goodbye.
<br>
Return to the [[coast]]{=
She laughs, a full, throaty sound. ‘I should have led with that, perhaps. I love it. Thank you, (print: $name).’
<br>
Dagmara is in good spirits for the rest of the walk. As you follow the cliff path she tells you how to read the weather in the clouds, names the birds that dive for fish in the waters by the headland. She is still smiling when you wave her goodbye.
<br>
Return to the [[coast]]{=
‘(print: $name),’ he says, his brow creasing. ‘That’s—I really don’t know what to say. Thank you.’
<br>
Ivo looks down at the bindings again, shaking his head in apparent disbelief.
<br>
‘Well,’ he says. ‘I suppose I’ve got to finish writing the bloody thing now, haven’t I?’
<br>
You sit with Ivo a while longer, listening to him excitedly discuss his plans for the second volume, then leave him to carry on with his work.
<br>
Return to the [[river]]{=
‘Thank you, (print: $name),’ he says, sounding a little choked. ‘I certainly count myself lucky to have such a friend.’
<br>
Ivo looks down at the bindings again, shaking his head in apparent disbelief.
<br>
‘Well,’ he says. ‘I suppose I’ve got to finish writing the bloody thing now, haven’t I?’
<br>
You sit with Ivo a while longer, listening to him excitedly discuss his plans for the second volume, then leave him to carry on with his work.
<br>
Return to the [[river]]{=
He snorts with laughter. ‘This is certainly the nicest telling-off I’ve ever had. Thank you, (print: $name). I promise the floor will be clean as a whistle next time you come to visit.’
<br>
Ivo looks down at the bindings again, shaking his head in apparent disbelief.
<br>
‘Well,’ he says. ‘I suppose I’ve got to finish writing the bloody thing now, haven’t I?’
<br>
You sit with Ivo a while longer, listening to him excitedly discuss his plans for the second volume, then leave him to carry on with his work.
<br>
Return to the [[river]]{=
(set: $cryptidresearch to 0)
'I suppose you could ask about in town,' he says. 'I might be a scientist, but the people who've lived here their whole lives know more about this island than I ever will. You might try speaking to Murdoch, the bookseller. He's quite the well of knowledge.'
<br>
You thank Ivo for his help. The naturalist's disappointment has passed quickly, and he already looks enthused again.
<br>
'Please do let me know if you find anything out,' he says. 'I'd better take casts of these prints before the rain washes them out. Take care, (print: $name).'
<br>
Return to the [[river]]{=
(set: $bookcryptid to false)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $cryptidresearch to 1)
You introduce yourself to Murdoch and explain your current situation—the farmer, the sheep, the strange animal tracks—and tell him that Ivo sent you.
<br>
Murdoch snorts derisively. 'That little fop,' he says. 'He said to come to me, did he? Well, I'm sorry, but I'm no expert on animals.'
<br>
The old man must see the disappointment on your face, as he gestures that he isn't finished.
<br>
'I've a book that might help, though. I'll add it to my stock. You're welcome to purchase it if you're that interested.'
<br>
Return to [[bookseller]]{=
(set: $cryptidresearch to 3)
''Beasts of the Field: A Guide to Unusual Local Fauna''<br>
by Mrs. Wilhelmina Black
<br>
This island is notable for its diverse population of animals, from the majestic red deer that populate the forests to the harbour seals that bask on the coast.
<br>
What fascinates this author, however, are the creatures that hide from human eyes—the ones which are rarely seen, and some claim do not exist at all.
<br>
I would refute this claim, however. The skill these beasts have for concealing themselves is precisely why they have been so successful at surviving in this harsh environment for centuries.
<br>
Take, for example, the so-called 'cutting whale', said to live in the deep waters to the west of the island. Many believe them to be nothing but a myth, but if this is the case how does one explain the corpses of the whalers that so often washed up on our shores—or, that is, the halves of them that made it here?
<br>
Farmers on the island have long blamed 'wheat bats' for crop failures, claiming that these nocturnal animals feed on the crops in the night. Many dismiss this as an excuse, used to divert attention from poor agricultural practice. But this author has seen said crops with her own eyes and, reader, I have seen the teeth marks.
<br>
But perhaps the most secretive of the island's beasts is the creature known only as the 'Grey Devil'. This carnivorous, bloodthirsty animal has only been seen as a pale streak tearing through the night, but has been known to tear out the throats of prey as large as a fully grown stag.
<br>
(if: $cryptidstory is 4)[//The back page includes some information about the author. It says that Wilhelmina Black lives on the island, in an old potter's cottage. You believe you know the house—it's on the outskirts of town, the kiln in the garden now overgrown with ivy. Perhaps you should go and speak with her about the 'Grey Devil'.//
<br>]
[[Return to bookshelf|bookshelf]]{=
(set: $cryptidstory to 5)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $cryptidwait to 0)
The old potter's cottage is right on the very edge of town, a small house with a kiln attached. Both the kiln and the house are now overgrown with ivy. This is where the book said that Wilhelmina Black lived. You hope she still does.
<br>
You knock on the door.(click: "knock on the door")[(transition: "dissolve")[
<br>
A few moments of silence pass. Then the front door springs open, revealing a short woman with small, round glasses and a severe bun.
<br>
'Yes?' she says, seeming irritated. 'What do you want?'
<br>
'I read your book and wanted to know more about the [[Grey Devil|cryptid5.0]]. Something has been killing the sheep in the pastures by the river.'
]]{=
'Hmm,' she says. 'You'd better come in.'
<br>
Given the crumbling exterior, Wilhelmina Black's house is surprisingly neat. She herds you into the kitchen, where she insists on making a pot of tea and setting out a plate of biscuits, despite the fact that she doesn't seem happy to have you there at all.
<br>
'Well,' she says when she finally sits down. 'There's a name I haven't heard in a while. People laughed at me for that book, you know. Said I was mad.'
<br>
Wilhelmina takes a biscuit and dunks it angrily in her tea.
<br>
'But it's all quite real, you know. I've done my research. Even saw the Grey Devil once. Sat out for three days and nights waiting for a peek at it, and even then it was little more than a shape in the dark.'
<br>
You ask her if there's any way to [[catch it|cryptid5.1]].{=
'Catch it?' she looks alarmed. 'Oh, certainly not. And beside, the thing's been dead for years. There hasn't been an attack by the Grey Devil since I was young. Whatever it was, it's long gone now.'
<br>
You remind her about the sheep in the pasture, their throats torn out, and tell her about the tracks by the river. She doesn't seem convinced.
<br>
'People have such awfully large dogs these days,' she says, dropping a sugarcube into her tea. 'The Grey Devil is gone, my dear. Best let it alone. More tea?'
<br>
This is clearly going nowhere. Perhaps this whole investigation is a dead end. You drink another awkward cup of tea, then return to [[town]].{=
(set: $cryptidstory to 7)
(set: $energy to it -1)
(set: $storyprogress to it +1)
You approach the bloodied heap cautiously. (if: $hasdog is true)[(print: $dogname) follows at your heels, barking wildly.](if: $hascat is true)[(print: $catname) follows you outside, spitting and hissing for dear life.] When you draw closer you see what it is; the corpse of a sheep, or what's left of it.
<br>
The animal has been torn to shreds. There are tooth marks on its bones, claw marks in its flesh. What did this was larger than any dog. Far larger.
<br>
Perhaps it's time to pay Wilhelmina Black another visit.
<br>
Return [[home]]{=
(set: $cryptidstory to 8)
(set: $energy to it -1)
(set: $storyprogress to it +1)
Wilhelmina Black does not seem pleased to see you.
<br>
'You again,' she sighs. 'I've told you all I know. I'm an old woman. Stop bothering me.'
<br>
You tell her about the body of the sheep you found outside your house this morning. As you list the details of the damage done you see her grow increasingly pale. By the time your description is finished she's white as marble.
<br>
'My word,' she breathes. 'Perhaps—but no, nothing else could do such a thing. It must be the Grey Devil. Please, my dear, do [[come inside|cryptid7.0]].'{=
You're forced to sit through Wilhelmina's tea-making routine again before she'll speak to you. At least she's more forthcoming this time.
<br>
'I apologise for not believing you before,' she says. 'It's only that I was utterly convinced that the Grey Devil was gone for good. Hoped, even.'
<br>
'You hoped?'(click: "You hoped")[(transition: "dissolve")[
<br>
Wilhelmina nods gravely. 'It's a dangerous beast,' she says. 'When I was a girl, old Isaac Samson was hung for murdering three people. Tearing them to the shreds. Right up until he stepped off the gallows he insisted that it wasn't him, that it was the Grey Devil that did it.' Her eyes go distant for a moment. 'I always believed him. That man wouldn't have hurt a fly. I was relieved when I thought the monster was dead. But if I was wrong, and it isn't...'
<br>
'Then people are in danger. You said it couldn't be caught, but are you [[certain|cryptid7.1]]?'
]]{=
Wilhelmina thinks about this for a long moment.
<br>
'It would be difficult,' she says. 'Almost impossible. But if anyone would know how, it would be Huw Doherty. He's a hunter. Lives out in the forest. He always believed in the Grey Devil. Helped me with the research for my book, once upon a time. Yes, if anyone can catch the monster, it's Huw.'
<br>
She draws you a map, showing you how to find where the hunter lives. You thank her for her help, and she shows you out of the cottage.
<br>
'Good luck,' she says. 'And Godspeed.'
<br>
Return to [[town]]{=
(set: $cryptidstory to 9)
(set: $energy to it -1)
(set: $storyprogress to it +1)
Huw Doherty's house is a small, ramshackle building near the edge of the forest. The front door is shut, and no one answers when you knock, but you hear some faint noise from a nearby lean-to.
<br>
The door is ajar. You push it open, and are greeted by a strange sight; a room full of skins and antlers, stuffed heads mounted on the walls, a few dozen sets of glassy eyes staring back at you. A rangy, grizzled man stand by a table in the middle of the room, carefully slicing the fur away from a dead hare.
<br>
He looks up at you as you enter. ‘Yes?’ he says. ‘What is it?’
<br>
‘Huw Doherty? Wilhelmina Black [[sent me|cryptid8.0]].’{=
(set: $energy to it -1)
(set: $sanvistory to 9)
(set: $storyprogress to it +1)
(set: $sgrave to 0)
You meet Sanvi at the entrance to the island’s graveyard, as she requested. Her shawl is dark today, and she is holding the tribute charm that you made for her. Despite the sombre occasion she smiles warmly when she sees you.
<br>
‘(print: $name),’ she says. ‘Thank you for coming.’
<br>
‘I’m touched that you invited me.’<br>(click: "invited")[(set: $sgrave to 1)(go-to: "sanvi8.0")]
‘Are you sure that you want me here?’<br>(click: "want")[(set: $sgrave to 2)(go-to: "sanvi8.0")]
‘Is there anything I can help with?’(click: "help")[(set: $sgrave to 3)(go-to: "sanvi8.0")]{=
(if: $sgrave is 1)[
‘You’ve been a good friend,’ she says. ‘Even better for being here today.’
]
(if: $sgrave is 2)[
‘Perfectly,’ she says. ‘I’m tired of grieving alone.’
]
(if: $sgrave is 3)[
‘No.’ She shakes her head. ‘Just keep me company.’
]
<br>
You walk down the rows of headstones in silence. It’s peaceful here, quiet enough that you can hear the distant roar of the sea and the screeching of the gulls. Many of the graves are old and lichen-covered, while bunches of flowers have been left at some of the more recent ones.
<br>
Erik’s grave has been well-tended. It’s clean of moss and dirt, though five years have passed since his death. Sanvi kneels in front of the headstone. She lays a bunch of larkspur flowers alongside the tribute you made, then lights a candle with a match. Finally she props a small portrait against the gravestone. It shows a smiling man with a strong profile, a loop of rope slung across his shoulder.
<br>
‘Well, here we are again,’ she says, shifting to a cross-legged position. ‘I bought a friend, this time. Erik, this is (print: $name). I reckon the two of you would have gotten along like a house on fire. Shame you never met, really.’
<br>
Sanvi sniffs quietly, then laughs, tipping her face up to the sky for a moment before turning to you.
<br>
‘I can hear his voice,’ she says. ‘Telling me off for bringing you to such a maudlin place. “You own a bloody pub, San, why are you freezing in a graveyard when you could be back there by the fire?” He always was a cheeky bastard.’
<br>
[[‘I don’t mind the cold. Take as long as you need.’|sanvi8.1]]<br>
[[‘Perhaps he’s got a point.’|sanvi8.2]]<br>
(if: $melancholic is <65)[~~(Melancholic) ‘You miss him, don’t you?’~~<br>]
(if: $melancholic is >65)[[[(Melancholic) ‘You miss him, don’t you?’|sanvi8.3]]<br>]{=
(set: $sanviletter to true)
Dear (print: $name),
<br>
Thank you dearly for crafting that fisherman’s charm. I showed it to some of the regulars and they said it’s as fine a tribute as they’ve ever seen.
<br>
I’ve another favour to ask, if you’ve a mind. I’d like you to be there when I next visit Erik’s grave. It sounds strange, but I can’t help but feel like I’d like to introduce you. He’d be pleased to know I’ve made such a constant friend.
<br>
Anyway, if you’ve a mind to be there, meet me outside the graveyard near the edge of town. I hope you can make it.
<br>
Take care,<br>
Sanvi
<br>
[[Put letter away|home]]{=
(set: $dagmaraletter to true)
To (print: $name),
<br>
I am writing to let you know that I have almost finished cleaning up the lighthouse. I think you will be impressed with how much it has changed.
<br>
Coming here after the shipwreck was hard, and my time here has often been lonely. It has been less so since meeting you, however. I am lucky to have such a companion.
<br>
When you have the time, I would like to invite you to the lighthouse for supper. If it is to be a true home I should begin treating it like one.
<br>
Your friend,
Dagmara
<br>
[[Put letter away|home]]{=
(set: $ivoletter to true)
Dear (print: $name),
<br>
How odd that I haven’t written to you before! Seems terribly rude of me now, given all the efforts you’ve made on my behalf (and how well you’ve tolerated me).
<br>
I’d like to make up for my selfishness, if I can. Drop by the windmill when you’ve a free moment, and I promise I’ll shut up about work for an hour and just be your friend. I’ve got a surprise planned.
<br>
Yours,
Ivo Rietveld
<br>
[[Put letter away|home]]{=
(set: $jonahletter to true)
(print: $name),
<br>
It’s time. My preparations are finished.
<br>
I’d like you to be there with me when I perform the ritual, if you’re willing.
<br>
Come and find me when you’re ready. I’ll wait for you.
<br>
Jonah
<br>
[[Put letter away|home]]{=
(set: $energy to it -1)
(set: $jonahstory to 9)
(set: $storyprogress to it +1)
(set: $jprepare to 0)
(set: $jwait to 0)
The clearing outside the charcoal burner’s hut looks different today. All of the usual signs of Jonah’s occupation—the bench, the drying racks, the woodpile—have been moved somewhere out of sight. Lengths of cord have been strung from the trees, and bundles of leaves, feathers and twigs are tied to them at intervals. A large circle has been marked on the forest floor in stones, with the mommet you made for Jonah at its centre.
<br>
At first Jonah himself is nowhere to be seen. Eventually you find him deeper in the woods, sitting with his back against a vast oak tree. In front of him there are two books; the leather-bound tome of his old faith, and the strange mismatched volume left on his doorstep.
<br>
‘(print: $name).’ He sounds exhausted. ‘I wasn’t expecting you.’
<br>
‘Is my being here inconvenient?’<br>(click: "inconvenient")[(set: $jprepare to 1)(go-to: "jonah8.0")]
‘I thought I’d be a pleasant surprise.’<br>(click: "surprise")[(set: $jprepare to 2)(go-to: "jonah8.0")]
‘What’s tired you out?’(click: "tired")[(set: $jprepare to 3)(go-to: "jonah8.0")]{=
(set: $energy to it -1)
(set: $dagmarastory to 9)
(set: $storyprogress to it +1)
(set: $dpacking to 0)
(set: $dwait to 0)
Dagmara’s room in the lighthouse looks drastically different than the last time you were here. The piles of clutter, a permanent fixture since your first visit, are mostly gone; the boxes and chests, which once spilled their contents across the floors and tables, are now stacked neatly against one wall.
<br>
The windows have been thrown open, letting the brisk ocean air circulate through the room. Dagmara is standing by a set of shelves in the corner, her shirtsleeves rolled up to her elbows. She is wiping a thick layer of dust away with a damp cloth, whistling to herself. Her compass, in its new holder, hangs from her belt.
<br>
‘It looks so much better in here.’<br>(click: "better")[(set: $dpacking to 1)(go-to: "dagmara8.0")]
‘What’s the occasion?’<br>(click: "occasion")[(set: $dpacking to 2)(go-to: "dagmara8.0")]
‘It’s about time!’(click: "about time")[(set: $dpacking to 3)(go-to: "dagmara8.0")]{=
(if: $jprepare is 1)[
‘Not at all.’ He shakes his head. ‘If anything, I’m glad to see you. Please, sit.’
]
(if: $jprepare is 2)[
‘You are,’ he says, chuckling quietly. ‘But I don’t think I’ll be the best of hosts. Please, sit.’
]
(if: $jprepare is 3)[
‘Getting things ready,’ he says. ‘As best I can, anyway. Please, sit.’
]
<br>
You sit down on the soft carpet of leaf litter, facing Jonah. His gaze drifts back to the books in front of him, and for a while he does nothing but stare at them in silence. The sounds of the forest creep in at the edges of things; a rustling in the undergrowth, the sigh of the leaves, the distant croak of a raven.
<br>
‘What am I doing here?’ he says. ‘Hearing voices in the forest. Preparing rituals I barely understand because some bloody book told me to. Have I gone mad, (print: $name)?’
<br>
[[‘No, but I am worried about you.’|jonah8.1]]<br>
[[‘We could always sack it off and go to the pub instead.’|jonah8.2]]<br>
(if: $choleric is <65)[~~(Choleric) ‘You’re not mad, you’re brave. You’re hunting for the truth.’~~<br>]
(if: $choleric is >64)[[[(Choleric) ‘You’re not mad, you’re brave. You’re hunting for the truth.’|jonah8.3]]<br>]{=
(if: $dpacking is 1)[
‘Doesn’t it?’ she says, smiling over her shoulder at you. ‘Though long overdue, I fear.’
]
(if: $dpacking is 2)[
‘Nothing in particular,’ she says, smiling over her shoulder at you. ‘It was past time. That is all.’
]
(if: $dpacking is 3)[
‘Trust me, I know,’ she says, smiling over her shoulder at you. ‘I’m embarrassed that I left it so long, frankly.’
]
<br>
Dagmara finishes wiping down the shelves, then pulls out a chair and gestures for you to take a seat. She winces a little as she sits down, rubbing her injured leg.
<br>
‘I have overdone things today,’ she says. ‘Once you are absorbed in work like this, it is easy to forget everything else. For months I have been putting it off, and now it is begun I do not wish to stop.’
<br>
[[‘You should stop, though, if it’s hurting you.’|dagmara8.1]]<br>
[[‘Can I help with anything?’|dagmara8.2]]<br>
(if: $phlegmatic is <65)[~~(Phlegmatic) ‘You must feel better for it.’~~<br>]
(if: $phlegmatic is >64)[[[(Phlegmatic) ‘You must feel better for it.’|dagmara8.3]]<br>]{=
(set: $energy to it -1)
(set: $ivostory to 9)
(set: $storyprogress to it +1)
(set: $ivolume to 0)
(set: $iwait to 0)
You find Ivo kneeling by a hedgerow half a mile from the windmill, examining the dandelions that are growing in its shade. When he sees you he abandons what he was doing immediately, standing up and brushing the dirt from the knees of his trousers.
<br>
‘(print: $name),’ he says. ‘I’m glad you’re here. I’ve got something to show you.’
<br>
‘You’ve always got something to show me.’<br>(click: "always")[(set: $ivolume to 1)(go-to: "ivo8.0")]
‘Oh? What is it?’<br>(click: "is it")[(set: $ivolume to 2)(go-to: "ivo8.0")]
‘Let me guess. More moss?’(click: "moss")[(set: $ivolume to 3)(go-to: "ivo8.0")]{=
(if: $ivolume is 1)[
‘Yes, but this is different,’ he says. ‘Stop being clever and come with me.’
]
(if: $ivolume is 2)[
‘You’ll //see//,’ he says, almost bouncing with excitement. ‘Come on.’
]
(if: $ivolume is 3)[
He chuckles. ‘Ass. Come on.’
]
<br>
Ivo leads you back to the windmill, walking so fast that it’s a struggle to keep up with him. He keeps up a constant thread of chatter all the while, pointing out the reed buntings flitting around the riverbank and the peacock butterflies in the long grass, his spirits clearly high.
<br>
When you reach the windmill Ivo tells you to wait outside. He goes in, and returns a moment later holding a book. //His// book, you realise—his notes for the second volume, bound in the fine covers you made for him.
<br>
‘It’s finished,’ he says. ‘More or less.’
<br>
[[‘It must be a relief to have it done.’|ivo8.1]]<br>
[[‘That’s fantastic! Finally!’|ivo8.2]]<br>
(if: $sanguine is <65)[~~(Sanguine) ‘You should be so proud of yourself.’~~<br>]
(if: $sanguine is >64)[[[(Sanguine) ‘You should be so proud of yourself.’|ivo8.3]]<br>]{=
(set: $phlegmatic to it +5)
(set: $sanviapproval to it +5)
‘Thank you, chick,’ she says. ‘But I won’t keep you much longer.’
<br>
Sanvi sits in silence for another few moments, then pushes herself up to her feet. She picks up the portrait and tucks it back inside her coat, but leaves the flowers, the candle and the fisherman’s charm behind.
<br>
You leave the same way you came. When you reach the entrance to the graveyard Sanvi pulls you into a brief, firm hug.
<br>
‘Thank you,’ she says. ‘I’m glad you came. I’m glad we’re friends.’
<br>
Return to [[town]]{=
(set: $sanguine to it +5)
‘Maybe,’ she says. ‘Don’t worry, I won’t keep you.’
<br>
Sanvi sits in silence for another few moments, then pushes herself up to her feet. She picks up the portrait and tucks it back inside her coat, but leaves the flowers, the candle and the fisherman’s charm behind.
<br>
You leave the same way you came. When you reach the entrance to the graveyard Sanvi pulls you into a brief, firm hug.
<br>
‘Thank you,’ she says. ‘I’m glad you came. I’m glad we’re friends.’
<br>
Return to [[town]]{=
(set: $sanviapproval to it +10)
(set: $melancholic to it +5)
‘I do,’ she says. ‘Doesn’t hurt like it did, not any more. But I do.’
<br>
Sanvi sits in silence for another few moments, then pushes herself up to her feet. She picks up the portrait and tucks it back inside her coat, but leaves the flowers, the candle and the fisherman’s charm behind.
<br>
You leave the same way you came. When you reach the entrance to the graveyard Sanvi pulls you into a brief, firm hug.
<br>
‘Thank you,’ she says. ‘I’m glad you came. I’m glad we’re friends.’
<br>
Return to [[town]]{=
(set: $melancholic to it +5)
(set: $jonahapproval to it +5)
‘And I’m sorry for that,’ he says. ‘I don’t want you to worry about me. I shouldn’t have brought you into this at all.’
<br>
Jonah leans forward and opens the books, turning a cover with each hand. There are new callouses on his fingers, you notice, new scratches on his wrists.
<br>
‘Do you remember what I said before? About a man not being able to keep two faiths?’ He flicks through the pages—neat columns of text to his right, strange symbols to his left—and sighs. ‘I’ll need to choose, soon. If this ritual works, I can’t see how I can remain part of my old order. It goes against everything I was taught at the abbey. Everything I thought I believed.’
<br>
[[‘You were called here for a reason. Whatever is in the forest spoke to you. I think that’s your answer.’|jonahchoice1]]<br>
[[‘Maybe you don’t have to choose at all. Why can’t you believe in both? Why can’t there be more than one answer?’|jonahchoice2]]{=
(set: $sanguine to it +5)
Your joke falls on deaf ears. ‘I hardly know how I got here,’ he says. ‘How I strayed so far from the path.’
<br>
Jonah leans forward and opens the books, turning a cover with each hand. There are new callouses on his fingers, you notice, new scratches on his wrists.
<br>
‘Do you remember what I said before? About a man not being able to keep two faiths?’ He flicks through the pages—neat columns of text to his right, strange symbols to his left—and sighs. ‘I’ll need to choose, soon. If this ritual works, I can’t see how I can remain part of my old order. It goes against everything I was taught at the abbey. Everything I thought I believed.’
<br>
[[‘You were called here for a reason. Whatever is in the forest spoke to you. I think that’s your answer.’|jonahchoice1]]<br>
[[‘Maybe you don’t have to choose at all. Why can’t you believe in both? Why can’t there be more than one answer?’|jonahchoice2]]{=
(set: $jonahapproval to it +10)
(set: $choleric to it +5)
‘Hm.’ He seems to consider this for a long moment. ‘That’s a better way of looking at things. You humble me sometimes, (print: $name).’
<br>
Jonah leans forward and opens the books, turning a cover with each hand. There are new callouses on his fingers, you notice, new scratches on his wrists.
<br>
‘Do you remember what I said before? About a man not being able to keep two faiths?’ He flicks through the pages—neat columns of text to his right, strange symbols to his left—and sighs. ‘I’ll need to choose, soon. If this ritual works, I can’t see how I can remain part of my old order. It goes against everything I was taught at the abbey. Everything I thought I believed.’
<br>
[[‘You were called here for a reason. Whatever is in the forest spoke to you. I think that’s your answer.’|jonahchoice1]]<br>
[[‘Maybe you don’t have to choose at all. Why can’t you believe in both? Why can’t there be more than one answer?’|jonahchoice2]]{=
(set: $jonahchoice to 1)
‘I know it is,’ he says quietly. ‘I just needed to hear the words from someone else. Thank you.’
<br>
Jonah closes both of the books, letting his eyes fall shut along with them.
<br>
‘I have much to do,’ he says. ‘We’ll speak soon, (print: $name).’
<br>
Return to the [[forest]]{=
(set: $jonahchoice to 2)
‘I…’ He trails off, frowns. ‘I hadn’t thought of it that way. They seem so opposed, I never… I’ll consider this. Thank you.'
<br>
Jonah closes both of the books, letting his eyes fall shut along with them.
<br>
‘I have much to do,’ he says. ‘We’ll speak soon, (print: $name).’
<br>
Return to the [[forest]]{=
(set: $melancholic to it +5)
‘You worry like an old woman,’ she says, tutting. ‘I will be fine, once I have rested a while.’
<br>
Dagmara looks up at the stacks of boxes, the tied-up piles of old newspapers, the unused pieces of furniture. All the relics of the previous lighthouse keeper’s life, tidied neatly into a corner.
<br>
‘I do not know what to do with all this,’ she says. ‘I would feel bad, throwing it away, but I feel I need to make this place my own. What would you do, if you were me?’
<br>
[[‘Keep his things. It’s important to remember the people who came before us.’|dagmarachoice1]]<br>
[[‘Let them go. You’re here now, and you deserve a space that’s really yours.’|dagmarachoice2]]{=
(set: $dagmaraapproval to it +5)
(set: $sanguine to it +5)
‘You are very generous,’ she says, ‘but I believe this is a thing I must do for myself.’
<br>
Dagmara looks up at the stacks of boxes, the tied-up piles of old newspapers, the unused pieces of furniture. All the relics of the previous lighthouse keeper’s life, tidied neatly into a corner.
<br>
‘I do not know what to do with all this,’ she says. ‘I would feel bad, throwing it away, but I feel I need to make this place my own. What would you do, if you were me?’
<br>
[[‘Keep his things. It’s important to remember the people who came before us.’|dagmarachoice1]]<br>
[[‘Let them go. You’re here now, and you deserve a space that’s really yours.’|dagmarachoice2]]{=
(set: $dagmaraapproval to it +10)
(set: $phlegmatic to it +5)
‘Yes,’ she says, nodding. ‘I do. It is a relief, to tell the truth.’
<br>
Dagmara looks up at the stacks of boxes, the tied-up piles of old newspapers, the unused pieces of furniture. All the relics of the previous lighthouse keeper’s life, tidied neatly into a corner.
<br>
‘I do not know what to do with all this,’ she says. ‘I would feel bad, throwing it away, but I feel I need to make this place my own. What would you do, if you were me?’
<br>
[[‘Keep his things. It’s important to remember the people who came before us.’|dagmarachoice1]]<br>
[[‘Let them go. You’re here now, and you deserve a space that’s really yours.’|dagmarachoice2]]{=
(set: $dagmarachoice to 1)
Dagmara nods slowly. ‘You are right,’ she says. ‘Even if no one else will remember him, I can. Thank you, (print: $name). I will think on this.’
<br>
Return to the [[coast]]{=
(set: $dagmarachoice to 2)
Dagmara nods slowly. ‘You make a good point,’ she says. ‘I do not think my predecessor would resent me making my own mark here. Thank you, (print: $name). I will think on this.’
<br>
Return to the [[coast]]{=
(set: $phlegmatic to it +5)
‘I mean it is, of course,’ he says. ‘But I’m more excited than relieved. Putting all the notes back in order sort of made me fall in love with the work again.’
<br>
Ivo opens to the front page and flicks through the contents. Though it’s still in note form, it’s clear that great care has been taken over it. The illustrations are careful and precise, the writings meticulously ordered. A true labour of love.
<br>
‘There’s just one problem,’ Ivo says. ‘The university only agreed to fund me for two volumes, and even that was reluctant. But I’ve barely scratched the surface yet. I want to stay here, continue my studies. The only problem is, I’m certain they’ll cut me off if I do that. I’ll be completely on my own.’
<br>
[[‘Fight for it. Your research is important and you deserve their support.’|ivochoice1]]<br>
[[‘You don’t need them. Your work is good enough to stand on its own.’|ivochoice2]]{=
(set: $ivoapproval to it +5)
(set: $choleric to it +5)
‘I’m glad you think so,’ he says, grinning. ‘I’m more than a little excited myself.’
<br>
Ivo opens to the front page and flicks through the contents. Though it’s still in note form, it’s clear that great care has been taken over it. The illustrations are careful and precise, the writings meticulously ordered. A true labour of love.
<br>
‘There’s just one problem,’ Ivo says. ‘The university only agreed to fund me for two volumes, and even that was reluctant. But I’ve barely scratched the surface yet. I want to stay here, continue my studies. The only problem is, I’m certain they’ll cut me off if I do that. I’ll be completely on my own.’
<br>
[[‘Fight for it. Your research is important and you deserve their support.’|ivochoice1]]<br>
[[‘You don’t need them. Your work is good enough to stand on its own.’|ivochoice2]]{=
(set: $ivoapproval to it +10)
(set: $sanguine to it +5)
‘I am,’ he says, flushing a little. ‘As a matter of fact. For a while there I was certain I wouldn’t make it.’
<br>
Ivo opens to the front page and flicks through the contents. Though it’s still in note form, it’s clear that great care has been taken over it. The illustrations are careful and precise, the writings meticulously ordered. A true labour of love.
<br>
‘There’s just one problem,’ Ivo says. ‘The university only agreed to fund me for two volumes, and even that was reluctant. But I’ve barely scratched the surface yet. I want to stay here, continue my studies. The only problem is, I’m certain they’ll cut me off if I do that. I’ll be completely on my own.’
<br>
[[‘Fight for it. Your research is important and you deserve their support.’|ivochoice1]]<br>
[[‘You don’t need them. Your work is good enough to stand on its own.’|ivochoice2]]{=
(set: $ivochoice to 1)
‘Do you think I could?’ he asks. ‘I suppose if I wrote to the Chancellor… they’ve been known to grant extensions, in certain circumstances… and given the nature of some of these breakthroughs… yes, I believe I could make a strong case.’
<br>
Ivo looks heartened by this decision.
<br>
‘Thank you, (print: $name),’ he says. ‘I needed to hear that.’
<br>
Return to the [[river]]{=
(set: $ivochoice to 2)
‘Work unsupported?’ he says. ‘I mean, it’s not as though it’s never been done… publishers do take works from outside of academia, especially these days… and my overheads are hardly vast, living here… yes, I believe I could manage it.’
<br>
Ivo looks heartened by this decision.
<br>
‘Thank you, (print: $name),’ he says. ‘I needed to hear that.’
<br>
Return to the [[river]]{=
(set: $energy to it -1)
(set: $jonahstory to 10)
(set: $storyprogress to it +1)
(set: $jritual to 0)
You feel almost reluctant to cross the clearing to Jonah’s hut, so carefully has he laid things out for the ritual. The patterns of stones on the ground, the cat’s cradle of totems strung between the trees, all are profoundly intricate now, like the threads of a spiderweb.
<br>
Whether you believe in Jonah’s forest-voice or not, you can’t deny that there’s something sublime about the trees today. The dense canopy swallows up light and sound, leaving the clearing as dim and quiet as a cathedral.
<br>
It doesn’t take long for Jonah to answer when you knock at his door. The dark circles around his eyes are more pronounced than usual, like he hasn’t slept in days, but there’s a hawklike sharpness in his gaze as he looks at you.
<br>
‘(print: $name),’ he says. ‘You came.’
<br>
‘I suppose it’s too late to stop you?’<br>(click: "stop you")[(set: $jritual to 1)(go-to: "jonah9.0")]
‘I can’t pretend I’m not curious.’<br>(click: "curious")[(set: $jritual to 2)(go-to: "jonah9.0")]
‘Of course I did. I wouldn’t have missed it.’(click: "missed it")[(set: $jritual to 3)(go-to: "jonah9.0")]{=
(set: $energy to it -1)
(set: $dagmarastory to 10)
(set: $storyprogress to it +1)
(set: $ddinner to 0)
You go to the lighthouse one evening, as Dagmara requested, to meet her for supper and to see how she has spruced the place up.
<br>
You are hardly through the front door before you begin noticing changes. The spiral stairs have been swept, and the lanterns that line them are no longer dim with soot. When you push open the door to Dagmara’s sitting room you scarcely recognise the chamber beyond. The disorderly space is now neat and tidy, the boxes cleared away and the furniture newly-polished.
<br>
(if: $dagmarachoice is 1)[
You can see where she has repurposed the old lighthouse keeper’s belongings. His sextant is now being used as a heavy paperweight, and some of the maps have been mounted on one wall. It seems a fitting tribute to his life.]
(if: $dagmarachoice is 2)[
The space is a little bare in places—there are empty shelves, surfaces that could do with an ornament or two—but it has potential. It’s somewhere that Dagmara can truly make her own, now.]
<br>
Dagmara herself is putting the finishing touches on a small table, which is already set with crockery and glasses ready for supper. She looks as rejuvenated as the room around her. Her short hair is freshly cut, her linen shirt pressed and rolled up to the elbows. There is a stick of polished wood in her hand, which she leans on as she walks.
<br>
As you walk in she looks up at you, smiles.
<br>
‘I can hardly believe this is the same room.’<br>(click: "believe")[(set: $ddinner to 1)(go-to: "dagmara9.0")]
‘You’ve done an amazing job with the place.’<br>(click: "amazing")[(set: $ddinner to 2)(go-to: "dagmara9.0")]
‘You look wonderful.’(click: "wonderful")[(set: $ddinner to 3)(go-to: "dagmara9.0")]{=
(set: $energy to it -1)
(set: $ivostory to 10)
(set: $storyprogress to it +1)
(set: $ipicnic to 0)
It’s a fine, sunny afternoon, and the walk down to the windmill is a pleasant one. Chaffinches are singing brightly from their arboreal seats, and pink stems of willowherb grow riot on the verges.
<br>
Ivo answers the door almost as soon as you knock, a covered basket on one arm and a rolled-up blanket under the other.
<br>
‘(print: $name),’ he says. ‘I saw you coming. Glad you could make it.’
<br>
‘What’s in the basket?’<br>(click: "in the basket")[(set: $ipicnic to 1)(go-to: "ivo9.0")]
‘What’s the blanket for?<br>(click: "the blanket for")[(set: $ipicnic to 2)(go-to: "ivo9.0")]
‘I love surprises. Lead the way!’(click: "surprises")[(set: $ipicnic to 3)(go-to: "ivo9.0")]{=
(set: $energy to it -1)
(set: $sanvistory to 10)
(set: $storyprogress to it +1)
(set: $scosy to 0)
The inn is busy tonight. The parlour is full of people, the conversation warm and spirited. As you make your way towards the bar several locals, used to you now, nod as you pass. The tabby cat doesn’t bother getting up from his warm spot on the flagstones, but he does give an imperious stretch in your direction.
<br>
Sanvi is between customers when you reach the bar, and she has your drink ready before you can open your mouth to order it. Her dark curls are loose around her shoulders, small hoops of gold shining in her ears. She looks perfectly in her element here.
<br>
‘Alright, chick?’ she says. ‘Glad you came down tonight. Looks like it’ll be a lively one.’
<br>
‘You’re looking very well.’<br>(click: "very well")[(set: $scosy to 1)(go-to: "sanvi9.0")]
‘Why is it so busy?’<br>(click: "so busy")[(set: $scosy to 2)(go-to: "sanvi9.0")]
‘Pleased I won’t miss it.’(click: "miss it")[(set: $scosy to 3)(go-to: "sanvi9.0")]{=
(if: $scosy is 1)[
‘Sweet of you,’ she says, a pleased smile on her lips. ‘Flattery will get you everywhere.’
]
(if: $scosy is 2)[
‘One of the fishing crew’s just come back from trading on the mainland,’ she explains. ‘Always turns into a bit of a party.’
]
(if: $scosy is 3)[
‘Me too,’ she says. ‘It’s been far too quiet for my liking recently.’
]
<br>
The crowd keeps Sanvi busy for most of the night, but she always makes a point to come over and trade a few words with you between customers. There’s something different about the inn tonight, you think, or maybe about Sanvi herself. A feeling of warmth and calm, like everything is precisely where it’s supposed to be.
<br>
As the night wears on the crowd thins out, the punters stumbling back to their own homes, their own hearths. Eventually Sanvi ushers the last few out of the door, leaving the two of you alone.
<br>
‘Lord, that’s better,’ she says. ‘I like the place full, but sometimes I like it better empty.’
<br>
[[‘Maybe there’s better jobs for you than running a pub, then.’|sanvi9.1]]<br>
[[‘I know what you mean. Sometimes it can be lonelier in a crowd.’|sanvi9.2]]<br>
(if: $sanguine is <75)[~~(Sanguine) ‘Come off it. You love the racket.’~~<br>]
(if: $sanguine is >74)[[[(Sanguine) ‘Come off it. You love the racket.’|sanvi9.3]]<br>]{=
(if: $jritual is 1)[
‘Far too late,’ he says, his mouth a grim line. ‘But your concern is noted. Come. I need to begin before sundown.’
]
(if: $jritual is 2)[
‘You and me both,’ he says. ‘Come. I need to begin before sundown.’
]
(if: $jritual is 3)[
‘I’m—thank you,’ he says. ‘That means a lot to me. Come. I need to begin before sundown.’
]
<br>
Jonah gestures for you to stand at the very edge of the clearing. Carrying the strange hide-bound book, he walks to the centre of the circle and kneels in front of the mommet you made for him. Everything is very still. No breeze rustles the leaves; no bird sings in the treetops.
<br>
Then Jonah begins to chant, low, harsh words in a language that you don’t recognise, let alone understand. There’s a discordant sort of melody to them, a music. The clearing is darker than it was before. Darker than the passage of time can account for.
<br>
You look up to find the sky but the leaves are too many. You look around to see where you are but the trees are too many.
<br>
You don’t know what’s going on. You [[look for Jonah|jonah9.0.1]](text-style:"blur")[{=
(live: 3s)[(transition: "dissolve")[(either: "where he was kneels a figure it is tall as the hills and more ancient, it is lichen-streaked and knows the bones of things and there are great horns lashed to its skull and its movement is vast and tectonic, the sound of it fills your head and sings to you in a thousand voices and you know the shape this world was cast in, it looks at you with eyes the colour of soft loam and reaches out with long fingers and you reach back and it feels like touching the palm of your own hand", "you see him head back and rapturous, he is speaking to a figure made all of white light, you squint against the brightness to make out its features but the harder you try the hazier it gets, and your friend is prostrating himself on the earth, and your friend is begging for forgiveness, and your friend has blood on his hands, and your friend has not forgiven himself, and your friend has iron in his feet, and your friend is nothing but light", "there is nothing any more nothing there but blackness nothing but blackness with a thousand eyes nothing but shifting movement and feathers and you see nothing but ravens ravens in their thousands in their millions ravens covering the earth and the trees and blotting out the sky and you cannot breathe for black feathers", "you see a deep pool and your own reflection within it, your face as it was before you came here and the face you have been trying to forget, you wonder when you got so old you wonder whether you have always looked this young, you touch the water and the ripples pull your face in carnival directions, make a monster of it, of you, of the sky and the trees and the island and all that was and is and will be", "there are flowers where his mouth should be where he his eyes should be he has been chosen he is important he has been excommunicated he is nothing why would the earth care about you why would the earth care about anyone the earth cares about all its creatures the earth cares for maggots and men and flowers there are maggots where his mouth should be where his eyes should be there are a thousand reasons and twelve and none")]]
(live: 45s)[(go-to: "jonah9.0.2")]]{=
You come back to yourself, blinking, at the edge of the clearing. Daylight filters through the leaves, and somewhere overhead a pigeon is cooing to itself. Have minutes passed, or hours? You cannot be sure.
<br>
Jonah is still kneeling in the middle of the circle, but he has fallen silent now. When you approach him he looks up, mouth slack with surprise.
<br>
‘It pushed me away,’ he says, voice hoarse in his throat. ‘I reached out to it. Asked for answers. It—it laughed at me, (print: $name). Brushed me off like I was a fly. I thought it brought me here for a reason.' He shakes his head, incredulous. 'What a damn fool I’ve been.’
<br>
[[‘Not at all. Most people wouldn’t have had the courage to try.’|jonah9.1]]<br>
[[‘Perhaps that //is// your answer.’|jonah9.2]]<br>
(if: $melancholic is <75)[~~(Melancholic) ‘I’m sorry. I know how much this meant to you.’~~<br>]
(if: $melancholic is >74)[[[(Melancholic) ‘I’m sorry. I know how much this meant to you.’|jonah9.3]]<br>]{=
(if: $ddinner is 1)[
‘Neither can I,’ she says. ‘Can I say that I am proud of myself? It feels odd to say so, over such a small thing. But I am.’
]
(if: $ddinner is 2)[
‘Thank you,’ she says, giving a small bow. ‘Perhaps I should add “decorator” to my growing list of professions.’
]
(if: $ddinner is 3)[
‘Oh.’ Her cheeks flare with colour. ‘I—thank you, (print: $name). That’s kind of you to say.’
]
<br>
Dagmara pulls out a chair for you, and goes to fetch the food that she has prepared. It’s simple fare—fresh-caught plaice fried in butter, rock samphire, fresh bread—but delicious, and you share a bottle of good, dark beer to mark the occasion. You talk as you eat, and there’s an ease to Dagmara you haven’t seen before. She seems relaxed, comfortable in a way she wasn’t when you first met her.
<br>
[[‘Are you feeling better than before?’|dagmara9.1]]<br>
[[‘How about a toast to your new home?’|dagmara9.2]]<br>
(if: $phlegmatic is <75)[~~(Phlegmatic) ‘You’re happy here now, aren’t you?’~~<br>]
(if: $phlegmatic is >74)[[[(Phlegmatic) ‘You’re happy here now, aren’t you?’|dagmara9.3]]<br>]{=
(if: $ipicnic is 1)[
‘You’ll see in a minute,’ he tuts. ‘And people say I’m impatient. Come on, it’s not far.’
]
(if: $ipicnic is 2)[
‘For sitting on,’ he says. ‘I’d assumed that would be obvious. Come on, it’s not far.’
]
(if: $ipicnic is 3)[
‘That’s what I like to hear!’ he says, hefting the basket higher up his arm. ‘Come on. It’s not far.’
]
<br>
You walk a little further along the riverbank, past fields of long, lazily-swaying stalks of wheat and meadows where sheep graze among the wildflowers. The air smells like cut grass and warm earth.
<br>
Ivo leads the way along a narrow path that runs parallel to the river, then over a stile and halfway up a small hill. There are crumbling, uneven shapes all around you which, upon closer inspection, prove to be the remains of ancient walls.
<br>
‘I think there might have been a fort here,’ Ivo says, the tiniest glint in his eye. ‘Centuries ago, of course. And before you say anything, that isn’t shop talk—I’m a scientist, not a historian. There’s a difference.’
<br>
Ivo lays the blanket down in the shade of one of the walls, then takes the cloth off the top of the basket and arranges a selection of food between you; apples, blackberries and radishes, watercress and wild honey, cheese and oatcakes, a bottle of hard cider.
<br>
‘There,’ he says, sitting down at last. ‘I think that’s a passable feast.’
<br>
[[‘Thank you for making the effort.’|ivo9.1]]<br>
[[‘You didn’t have to do all this.’|ivo9.2]]<br>
(if: $choleric is <75)[~~(Choleric) ‘Are you going to be quiet long enough to eat any of it?’~~<br>]
(if: $choleric is >74)[[[(Choleric) ‘Are you going to be quiet long enough to eat any of it?’|ivo9.3]]<br>]{=
(set: $choleric to it +5)
‘Oh, I’m just griping,’ she says. ‘Doesn’t mean nothing. I love the work, as you well know.’
<br>
Sanvi produces a bottle from under the counter and uncorks it, then pours out two measures of dark golden liquid. It smells like molasses and heather. She comes out from behind the bar and pulls up a seat next to yours.
<br>
‘I’ve been thinking a lot,’ Sanvi says. ‘Since you came down to the graveyard with me. Wondering whether it’s time to… not let go, exactly. I’m not sure I’ve any obligation to do that. But I love my life here. I always have. Maybe it’s time for me to focus on that. Might be that doing that means leaving some things behind. Moving on from the past.’ She takes a slow sip of her drink. ‘What do you reckon, (print: $name)?’
<br>
[[‘I don’t think you need to leave Erik behind. His memory can be a part of your future too.’|sanvichoice1]]<br>
[[‘There’s nothing wrong with starting the next chapter of your life, if you’re ready. He would have wanted you to be happy.’|sanvichoice2]]{=
(set: $sanviapproval to it +5)
(set: $melancholic to it +5)
‘Aye, that it can,’ she says. ‘But not tonight. That was the good sort of crowd. The one that makes you feel a part of it.’
<br>
Sanvi produces a bottle from under the counter and uncorks it, then pours out two measures of dark golden liquid. It smells like molasses and heather. She comes out from behind the bar and pulls up a seat next to yours.
<br>
‘I’ve been thinking a lot,’ Sanvi says. ‘Since you came down to the graveyard with me. Wondering whether it’s time to… not let go, exactly. I’m not sure I’ve any obligation to do that. But I love my life here. I always have. Maybe it’s time for me to focus on that. Might be that doing that means leaving some things behind. Moving on from the past.’ She takes a slow sip of her drink. ‘What do you reckon, (print: $name)?’
<br>
[[‘I don’t think you need to leave Erik behind. His memory can be a part of your future too.’|sanvichoice1]]<br>
[[‘There’s nothing wrong with starting the next chapter of your life, if you’re ready. He would have wanted you to be happy.’|sanvichoice2]]{=
(set: $sanviapproval to it +10)
(set: $sanguine to it +5)
‘That I do,’ she chuckles. ‘You’ve got me there, chick.’
<br>
<br>
Sanvi produces a bottle from under the counter and uncorks it, then pours out two measures of dark golden liquid. It smells like molasses and heather. She comes out from behind the bar and pulls up a seat next to yours.
<br>
‘I’ve been thinking a lot,’ Sanvi says. ‘Since you came down to the graveyard with me. Wondering whether it’s time to… not let go, exactly. I’m not sure I’ve any obligation to do that. But I love my life here. I always have. Maybe it’s time for me to focus on that. Might be that it means leaving some things behind. Moving on from the past.’ She takes a slow sip of her drink. ‘What do you reckon, (print: $name)?’
<br>
[[‘I don’t think you need to leave Erik behind. His memory can be a part of your future too.’|sanvichoice1]]<br>
[[‘There’s nothing wrong with starting the next chapter of your life, if you’re ready. He would have wanted you to be happy.’|sanvichoice2]]{=
(set: $sanvichoice to 1)
‘I suppose you’re right,’ she says. ‘We’re all made up the things that’ve happened to us, aren’t we? Having a past doesn’t mean I’m not allowed a future.’
<br>
Sanvi touches her glass to yours, smiles. The lamplight gleams in her dark eyes.
<br>
A toast, then,’ she says. ‘To what came before. And to whatever comes next.’
<br>
Return to [[town]]{=
(set: $sanvichoice to 2)
‘He would have, and all,’ she says. ‘It’s one of the first things he said to me when he got sick. “Be happy, San, no matter what.” I should listen to him. And to you.’
<br>
Sanvi touches her glass to yours, smiles. The lamplight gleams in her dark eyes.
<br>
A toast, then,’ she says. ‘To something new. Wherever it takes me.’
<br>
Return to [[town]]{=
(set: $melancholic to it +5)
‘Much,’ she says. ‘I imagine there will still be days that do not feel as bright. But I hope there will be less of them, now.’
<br>
Dagmara tops up both your glasses. The crash of the waves outside the window is quiet, familiar. Almost comforting.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +5)
(set: $choleric to it +5)
‘It’s hardly new,’ she says, lifting her cup. ‘But it is certainly worth toasting to. Cheers to my home, then. Now that it finally is one.’
<br>
Dagmara tops up both your glasses. The crash of the waves outside the window is quiet, familiar. Almost comforting.
<br>
Return to the [[coast]]{=
(set: $dagmaraapproval to it +10)
(set: $phlegmatic to it +5)
‘Is it that obvious?’ she chuckles. ‘Yes, I would say that I am. Or I have a foundation to be, at least. Partly thanks to you.’
<br>
Dagmara tops up both your glasses. The crash of the waves outside the window is quiet, familiar. Almost comforting.
<br>
Return to the [[coast]]{=
(set: $ivoapproval to it +5)
(set: $phlegmatic to it +5)
‘It was my pleasure,’ he says. ‘Truly, (print: $name), it really was. I can’t remember the last time someone has looked out for me the way that you have. It—it means a lot.’
<br>
It’s a pleasant afternoon, full of good food and good conversation. The heat is mild, the breeze cool. Ivo lounges on the grass in his shirtsleeves, and—for once—his sharp mind seems entirely focused on the here and now.
<br>
Return to the [[river]]{=
(set: $melancholic to it +5)
‘I know I didn’t //have// to,’ he says. ‘But I wanted to, (print: $name). You’ve been so kind to me since we met. The least I can do is repay it somewhat.’
<br>
It’s a pleasant afternoon, full of good food and good conversation. The heat is mild, the breeze cool. Ivo lounges on the grass in his shirtsleeves, and—for once—his sharp mind seems entirely focused on the here and now.
<br>
Return to the [[river]]{=
(set: $ivoapproval to it +10)
(set: $choleric to it +5)
He snorts with laughter, clutching his chest. ‘You wound me, (print: $name). And to answer your question, yes. Since this is a special occasion, I’ll shut up and eat.’
<br>
It’s a pleasant afternoon, full of good food and good conversation. The heat is mild, the breeze cool. Ivo lounges on the grass in his shirtsleeves, and—for once—his sharp mind seems entirely focused on the here and now.
<br>
Return to the [[river]]{=
(set: $jonahapproval to it +5)
(set: $sanguine to it +5)
‘I don’t feel particularly courageous,’ he says. ‘But thank you. For your kindness.’
<br>
Jonah closes the book, then pushes himself up to his feet and begins to clear away the strings and stones.
<br>
‘I’m sorry for wasting your time,’ he says. ‘I won’t ask any more of you now.’
<br>
His expression is dark. The mommet lays uselessly on the forest floor. You are sure that there is nothing you could say that wouldn’t fall upon deaf ears.
<br>
Return to the [[forest]]{=
(set: $phlegmatic to it +5)
‘I suppose silence speaks volumes,’ he says, bitterly. ‘Or so I’m learning.’
<br>
Jonah closes the book, then pushes himself up to his feet and begins to clear away the strings and stones.
<br>
‘I’m sorry for wasting your time,’ he says. ‘I won’t ask any more of you now.’
<br>
His expression is dark. The mommet lays uselessly on the forest floor. You are sure that there is nothing you could say that wouldn’t fall upon deaf ears.
<br>
Return to the [[forest]]{=
(set: $jonahapproval to it +10)
(set: $melancholic to it +5)
‘You more so than anyone,’ he says. ‘Thank you for being here with me. Even if it was a failure.’
<br>
Jonah closes the book, then pushes himself up to his feet and begins to clear away the strings and stones.
<br>
‘I’m sorry for wasting your time,’ he says. ‘I won’t ask any more of you now.’
<br>
His expression is dark. The mommet lays uselessly on the forest floor. You are sure that there is nothing you could say that wouldn’t fall upon deaf ears.
<br>
Return to the [[forest]]{=
(set: $energy to it -1)
(set: $sanvistory to 11)
(set: $storyprogress to it +1)
(set: $send to 0)
The inn isn’t open just yet. The front step has been well-swept, the windows are gleaming, and the terracotta pots flanking the door have been planted with fresh geraniums. Someone has put a new coat of paint on the sign above the door. It’s the brightest thing in the whole town.
<br>
You find Sanvi sitting on the bench outside the building, the one that looks over the market square. She holds a hand up to shield her eyes from the light, waving you over with the other.
<br>
‘Here,’ she says. ‘Sit with me a while.’
<br>
‘Gladly. How are you?’<br>(click: "Gladly")[(set: $send to 1)(go-to: "sanvi10.0")]
‘The inn’s looking nice.’<br>(click: "looking nice")[(set: $send to 2)(go-to: "sanvi10.0")]
‘You don’t need to open up?’(click: "open up")[(set: $send to 3)(go-to: "sanvi10.0")]{=
(if: $send is 1)[
‘I’m well, chick. Thank you for asking.’ She smiles, shuffling up to make room for you. ‘Very good indeed.’
]
(if: $send is 2)[
‘Why thank you,’ she says, smiling. ‘The place was looking a little sad. Thought I’d show it a bit of attention.’
]
(if: $send is 3)[
‘Not just yet,’ she says. ‘People can wait a few minutes for their drinks. I’m having a break.’
]
<br>
The two of you watch the activity in the market for a while. There’s something comforting about the familiar burble of voices, the smell of a fresh catch from the fishing boats, the breeze that sends awnings and tablecloths fluttering.
<br>
(if: $sanvichoice is 1)[
‘I’ve been thinking about what you said,’ Sanvi says suddenly. ‘About not leaving Erik behind. I think you’re right. Those memories don’t have to be painful, do they? Not any more. I was happy before, and I’m happy now too. That’s alright.’
]
(if: $sanvichoice is 2)[
‘I’ve been thinking about what you said,’ Sanvi says suddenly. ‘About starting a new chapter. It’s strange, but after a while grief becomes almost… comfortable. You get used to it. Like an old pair of boots. But I think you’re right. It’s time for something new.’
]
<br>
Her gaze remains on the market stalls as she speaks. There’s genuine affection in the way she looks at the people of this island, a gentle warmth in her dark eyes. When she finally turns to face you it’s with the same fond expression.
<br>
‘I wanted to thank you,’ she says. ‘You’ve been a wonderful friend to me, (print: $name).’
<br>
[[‘And you to me. You’ve made me feel welcome here.’|sanvi10.1]]<br>
[[‘I’m excited to see what you do next.’|sanvi10.2]]<br>
[[‘Only a friend?’|sanvi10.3]]<br>{=
(set: $energy to it -1)
(set: $jonahstory to 11)
(set: $storyprogress to it +1)
(set: $jend to 0)
You aren’t sure what to expect when you enter the clearing. After the ritual Jonah seemed morose, crushed by his failure to speak to whatever entity had been whispering to him in the woods. He didn’t seem especially inclined to speak to you then, and you don’t know if that has changed.
<br>
You’re somewhat surprised to find Jonah sitting in a patch of sun near his hut, whistling quietly. He is paring mushrooms with a small knife, tossing the dirt-caked stems onto the ground and dropping the clean parts into a bowl. The scene is more innocuous, more normal than you had anticipated.
<br>
Jonah looks up at you when your shadow blocks the sun. He nods a greeting and gestures for you to join him.
<br>
‘How are you feeling?’<br>(click: "feeling")[(set: $jend to 1)(go-to: "jonah10.0")]
‘You look better.’<br>(click: "better")[(set: $jend to 2)(go-to: "jonah10.0")]
‘Do you need any help with that?’(click: "help")[(set: $jend to 3)(go-to: "jonah10.0")]{=
(if: $jend is 1)[
‘Better than I was,’ he says. ‘Thank you for asking.’
]
(if: $jend is 2)[
‘I feel it,’ he says. ‘Mostly.’
]
(if: $jend is 3)[
‘No.’ He shakes his head. ‘I’m almost done.’
]
<br>
Jonah finishes trimming the last few mushrooms, then tucks his knife back into his belt and brushes the dirt from his hands. For a long moment he says nothing. You sit there in the green-hued light, letting birdsong and the rustling of the trees fill the silence between you.
<br>
‘I’ve been thinking a lot about what happened,’ he says at last. ‘About the voice in the trees. I think I was… presumptive, about its meaning. I thought it was a shutting-out. A rejection.’
<br>
He falls quiet, but it’s clear he’s still formulating his thoughts. You let him finish.
<br>
(if: $jonahchoice is 1)[
‘You were right, what you said. I was called here for a reason.’ Jonah drags a hand through his hair. ‘Whatever brought me to this place, it’s more… capricious, than the faith I’m accustomed to. Perhaps it was short-sighted of me to expect it to be benevolent. Nature doesn’t care about men’s foibles. Why should I expect to be indulged?’
]
(if: $jonahchoice is 2)[
‘You said I didn’t have to choose between my old life and my new one,’ he says. ‘I was sceptical, at first, but I think there’s power in that. I wanted a purpose. A faith that could be all things to me. But it doesn’t work that way, does it? I think that’s what it was trying to tell me.’
]
<br>
Jonah laces his fingers together then, letting out a slow breath as he looks up at the dense canopy.
<br>
‘The more I turn it over, the more I believe that the ritual failed for a reason,’ he says. ‘I was looking for answers. Clear, straightforward answers. But there’s no such thing, is there? Not really. Perhaps that’s what it wants me to understand. That I have to become comfortable with the not-knowing.’
<br>
He barks out a laugh then, shakes his head.
<br>
‘But listen to me blathering on,’ he says. ‘I only wanted to apologise for being so maudlin, before. I’m trying not to feel so bloody sorry for myself.’
<br>
[[‘I’m glad you’re well. What you said makes a lot of sense.’|jonah10.1]]<br>
[[‘Is that it? All that effort just to decide you’ll never get answers after all?’|jonah10.2]]<br>
[[‘I was worried. I do care about you, you know.’|jonah10.3]]<br>{=
(set: $energy to it -1)
(set: $dagmarastory to 11)
(set: $storyprogress to it +1)
(set: $dend to 0)
Though you have seen Dagmara prepare for her work many times, you have never been there to witness the lighting of the lamp itself. It seemed a private thing, somehow, a task that she chose to complete in solitude.
<br>
When you arrive at the lighthouse today, however, Dagmara gestures towards the spiral staircase.
<br>
‘Do you want to come with me?’ she asks. ‘You are welcome to.’
<br>
‘Are you sure?’<br>(click: "sure")[(set: $dend to 1)(go-to: "dagmara10.0")]
‘I’d love to.’<br>(click: "love")[(set: $dend to 2)(go-to: "dagmara10.0")]
‘It took you long enough.’(click: "long enough")[(set: $dend to 3)(go-to: "dagmara10.0")]{=
(if: $dend is 1)[
‘Positive,’ she says, smiling. ‘I am not so precious about these things any more.’
]
(if: $dend is 2)[
‘Come then,’ she says, smiling. ‘It is quite a sight, I assure you.’
]
(if: $dend is 3)[
‘Apologies,’ she says, smiling. ‘I had to be sure I could trust you.’
]
<br>
You follow Dagmara up the wrought iron stairs, your footsteps and the tap of her cane echoing off the bare walls. When you reach the top she unlocks a door with a heavy key from her belt, then leads the way inside.
<br>
Your first impression is of a vast beehive, made all of glass. Mirrors, lenses, prisms, slotted together in a pattern that repeats above and around you. The sound of the wind is louder here, tearing around the apex of the tower, and the black sea below seems very far away. For a moment you feel almost dizzy.
<br>
Perhaps you swoon a little, for Dagmara holds out a hand to steady you.
<br>
‘Careful,’ she says. ‘Are you well?’
<br>
[[‘I don’t think I have a head for heights.’|dagmara10.1]]<br>
[[‘Just a touch of vertigo. I’m excited to see the lamp.’|dagmara10.2]]<br>
[[‘Better for being with you.’|dagmara10.3]]<br>{=
(set: $energy to it -1)
(set: $ivostory to 11)
(set: $storyprogress to it +1)
(set: $booknature2 to true)
(set: $iend to 0)
It is a fine morning, and when you arrive at the windmill you find that Ivo has flung open all of the doors to the warm air. He has moved several pieces of furniture outside, and is in the process of hanging a rug over the low branch of a nearby tree.
<br>
His forehead is sheened with perspiration, but he seems happy enough. He waves cheerfully as he catches sight of you on the path.
<br>
‘(print: $name)!’ he says. ‘Apologies for the state of me. I didn’t know you were coming.’
<br>
‘Oh no. You’ve finally gone completely mad.’<br>(click: "completely mad")[(set: $iend to 1)(go-to: "ivo10.0")]
‘Doing a bit of spring cleaning?’<br>(click: "spring cleaning")[(set: $iend to 2)(go-to: "ivo10.0")]
‘I think you look lovely.’(click: "lovely")[(set: $iend to 3)(go-to: "ivo10.0")]{=
(if: $iend is 1)[
‘Afraid so,’ he says, grimacing. ‘It was always a matter of time, wasn’t it?’
]
(if: $iend is 2)[
‘That’s right!’ he says. ‘The thing no one tells you about living in a derelict windmill is how much home maintenance there’ll be to do.’
]
(if: $iend is 3)[
‘I—what?’ He blinks at you. ‘You do? That’s—well. Unexpected. Not unpleasant. Thank you.’
]
<br>
Ivo finishes hauling the rug onto the branch, and once it’s in place he gives it a hard thump. The dust that comes off it makes him cough, but even that doesn’t keep him from smiling.
<br>
You ask what he’s so happy about.
<br>
(if: $ivochoice is 1)[
‘I did as you suggested,’ he says. ‘Wrote to the university and lobbied them for an extension to my funding. I was convinced it was hopeless, but apparently they’re far more impressed with this book than the first one. They’re going to finance a third volume. I get to stay.’
]
(if: $ivochoice is 2)[
‘I finally did it,’ he says. ‘Thanks to you. I told the university I wouldn’t be coming back. That my work here is too important to abandon. They seemed quite disappointed, actually. But Lord, am I pleased that I’ve finally cut the strings. It’s going to be hard work, but I think it’ll be worth it.’
]
<br>
Ivo looks out across the vista, and you follow his gaze; the broad, slow river, the flat meadows and gently rolling hills, the big sky and the distant forest, the sheep and the starlings and the dandelions, the thousand-thousand other lives too small for the eye to see.
<br>
‘My life is here,’ he says. ‘There are so many things about this place I don’t understand yet, and some I probably never will. But I have to try.’
<br>
[[‘I think you’ll make some incredible discoveries.’|ivo10.1]]<br>
[[‘You won’t miss your old life?’|ivo10.2]]<br>
[[‘Is that the only reason you want to stay?’|ivo10.3]]<br>{=
‘Oh, aye?’ he says, bushy eyebrows raising with interest. ‘And what does the old girl want?’
<br>
You relay the events of the last few days to him. His expression grows more serious as you recount the evidence you’ve gathered, along with Wilhelmina’s suspicions about the return of the Grey Devil.
<br>
‘We saw it once,’ he says. ‘Mina and I. Sat in wait for days, shivering in a hide out to the west. I tried to get it then, but I’ve never seen a creature move so quick. It was an unnatural thing.’
<br>
‘Are you willing to [[try again|cryptid8.1]]?’{=
‘I am,’ he says. ‘I’ll not sit idly by and wait for the creature to claim more lives. We’ll just need to be cunning, that’s all.’
<br>
Huw walks over to a cabinet in the corner, rummages through some drawers, then comes back with a well-creased piece of paper. On it is drawn a rough schematic for some kind of lure—a bowl full of meat attached to a loop of chain, with panels covered in glue. Any animal investigating the bait would likely find itself stuck fast, the chain drawn tight around its muzzle.
<br>
‘I designed this years ago,’ Huw explains, ‘but then the thing up and vanished. If you can make me something like that, we’ll be in business.’ He rolls the paper up tightly and hands it to you. ‘You said it was hunting by the river? Very well. Meet me there when you’re ready to hunt.’
<br>
Return to the [[forest]]{=
(set: $energy to it -1)
(set: $itemlure to true)
(set: $itempottery to it -1)
(set: $itemtreesap to it -1)
(set: $itemsilverchain to it -1)
You have crafted a ''Lure''
<br>
Return to [[workshop|craft]]{=
(set: $cryptidstory to 10)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $ckill to 0)
(set: $cryptidfinale to 0)
You find Huw Doherty waiting at the corner of the pasture where the first dead sheep was found. When he sees you carrying the lure his eyes grow sharp.
<br>
‘Is that it?’ he says. ‘You’ve made a fine job of it, I have to say.’
<br>
Huw gestures for you to follow him, walks along the drystone wall a little way, then points to an alcove on the other side of the field.
<br>
‘Here, I reckon. We don’t want the sheep or the farmer’s dogs getting into it by mistake. Then all I need to do is wait until nightfall.’ Huw unslings a hunting rifle from his shoulder, takes a look down the sights. ‘I’ve been waiting years to kill this thing.’
<br>
‘Let’s not waste any time.’<br>(click: "waste any time")[(set: $ckill to 1)(go-to: "cryptid9.0")]
‘Kill it? I thought we were just going to catch it?’<br>(click: "catch it")[(set: $ckill to 2)(go-to: "cryptid9.0")]{=
(if: $ckill is 1)[
‘Too right,’ he says, lowering the rifle. ‘Come on, then. Let’s get this trap laid out.’
]
(if: $ckill is 2)[
‘And then what?’ he says, letting out an incredulous huff of laughter. ‘Keep it as a pet? This monster is a killer. It needs putting down.’
]
<br>
Huw looks at you expectantly. You remember the mutilated body of the sheep, the viscera on your doorstep. You remember Wilhelmina Black telling you about Isaac Samson, who hung for killings the Grey Devil may have carried out.
<br>
But whatever this animal is, it could be the last creature of its kind. On the island, perhaps in the world. If it dies tonight you might be dooming it to extinction.
<br>
[[‘Alright. Let’s finish this.’|cryptidchoice1]]<br>
[[‘No. I won’t be responsible for the creature’s death.’|cryptidchoice2]]{=
(set: $cryptidchoice to 1)
(set: $itemlure to false)
You and Huw carefully lay the lure down in the alcove of the drystone wall. The hunter shows you how to cover most of it with leaves and dry grass, leaving nothing but the bowl visible. He has brought a skinned rabbit with him, which he sets out as bait.
<br>
‘There,’ he says, straightening up. ‘I’ll hunker down in that stand of trees a while. I don’t expect it’ll come out before nightfall, but you can never be too careful.’
<br>
Huw clasps your hand, looking pleased.
<br>
‘Come back tomorrow,’ he says. ‘If you’re lucky, you’ll have one hell of a pelt to hang on your wall.’
<br>
Return to the [[river]]{=
(set: $cryptidchoice to 2)
‘Pah!’ Huw clears his throat, spits on the ground. ‘Bloody mainlanders. Too damn soft.’
<br>
The hunter adjusts the strap of the rifle, scowling.
<br>
‘I hope you’re comfortable with deaths on your conscience,’ he says. ‘Because I’m not. I’ll be doing my best to bring this creature down tonight, with or without you.’
<br>
Huw storms off towards a nearby stand of trees, his face like thunder. You’ll have to come back tomorrow to find out if his hunt was successful.
<br>
Return to the [[river]]{=
(set: $cryptidstory to 11)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $itemgreydeviltooth to true)
(set: $ivoapproval to it +5)
The first thing you notice as you approach is the blood. It’s dark against the grass, smeared on the drystone wall and splattered against the trunk of a nearby tree. Huw looks up at you as you draw closer, his expression sheepish.
<br>
‘Bloody thing was even bigger than I remembered,’ he says. ‘Your trap caught it, alright, but it managed to tear itself out before long. I got a few shots off, but it fled towards the river. Lost its trail on the bank.’
<br>
‘It doesn’t matter how big it was,’ Ivo says, frowning. ‘No animal can lose that much blood and live. I think it’s safe to say you killed it, Mr. Doherty.’
<br>
‘I wouldn’t be so certain,’ the hunter sighs. ‘I won’t sleep well until its head is mounted on my wall.’
<br>
‘Not a head,’ Ivo says, crouching down. ‘But here’s [[something|cryptid10.1.0]].’{=
(set: $cryptidstory to 11)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $itemgreydevilprints to true)
(set: $ivoapproval to it +10)
As you approach the two men you can hear more of their conversation.
<br>
‘—understand why you felt it was necessary,’ Ivo says, scowling. ‘But you can’t just be taking potshots in the middle of the night. You damn near killed me.’
<br>
Huw catches sight of you walking towards them. He wheels around, pointing an accusatory finger in your direction. ‘There’s who you should be blaming. The creature should have been trapped firm. I didn’t //want// to be shooting at a moving target.’
<br>
‘Look,’ Ivo sighs. ‘No one was hurt. Not even your quarry, by the looks of things. Shall we put this behind us?’
<br>
The hunter makes an irritated noise, then turns on his heel and heads back towards the forest.
<br>
‘Charming man,’ Ivo says, watching him go. ‘I take it he was after the [[creature|cryptid10.2.0]] you were looking for?’{=
The naturalist pulls a handkerchief from his pocket, then uses it to extract something from the shredded remains of the bait. He holds it out in the palm of his hand for you to see. A massive, sharp tooth, torn away jaggedly at the root.
<br>
‘There,’ Ivo says. ‘That’s quite a prize for you, Mr. Doherty.’
<br>
The hunter shakes his head. ‘I’m not the one who did the hard work,’ he says. ‘Not really.’
<br>
‘Alright then.’ Ivo folds the handkerchief around the tooth and hands it to you with a flourish. ‘The spoils are yours, then. Still. A shame that such a singular creature had to die for it.’
<br>
The tooth feels astonishingly heavy in your hand. Whatever animal this once belonged to, it must have been a formidable predator. You hope that Ivo is right, and the Grey Devil will no longer be a danger to the island.
<br>
It’s done. Your hunt is over.
<br>
Return to the [[river]]{=
You explain that you and the hunter had a difference of opinion about the creature’s fate.
<br>
‘So that’s why he was in such a foul mood,’ Ivo says. ‘Well, I can’t pretend I relish the thought of any animal being hunted to extinction under my nose. Though I’ll certainly be locking my doors more tightly at night, I’ll tell you that much.’
<br>
He snaps his fingers then, as if something has just occurred to him.
<br>
‘Here,’ he says. ‘I’ve got something for you. A little souvenir of your adventure.’
<br>
You follow Ivo back to the windmill, curious. Once inside he takes something from one of his work benches and hands it to you. It’s a plaster cast of the tracks you found by the river, the ones you showed to him when you were first investigating the creature.
<br>
‘I know it’s not much,’ he says. ‘But at least this way you know it was real.’
<br>
You thank him, looking at the huge prints set into relief in the plaster. It’s done. For better or worse, the hunt is over.
<br>
Return to the [[river]]{=
(set: $missingstory to 6)
(set: $energy to it -1)
(set: $storyprogress to it +1)
When you get to the coast you ask a few people for directions, and eventually find your way to the Cavendish School. The large sandstone campus was probably quite grand once, but has obviously been sitting empty for many years. All the windows are boarded up, and the garden is choked with weeks.
<br>
For all that, it still has a spectacular view across the open sea. You walk along the cliff path for a couple of minutes, enjoying the brisk air, and soon come across a small house. The name //M. Duffy// has been painted neatly above the letterbox.
<br>
You [[knock on the door|missing5.0]].{=
The woman who answers the door is stooped with age, her silver hair cropped close to the skull. She peers at you suspiciously, one hand still hovering above the handle, as though she might shut you out at any moment.
<br>
‘Can I help you?’ Miss Duffy asks.
<br>
You explain that you’ve been reading about the disappearance of Charlie Forsyth, and have been hoping that she might be able to tell you some more about the night he went missing.
<br>
At first her wariness only seems to grow more pronounced, but by the time you’ve finished speaking her countenance has softened slightly.
<br>
‘I see,’ she says. ‘That poor mite. Come in, please.’
<br>
You [[go inside|missing5.1]].{=
(set: $mtalk1 to false)
(set: $mtalk2 to false)
(set: $mtalk3 to false)
‘You’re not the first to come asking about Charlie,’ Miss Duffy says, leading you through to a neat sitting room. ‘Nothing like that had happened on the island for decades, nor has it happened since. It’s not surprising that folk were shocked by it. This isn’t the mainland. Children don’t go missing here.’
<br>
Miss Duffy pours you a small glass of sherry, and the two of you sit down at the table to talk.
<br>
‘Well then,’ she sighs. ‘What is it you’re wanting to know?’
<br>
‘When did you find out that Charlie was [[missing|missing5.1.1]]?’<br>
‘Did he leave anything [[behind|missing5.1.2]]?’<br>
‘Did you see anything [[suspicious|missing5.1.3]]?'{=
(set: $mtalk1 to true)
‘I was on dormitory duty that week,’ Miss Duffy says. ‘Making sure the pupils got to bed alright, getting them up for lessons, that sort of thing. When I went in that morning Charlie’s bed was empty, cold. None of the other children had seen him leave.’
<br>
(if: $mtalk2 is false)[
‘Did he leave anything [[behind|missing5.1.2]]?’<br>]
(if: $mtalk3 is false)[
‘Did you see anything [[suspicious|missing5.1.3]]?]
(if: $mtalk1 is true and $mtalk2 is true and $mtalk3 is true)[
‘That’s [[all for now|missing5.2]].’]{=
(set: $mtalk2 to true)
‘Everything,’ she says, her face creasing. ‘Even his teddy, and he used to take that everywhere. I gave that back to poor Ethel Forsyth myself when she came to get his things. Poor woman.’
<br>
(if: $mtalk1 is false)[
‘‘When did you find out that Charlie was [[missing|missing5.1.1]]?’<br>]
(if: $mtalk3 is false)[
‘Did you see anything [[suspicious|missing5.1.3]]?]
(if: $mtalk1 is true and $mtalk2 is true and $mtalk3 is true)[
‘That’s [[all for now|missing5.2]].’]{=
(set: $mtalk3 to true)
‘Not that night,’ Miss Duffy says, shaking her head. ‘But—there was one thing. The caretaker. Man called Walter Neathery. After Charlie went missing, a few people said they’d seen Walter wandering the grounds at night. Sneaking about. They thought, perhaps, he had…’ She trails off. ‘But it’s no one’s place to make those sort of accusations.’
<br>
(if: $mtalk1 is false)[‘When did you find out that Charlie was [[missing|missing5.1.1]]?’<br>]
(if: $mtalk2 is false)[
‘Did he leave anything [[behind|missing5.1.2]]?’]
(if: $mtalk1 is true and $mtalk2 is true and $mtalk3 is true)[
‘That’s [[all for now|missing5.2]].’]{=
‘I hope I’ve been of some help,’ Miss Duffy says, smoothing her skirts in her lap. ‘I don’t think any of us really recovered after Charlie disappeared. People on the mainland didn’t want to send their children to Cavendish any more, once the word got out. It was closed up within the decade.’
<br>
The old schoolteacher lifts her sherry glass to her lips, holding it there without drinking. Her watery eyes are pink at the edges.
<br>
‘I’m sorry, my dear,’ she says. ‘It’s hard to remember such things.’
<br>
You decide to give Miss Duffy some privacy. It seems like you might need to track down this Walter Neathery, if you’re to find out any more. Maybe it’s time to speak to Sanvi again.
<br>
Return to the [[coast]]{=
(set: $missingstory to 7)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $msuspect to 0)
You tell Sanvi about your conversation Miss Duffy, and ask her about the caretaker. She looks a little uncomfortable when you mention the name Walter Neathery.
<br>
'Yes,' she says. 'I know of him. And I know where you might find him and all. Only—(print: $name), are you sure you know what you're doing?'
<br>
'Don't you want to know the truth?'<br>(click: "truth")[(set: $msuspect to 1)(go-to: "missing6.0")]
'Is Neathery dangerous?'<br>(click: "dangerous")[(set: $msuspect to 2)(go-to: "missing6.0")]{=
(if: $msuspect is 1)[
'Of course I do,' she says. 'And plenty would like to know more than me. I'm just not sure you're looking in the right place, is all.'
]
(if: $msuspect is 2)[
'No,' she says. 'Far from it, as a matter of fact. That's the problem.'
]
<br>
Sanvi moves down to the end of the bar, out of earshot of the fishermen drinking nearby.
<br>
'Listen,' she says. 'It was long before my time, so I can't say for sure. All I know from what I've been told is that Walter Neathery was hounded terribly after that boy went missing, with nary a scrap of evidence to show he'd done anything untoward. People wanted someone to blame, you see, and once the rumour got out there was no stopping it. That's what I've heard from the locals.'
<br>
She gnaws her lip for a moment, looking conflicted.
<br>
'I'm not saying you shouldn't speak to him,' she says. 'He tends a flock out near the river now. Just—careful how you go, alright? If he is innocent—and there's nothing to say he ain't—that man's gone through hell already.'
<br>
Return to [[town]]{=
(set: $missingstory to 8)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $mwalter to 0)
The floodplains and hills on either side of the river are mostly pastureland, and it takes you a long time to find the man you're looking for. Eventually a young woman riding a bay horse along the lane tells you which meadows belong to Walter Neathery.
<br>
The old man is sitting under a tree when you reach him, sheltering from the midday sun. His sheep meander around the field, grazing on the sweet young grass, and a few look up at you with eerie eyes.
<br>
Walter Neathery is a stout, ruddy-faced man, a straw hat covering his balding pate. His clothes have been well-darned at the knees and elbows, and his boots are almost worn through. His expression turns guarded as you approach.
<br>
‘What’re you doing on my land?’ he says. ‘I’ve no money on me, if that’s what you’re after.’
<br>
‘Don’t worry. That’s not why I’m here. I just wanted to ask you something.’<br>(click: "ask you something")[(set: $mwalter to 1)(go-to: "missing7.0")]
‘I’m here to talk about Charlie Forsyth.’<br>(click: "Charlie Forsyth")[(set: $mwalter to 2)(go-to: "missing7.0")]{=
(if: $mwalter is 1)[
‘Ask, then,’ he says, still looking nervous. ‘Though I can’t promise I’ll be able to help.’
]
(if: $mwalter is 2)[
Neathery’s back goes rigid. ‘I’ve said it a thousand times,’ he says. ‘I don’t know nothing about what happened to that boy, rest his soul.’
]
<br>
You tell the old caretaker about the conversation you had with Miss Duffy, the rumours she told you about. Neathery’s jaw trembles as he listens to you speak. For whatever reason, he isn’t comfortable with this line of enquiry.
<br>
‘I told the constables back then,’ he says. ‘I’ve always been a poor sleeper. When I can’t settle I walk, to clear my head. That’s why I used to be in the gardens at night. That’s all.’
<br>
Neathery pulls a dandelion leaf from the grass and begins shredding it with his gnarled fingers.
<br>
‘I could tell they didn’t believe me,’ he says. ‘Didn’t believe me when I told them what I saw that night, either.’
<br>
‘You [[saw something|missing7.1]]?’{=
‘That’s right,’ he says. ‘I’d woken up after an hour’s sleep, as usual, and so I went out for a stroll. I was coming round the east wall of the grounds when I saw them.’
<br>
‘Saw who?’(click: "who")[(transition: "dissolve")[
<br>
‘The Forsyth boy,’ he says. ‘And a [[ghost|missing7.2]].’
]]{=
(set: $mghost to 0)
Neathery must see the look of surprise on your face, as he scowls and kisses his teeth.
<br>
‘You don’t believe me either,’ he says. ‘No one did. Eventually I stopped telling the tale altogether. But I know what I saw. A ghost, glowing all white in the moonlight, leading the boy up the cliff path. Gave me such a fright I ran straight back to my cottage. Heard the next day that the boy had disappeared.’
<br>
The old caretaker leans back against the tree, squeezing his eyes shut.
<br>
‘That’s the truth of it,’ he says. ‘Every word. I swear on my mortal soul.’
<br>
‘Thank you for telling me what you saw.’<br>(click: "what you saw")[(set: $mghost to 1)(go-to: "missing7.3")]
‘A ghost? You expect me to believe that?’<br>(click: "believe that")[(set: $mghost to 2)(go-to: "missing7.3")]{=
(if: $mghost is 1)[
‘Not that it’ll make a lick of difference,’ he grunts. ‘The damage is long done now.’
]
(if: $mghost is 2)[
‘No,’ he says darkly. ‘No, I don’t. No one ever did.’
]
<br>
You sense that the conversation with Neathery has drawn to an end. You leave the old man with his flock, turning over his words in your head.
<br>
A ghost that walks the cliff paths. One that might have led Charlie Forsyth to his doom. It sounds preposterous, but you’ve come this far.
<br>
Perhaps if you trace Neathery’s footsteps you might see this phantom for yourself.
<br>
Return to the [[river]]{=
(set: $missingstory to 9)
(set: $energy to 0)
(set: $storyprogress to it +1)
(set: $mwalk1 to false)
(set: $mwalk2 to false)
(set: $mwalk3 to false)
(set: $missingwait to 0)
You return to the Cavendish School as the sun is setting. The grounds are open, and you spend a while exploring in the twilight, trying to imagine what it might have been like fifty years ago.
<br>
It’s clear that at one time this was a very well-funded establishment. You discover the remains of fountains choked over with duckweed, spy a filthy stained glass window in what was probably once the chapel. On the far side of the gardens you find a modest dwelling, the half-rotted shed adjoining it full of rusted tools. The caretaker’s cottage, you guess.
<br>
You wonder which path took Neathery to the cliffs that night.
<br>
Head in the direction of the [[dormitories|missing8.0.1]].<br>
Follow the [[path|missing8.0.2]] through the gardens.<br>
Keep to the [[perimeter|missing8.0.3]] of the grounds.{=
(set: $mwalk1 to true)
The dormitories are comprised of two squat blocks set back from the main school building. They’re grown over with ivy now, but you can see the yawning gaps where doors and windows would have once been.
<br>
You circle both of the dormitories, but you don’t have a good view of the coast from either. The angle is wrong, your line of sight blocked.
<br>
(if: $mwalk2 is false)[
Follow the [[path|missing8.0.2]] through the gardens.<br>]
(if: $mwalk3 is false)[
Keep to the [[perimeter|missing8.0.3]] of the grounds.]
(if: $mwalk1 is true and $mwalk2 is true and $mwalk3 is true)[
Enough wandering. Head down to the [[cliff path|missing8.1]].]{=
(set: $mwalk2 to true)
The path leads you past what might once have been a vegetable patch; canes for growing beans now splintered and broken, raised beds overrun with weeds and littered with animal droppings.
<br>
The path terminates at the back of the main school building, next to a large paved area that you presume was once a playground. You can see a little of the headland from this vantage point, but that’s all.
<br>
(if: $mwalk1 is false)[
Head in the direction of the [[dormitories|missing8.0.1]].<br>]
(if: $mwalk3 is false)[
Keep to the [[perimeter|missing8.0.3]] of the grounds.]
(if: $mwalk1 is true and $mwalk2 is true and $mwalk3 is true)[
Enough wandering. Head down to the [[cliff path|missing8.1]].]{=
(set: $mwalk3 to true)
Here, at the very edge of the campus, your view of the sea is almost unfettered. The moon is huge and bright tonight, glinting off the waves, and you can hear the distant roar of the waves where they beat against the cliffs.
<br>
It would not take long to walk from here to the land’s edge.
<br>
(if: $mwalk1 is false)[
Head in the direction of the [[dormitories|missing8.0.1]].<br>]
(if: $mwalk2 is false)[
Follow the [[path|missing8.0.2]] through the gardens.]
(if: $mwalk1 is true and $mwalk2 is true and $mwalk3 is true)[
Enough wandering. Head down to the [[cliff path|missing8.1]].]{=
You leave the Cavendish School grounds and turn onto the rough path that runs parallel to the cliff edge. Dark as it is, you have to be careful where you place your feet. The booming of the waves is louder here, the salt spray stinging your nostrils when you breathe.
<br>
You carry on down the path, a while but see nothing.
<br>
You’re wondering whether to give up the search when you catch sight of something pale out of the [[corner of your eye|missing8.2]].{=
There, walking the path behind you, is a figure. Dressed in a pale robe, ghostly white in the moonlight. It walks slowly, face turned towards the sea.
<br>
You step off the path to watch from the shadows. Your heart is in your throat.
<br>
The phantom draws closer. It pauses near the cliff edge, looks down. For almost a full minute it remains there, looking at the water below.
<br>
Then it turns around, and for the first time you see its features clearly.
<br>
It’s a face you [[recognise|missing8.3]].{=
It’s Margaret Duffy. The schoolteacher you spoke to about Charlie Forsyth’s disappearance, the one who implied that Neathery was to blame. Wearing a long nightdress and silhouetted in the moonlight, she might look very much like a ghost to sleepless eyes.
<br>
If Neathery’s memory is to be believed, Miss Duffy was the one leading Charlie Forsyth by the hand the night he went missing.
<br>
As you watch she turns away and heads back towards her house. You should come back in the morning and confront her with what you know.
<br>
Return to the [[coast]]{=
(set: $missingstory to 10)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $maccuse to 0)
Margaret Duffy looks surprised to see you again, but smiles as she opens the door. You note the dark circles under her eyes, the slight tremor in her hand as she shows you inside.
<br>
‘I wasn’t expecting you again, dear,’ she says once you’re in the sitting room. ‘Is there something else I can help you with?’
<br>
‘I saw you on the cliff path last night.’<br>(click: "last night")[(set: $maccuse to 1)(go-to: "missing9.0")]
‘I know you were with Charlie Forsyth the night he disappeared.’<br>(click: "disappeared")[(set: $maccuse to 2)(go-to: "missing9.0")]{=
‘Oh, Lord,’ she chokes. ‘It’s been so many years. I thought—the more time passed, the harder it was to say—oh God, his mother’s face…’
<br>
Miss Duffy sits up slowly. She wipes her streaming eyes with her sleeve, takes several deep breaths. She seems to be making an effort to compose herself.
<br>
‘I’ve been carrying this secret for half a century,’ she says, her voice little more than a whisper. ‘Every day I’ve thought about telling someone the truth. Freeing myself from this lie. But now I’m here I barely know where to start.’
<br>
‘Start at the [[beginning|missing9.2]].’{=
‘Very well,’ she says, nodding slowly. ‘It was my first term at Cavendish, when Charlie Forsyth came to the school. We arrived around the same time, in fact. I was young, inexperienced, new to the work. That meant that the headmaster gave me all of the worst tasks, of course—cleaning the classrooms, overseeing detentions. Supervising the dormitories.’
<br>
Miss Duffy stares at her hands as she talks. Her fingers draw patterns in the air, as though writing a message for someone you can’t see.
<br>
‘Charlie hated it at the school,’ she continues. ‘It was his first year boarding. He missed home, missed his parents. He used to cry so much he’d make himself sick. It kept the other boys awake. They bullied him for it. I hoped he would get used to the school, with time, but it only got worse.’
<br>
‘And then [[what happened|missing9.3]]?’{=
(set: $mjudge to 0)
All the colour drains from Miss Duffy’s face as she speaks. ‘One night Charlie knocked on my door,’ she says. ‘He’d learned not to let the others hear him cry, by then, and so he’d started coming straight to me instead. Almost every night he’d come to me in tears. Lord, I was barely more than a child myself. Foolish, exhausted. I had no idea what to do.’
<br>
The movement of her hands grows sharper, more erratic, the further into her tale she gets.
<br>
‘I thought a walk might calm him down,’ she says. ‘The moonlight, and the sea air. I knew that the caretaker suffered from insomnia, and used to walk near the cliffs when he couldn’t sleep. It seemed like such a harmless idea at the time.’
<br>
Miss Duffy swallows hard, fresh tears spilling from her eyes.
<br>
‘It happened so quick. He just—slipped. One minute he was there, the next… I didn’t even hear a scream. Gone. Just like that.’
<br>
‘Why didn’t you tell anyone?’<br>(click: "tell anyone")[(set: $mjudge to 1)(go-to: "missing9.4")]
‘That poor boy.’<br>(click: "poor boy")[(set: $mjudge to 2)(go-to: "missing9.4")]
‘You’re a monster.’<br>(click: "monster")[(set: $mjudge to 3)(go-to: "missing9.4")]{=
(if: $mjudge is 1)[
‘I was in shock,’ she says. ‘Though I know that’s no excuse. I was terrified. I panicked. I didn’t start the rumours about Neathery, but I encouraged them. I just kept digging myself into a deeper hole.’
]
(if: $mjudge is 2)[
‘There’s not a day goes by that I don’t think about him,’ she says. ‘He was such a sweet lad. And Neathery didn’t deserve what happened to him either. That didn’t come from me, but I didn’t discourage it either.’
]
(if: $mjudge is 3)[
‘Yes,’ she says. ‘I should say I am, for what I’ve done. To poor Neathery, as well as Charlie. I spread that rumour, even if I didn’t start it.’
]
<br>
Tears are running freely down Miss Duffy’s cheeks now, though her voice is quiet and level.
<br>
‘It got so out of hand,’ she says. ‘I thought they’d find his body, and then his parents would at least have some closure. By the time I realised that wasn’t going to happen it was too late. But the truth is out now, at last. What will you do with it, now that you know?’
<br>
[[‘I’m going to tell Ethel Forsyth the truth about what happened to her son.’|missingchoice1]]<br>
[[‘Nothing. Everyone has suffered enough. I won’t reopen old wounds.’|missingchoice2]]{=
(set: $missingchoice to 1)
‘I thought as much,’ she says. ‘I hope it brings her some peace, for what little that’s worth now.’
<br>
Miss Duffy looks out of the window. Her hands are still now, resting in her lap.
<br>
‘At least it’s over,’ she says. ‘At least it’s over, now.’
<br>
Now that you know what happened to poor Charlie Forsyth, you should go back to town and look for his mother. She deserves to know the truth.
<br>
Return to the [[coast]]{=
(set: $missingchoice to 2)
‘Really?’ she says. ‘I… I have to say, I’m surprised. But perhaps you’re right. What’s done is done.’
<br>
Miss Duffy looks out of the window. Her hands are still now, resting in her lap.
<br>
‘At least it’s over,’ she says. ‘At least it’s over, now.’
<br>
Now that you know what happened to poor Charlie Forsyth, you should go back to town and look for his mother. Even if you’re not prepared to reveal what you know, you want to pay your respects.
<br>
Return to the [[coast]]{=
(if: $maccuse is 1)[
‘What?’ she says, her voice wavering a little. ‘I went for a walk, yes. What does that have to do with anything?’
]
(if: $maccuse is 2)[
‘What do you mean?’ she says, her eyes flicking to the door. ‘I don’t know what you’re talking about.’
]
<br>
You explain the evidence that you’ve put together. Neathery’s ghost leading Charlie by the hand, your sighting of Miss Duffy last night, how swift she was to draw attention to the rumours surrounding the caretaker.
<br>
She listens to your tale, still as a stone. Then she [[buries her face in her hands|missing9.1]].{=
(set: $missingstory to 11)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $sanviapproval to it +10)
You search the streets of the town for a while, and eventually find Ethel Forsyth at the inn. She’s sitting at the bar talking to Sanvi, who waves at you as you enter. Charlie’s mother turns around and, recognising your face, smiles politely.
<br>
‘Mrs Forsyth?’ you say. ‘There’s something I need to [[tell you|missing10.1.1]].’{=
(set: $missingstory to 11)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $sanviapproval to it +5)
You search the streets of the town for a while, and eventually find Ethel Forsyth at the inn. She’s sitting at the bar talking to Sanvi, who waves at you as you enter. Charlie’s mother turns around and, recognising your face, smiles politely.
<br>
‘Hello,’ you say. ‘It’s nice to [[see you again|missing10.2.1]].’{=
Over the next hour you carefully explain the steps of your investigation to Ethel Forsyth. Her disbelieving expression soon melts into shock and, eventually, crumples into utter devastation.
<br>
‘Miss Duffy?’ she gasps. ‘The teacher? But it was her who called the—oh, Lord, she comforted us after—and you say that she confessed?’
<br>
You nod. Sanvi, who has been listening to your conversation, puts her arm around Ethel’s shoulders.
<br>
‘Do you want me to get in touch with the constables?’ she asks. ‘I can get a message off to the mainland with the afternoon post. Just say the word.’
<br>
Ethel spends a long moment considering this. ‘I don’t know yet,’ she says. ‘I need to let this sink in first. Thank you, though.’
<br>
‘Of course,’ Sanvi says. ‘Anything.’
<br>
‘Actually,’ Ethel says, ‘I should head back soon myself. Speak to my family. My children. This is their decision too.’ She looks over at you, nods once. ‘Thank you. For finding the truth. For bringing Charlie some justice at last.’
<br>
The threadbare teddy still tucked under one arm, Ethel Forsyth picks up her bag and [[leaves|missing10.1.2]].{=
‘You too,’ she says. ‘I hope you’re well.’
<br>
Sanvi gives you an odd look, but says nothing. Over the next half an hour the three of you make polite conversation—about the weather, the trade on the mainland, never about Charlie—and eventually Ethel Forsyth picks up her bag and excuses herself. You notice as she leaves that she’s still carrying the threadbare teddy bear.
<br>
‘I’m surprised,’ Sanvi says. ‘I thought your investigation was heading somewhere, from the sounds of things. Nothing turn up in the end?’
<br>
You [[shake your head|missing10.2.2]].{=
(set: $itemschoolpic to true)
‘That was brilliant, what you did,’ Sanvi says. ‘Finding out what happened to that poor boy. There’s plenty who wouldn’t have bothered going out of their way for a stranger like that. Poor Ethel might find some peace now. Actually—hang on.’
<br>
She gestures for you to hold on as she goes through the door behind the bar. When she comes back she’s holding an unframed picture, which she passes to you.
<br>
‘Here,’ she says. ‘I found a load of these when I was sorting through those newspapers. Gave one to Ethel already. It’s not much, but it’s a bit of history. Something to remember Charlie by. Thought you should have it.’
<br>
The picture shows a group of smartly-dressed boys standing in front of the Cavendish School, as it must have looked in its better days. Below the picture is a legend indicating the names of each pupil and their positions. You find Charlie Forsyth in the middle of the second row. Here, at least, he is smiling.
<br>
Return to [[town]]{=
(set: $itemschoolmodel to true)
‘That’s a bloody shame,’ Sanvi says. ‘It was sweet of you to try, though. People stopped looking for that boy decades ago. Actually—hang on.’
<br>
She gestures for you to hold on as she goes through the door behind the bar. When she comes back she’s holding a wrapped parcel, which she passes to you.
<br>
‘Here,’ she says. ‘I found this when I was sorting through those newspapers. Thought about giving it to Ethel, but I thought it might bring up bad memories. It’s not much, but it’s a bit of history. Thought you might like it.’
<br>
You examine the parcel. Inside is a scale model of a building you recognise as the Cavendish School, carved from the smooth, pale stone that covers the island’s beaches. It’s the kind of thing that might have been given away at a fayre or a celebration day, a long time ago.
<br>
You turn the model over in your hands. Even if it’s time for others to move on, you, at least, will try to remember.
<br>
Return to [[town]]{=
(set: $shipwreckstory to 5)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $gustalk to 0)
Gus Jansen is a portly, genial-looking fellow with white moustaches and a well-darned gansey, who laughs easily at his companions’ conversation. You listen a moment longer to make sure you have the right man before approaching and, sure enough, this is the old sailor Dagmara told you to look for.
<br>
He catches sight of you as you approach his table, and lifts his mug in greeting.
<br>
‘Hello there, stranger,’ he says, his accent thick as tar. ‘You’re looking a little lost.’
<br>
‘Are you the nautical historian? I’m researching the shipwreck near the lighthouse.’<br>(click: "nautical historian")[(set: $gustalk to 1)(go-to: "shipwreck4.0")]
‘The lighthouse keeper said you might know about the shipwreck off the northern coast.’<br>(click: "you might know")[(set: $shtalk to 2)(go-to: "shipwreck4.0")]{=
Gradually the waves begin their slow pulling-out, revealing ripples of wet sand and damp piles of bladderwrack as the water recedes. You follow the retreating tideline, your shoes in your hand, carefully sidestepping the sharp edges of razor clams and tiny scuttling crabs.
<br>
In time a long sandspit is revealed, like a carpet being rolled out. It points directly towards the rocks where the ship met its end, and for a moment you think reaching the wreck might be as easy as walking to it.
<br>
This is not to be, however. The end of the spit terminates half a mile from the wreckage and never grows any longer. Disappointed, you turn back towards the shore—and spot something interesting.
<br>
From here there is a perfect, unfettered view of the lighthouse, and particularly of the large window that faces out to sea.
<br>
It occurs to you that Dagmara might know more about the vessel and how to reach it, given her vantage point. Perhaps you should speak to her about it.
<br>
Return to the [[coast]]{=
Dagmara is getting ready to light the lamp when you arrive. She’s focusing hard on her work, brow furrowed in concentration.
<br>
You wave from the doorway, hoping to speak to her for a few minutes about the shipwreck.
<br>
(if: $dagmarastory is <2)[
‘I’m sorry,’ she says, glancing briefly over her shoulder before turning back to her task. ‘I’m busy just now. Come back another time.’
<br>
It may be that you need to become better acquainted with Dagmara before she will make time for you.
<br>
Return to the [[coast]]
]
(else:)[
‘(print: $name),’ she says, wiping her hands on a rag. ‘It is good to see you. Are you well?’
<br>
Ask her what she knows about the [[ship|shipwreck3.0]].
]{=
(set: $shipwreckstory to 4)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $shtalk to 0)
‘I know the one,’ she says, nodding. ‘She would have been a beautiful ship, in her day. A trading fluyt from the looks of her.’
<br>
Dagmara walks over to the wide window, points down towards the wreckage.
<br>
‘Easy to see how she came aground,’ the lighthouse keeper says. ‘At high tide those rocks are barely visible. All it would take was one wickie missing their cue, and…’ She shivers. ‘I dread to think of it. What is your interest in the vessel, might I ask?’
<br>
‘I’m seeking treasure and riches.’<br>(click: "treasure and riches")[(set: $shtalk to 1)(go-to: "shipwreck3.1")]
‘I’m interested in its history.’<br>(click: "history")[(set: $shtalk to 2)(go-to: "shipwreck3.1")]{=
(if: $shtalk is 1)[
Dagmara gives a hearty chuckle. ‘How swashbuckling of you,’ she says. ‘Remember me when you’re drowning in gold.’
]
(if: $shtalk is 2)[
‘Very academic,’ she says. ‘I wouldn’t mind knowing more about the vessel either. You’ll have to let me know if you make any progress.’
]
<br>
The lighthouse keeper snaps her fingers then, as if suddenly remembering something.
<br>
‘Gus Jansen,’ she says. ‘That’s who you should speak to. If anyone will know about the boat, he will.’
<br>
‘Who’s [[Gus Jansen|shipwreck3.2]]?’{=
‘An old sailor,’ she says. ‘Met him when I first came to the island. Knows everything there is to know about the maritime history in these parts. A little eccentric, perhaps.’
<br>
You ask Dagmara where you might find this man.
<br>
‘I believe he drinks at the inn sometimes. If you’re lucky you might catch him there. Give him my regards, if you do.’
<br>
You resolve to keep an eye out for Gus Jansen the next time you visit the pub.
<br>
Return to the [[coast]]{=
(set: $gtalk1 to false)
(set: $gtalk2 to false)
(set: $gtalk3 to false)
(if: $gustalk is 1)[
The old man roars with laughter. ‘Nautical historian!’ he says, slapping his thigh. ‘My, that’s one I’ve not heard before. I’ve an interest in such things, for certain, and I know the wreck you mean.’
]
(if: $gustalk is 2)[
‘Aye, I do,’ he says, nodding. ‘You’re a friend of hers, then? Fine woman. Understands what it means to have a life at sea.’
]
<br>
Gus shuffles up to make room next to him on the bench. His companions, apparently not interested in this discussion, drift off to speak to other people or join in with ongoing games of dominoes.
<br>
‘I’ve always called the ship the //Guillemot//, on account of how many like to perch on her,’ Gus says. ‘She’s at least a hundred years old, maybe as much as two hundred. I’d need to get closer to see more.’
<br>
‘So you’ve never been out there [[yourself|shipwreck4.0.1]]?’<br>
‘Do you know if there’s anything there to [[salvage|shipwreck4.0.2]]?’<br>
‘Who did it [[belong to|shipwreck4.0.3]]?’{=
(set: $gtalk1 to true)
Gus shakes his head. ‘No. Always meant to, but one thing or another always got in the way and now my adventuring years are behind me.’
<br>
(if: $gtalk2 is false)[
‘Do you know if there’s anything there to [[salvage|shipwreck4.0.2]]?’<br>]
(if: $gtalk3 is false)[
‘Who did it [[belong to|shipwreck4.0.3]]?’]
(if: $gtalk1 is true and $gtalk2 is true and $gtalk3 is true)[
‘Is there anything else you can [[tell me|shipwreck4.1]]?’]{=
(set: $gtalk2 to true)
‘I should imagine so,’ he says. ‘She used to be harder to reach, but a storm a few years back brought her in closer to the shore. Otherwise she’d have been picked clean already.’
<br>
(if: $gtalk1 is false)[
‘So you’ve never been out there [[yourself|shipwreck4.0.1]]?’<br>]
(if: $gtalk3 is false)[
‘Who did it [[belong to|shipwreck4.0.3]]?’]
(if: $gtalk1 is true and $gtalk2 is true and $gtalk3 is true)[
‘Is there anything else you can [[tell me|shipwreck4.1]]?’]{=
(set: $gtalk3 to true)
‘I’m not rightly sure,’ he says. ‘But, going from what I can tell from a distance, I’d say she was owned by the Saltmarsh Company before they went under. Most of the big trading ships round these parts belonged to Saltmarsh, once upon a time.’
<br>
(if: $gtalk1 is false)[
‘So you’ve never been out there [[yourself|shipwreck4.0.1]]?’<br>]
(if: $gtalk2 is false)[
‘Do you know if there’s anything there to [[salvage|shipwreck4.0.2]]?’]
(if: $gtalk1 is true and $gtalk2 is true and $gtalk3 is true)[
‘Is there anything else you can [[tell me|shipwreck4.1]]?’]{=
‘Not right now,’ he says. ‘But I could go through the town records, make a proper study of it. If you did something for me.’
<br>
‘Like what?’(click: "what")[(transition: "dissolve")[
<br>
‘I need some bits and pieces,’ he says. ‘For my model ships. Nothing fancy. Just some pebbles, a bit of driftwood. Maybe a scrap or two of leather. How’s that sound? Favour for a favour? Saves an old man dragging himself round the island.’
<br>
You shake on it. Gus says he’ll meet you back here when you have what he needs.
<br>
Return to [[town]]
]]
{=
(set: $shipwreckstory to 6)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $itempebbles to it -1)
(set: $itemdriftwood to it -1)
(set: $itemleather to it -1)
(set: $shipwreckwait to 0)
(set: $shipwreckread to false)
‘Blimey,’ Gus says, looking at the items you’ve brought for him. ‘That was quick! Thank you kindly.’
<br>
He packs away the gifts neatly inside his satchel, then scratches his chin.
<br>
‘I’m afraid I’ve not been as quick as you,’ he says. ‘I’ll need a few days to do some proper digging on the shipwreck. You tell me where to find you and I’ll send you what I’ve got when it’s good and finished.’
<br>
You let him know where to post the research materials so they’ll reach your cottage. Gus shakes your hand before you go on your way.
<br>
Return to [[town]]{=
(set: $shipwreckread to true)
Dear (print: $name),
<br>
Please find included what little I've been able to discover about the ship I've been calling the //Guillemot//. I think you might be surprised by some of what I've learned!
<br>
Thank you again for fetching those odds and sods for my model ships. My current project is looking very fine.
<br>
With warm regards,<br>
Gus Jansen
<br>
//Included in the package are several sheets of careful notes concerning the shipwreck. These have been added to your bookshelf.//
<br>
<br>
[[Put letter away|home]]{=
(if: $shipwreckstory is 6)[(set: $shipwreckstory to 7)]
''Research Notes: The //Guillemot//''<br>
Compiled by Gus Jansen
<br>
I’ve pieced together the following from what few scraps of information I could find—old broadsheets, shipping manifests, songs and the like—and while I’m confident that what I’ve gleaned is at least mostly true, there are almost certainly gaps and omissions.
<br>
The //Guillemot//—I still don’t know its true name, and so I’ll keep using this one—was perhaps a trading vessel once upon a time, but at some point in its history it seems to fallen into the hands of smugglers. As you probably know, smuggling was once big business around these parts, with many folk on the island wanting cheaper prices on goods from the mainland.
<br>
It seems that the captain of this particular vessel was a woman known as ‘Red Meg’ Cardinal, a local fisherman’s daughter who’d learned her father’s skill at seafaring and turned her hand to less scrupulous activities. By all accounts she ferried all manner of things around the archipelago, from tobacco and jenever to silk and even livestock.
<br>
While the shipping companies tried many times to bring Red Meg to justice, she always managed to slip away from the law. Seems that her fate caught up to her another way, however.
<br>
The smuggling captain seems to have had some sort of quarrel with the island’s lighthouse keeper. Some accounts say that he had invested money in the traders she was undercutting, some that Red Meg was carrying on with the wickie’s sweetheart. Regardless, the outcome was the same.
<br>
When the //Guillemot// was making one of its regular night voyages through the treacherous norther waters, the lighthouse keeper put out the lamp and let his rival’s ship run aground on the rocks. The vessel was dashed to pieces, and there seem to have been no survivors.
<br>
A sad tale, all in all, but an interesting one. Given Red Meg’s reputation, I’d say that finding something interesting in the wreckage isn’t at all unlikely. She was a very rich woman, and likely kept a great deal of her fortune on the ship.
<br>
(if: $shipwreckstory is >5 and <8)[//A curious tale. You should relay what you know to Dagmara, and see if she knows how to reach what remains of the //Guillemot.]
<br>
[[Return to bookshelf|bookshelf]]{=
''A Natural History of the Western Archipelago: Volume 2''<br>
by Dr. Ivo Rietveld
<br>
//‘For my friend, (print: $name).’//
<br>
With every year spent on the island new discoveries reveal themselves. The flora and fauna of this remote corner of the world are, as always, constantly surprising. My attempt to catalogue some of the most fascinating examples here will never be sufficient, but may at least give an impression of the curious nature of this ecosystem.
<br>
In the last volume, I noted that many species of fungus in the area appeared to share mycelium. Not only has this proven time and time again to be correct—unexpected in itself—but other plants have demonstrated similar, curious mutations. Certain kinds of moss, for example, present with no apparent method of reproduction at all, and yet proliferate in all parts of the island.
<br>
There have also been some slow and obvious changes to the lichen here, particularly on the borders of the forest. In places it grows in an odd spiral pattern, with an almost geometric structure. There seems to be no consistent explanation for this—it occurs across various varieties of lichen, growing upon a plethora of different surfaces.
<br>
The animals, too, continue to behave strangely. A breeding pair of sea eagles nest on this particular island, near the cliffs on the northern coast. Rather than engaging in the usual ‘sit-and-wait’ style of hunting, snatching prey from just under the surface of the water, I have observed this particular pair diving to what appears to be great depths. While physiologically ill-suited to this sort of attack, the eagles seem to have suffered no adverse effects.
<br>
Nature on the archipelago seems determined to break the rules that apply everywhere else in the world. It is frequently surprising, often confounding, and always delightful. Studying its mysteries is a privilege that I am grateful for every day.
<br>
[[Return to bookshelf|bookshelf]]{=
‘I certainly hope so,’ he says. ‘There’s something under every stone, here. The island surprises me every day.’
<br>
Ivo seems to have forgotten about his cleaning entirely. He’s looking elsewhere now, fidgeting with his hands in the way he does when he’s turning over a new idea. His former jittery excitement has become something else now, a honed sort of focus.
<br>
‘Come with me a moment,’ he says. ‘I’ve got something for you.’
<br>
The inside of the windmill has been cleared of domestic furniture, but the laboratory setup remains as it was. Not for the first time, you’re struck by the range of specimens laid out and ready for inspection. Today there are tender fronds of fern, tiny, cracked eggshells, chips of smoky quartz and iridescent feathers. You wonder what curiosities Ivo will uncover in this strange selection.
<br>
He opens a drawer in one of the heavy tables, and removes a leather-bound book from inside.
<br>
‘Arrived from the publisher yesterday,’ he says, handing it to you. ‘It’s just a proof copy, but I wanted you to have it.’
<br>
You open the front cover. Inside is printed the title: //A Natural History of the Western Archipelago: Volume 2//, by Dr. Ivo Rietveld. Below that is a dedication: //‘For my friend, (print: $name).’//
<br>
‘Without you I wouldn't have had the courage to see this through,’ Ivo says. ‘Now my future is my own again. It’s a poor tribute really, but I wanted to do it.’ He pushes his spectacles up the bridge of his nose, looking a little embarrassed. ‘Anyway. Enough of that. I found the strangest caterpillar while I was out walking yesterday—come and take a look, will you?’
<br>
Your friend’s eyes are bright with enthusiasm. As always, you let him lead the way.
<br>
Return to the [[river]]{=
‘I’m sure I will, at times,’ he says. ‘But I wasn’t so happy on the mainland to be that nostalgic.’
<br>
Ivo seems to have forgotten about his cleaning entirely. He’s looking elsewhere now, fidgeting with his hands in the way he does when he’s turning over a new idea. His former jittery excitement has become something else now, a honed sort of focus.
<br>
‘Come with me a moment,’ he says. ‘I’ve got something for you.’
<br>
The inside of the windmill has been cleared of domestic furniture, but the laboratory setup remains as it was. Not for the first time, you’re struck by the range of specimens laid out and ready for inspection. Today there are tender fronds of fern, tiny, cracked eggshells, chips of smoky quartz and iridescent feathers. You wonder what curiosities Ivo will uncover in this strange selection.
<br>
He opens a drawer in one of the heavy tables, and removes a leather-bound book from inside.
<br>
‘Arrived from the publisher yesterday,’ he says, handing it to you. ‘It’s just a proof copy, but I wanted you to have it.’
<br>
You open the front cover. Inside is printed the title: //A Natural History of the Western Archipelago: Volume 2//, by Dr. Ivo Rietveld. Below that is a dedication: //‘For my friend, (print: $name).’//
<br>
‘Without you I wouldn't have had the courage to see this through,’ Ivo says. ‘Now my future is my own again. It’s a poor tribute really, but I wanted to do it.’ He pushes his spectacles up the bridge of his nose, looking a little embarrassed. ‘Anyway. Enough of that. I found the strangest caterpillar while I was out walking yesterday—come and take a look, will you?’
<br>
Your friend’s eyes are bright with enthusiasm. As always, you let him lead the way.
<br>
Return to the [[river]]{=
‘Well,’ he says, smiling. ‘I’ve made friends here, too. I’m not so keen to leave that behind, either.’
<br>
Ivo seems to have forgotten about his cleaning entirely. He’s looking elsewhere now, fidgeting with his hands in the way he does when he’s turning over a new idea. His former jittery excitement has become something else now, a honed sort of focus.
<br>
‘Come with me a moment,’ he says. ‘I’ve got something for you.’
<br>
The inside of the windmill has been cleared of domestic furniture, but the laboratory setup remains as it was. Not for the first time, you’re struck by the range of specimens laid out and ready for inspection. Today there are tender fronds of fern, tiny, cracked eggshells, chips of smoky quartz and iridescent feathers. You wonder what curiosities Ivo will uncover in this strange selection.
<br>
He opens a drawer in one of the heavy tables, and removes a leather-bound book from inside.
<br>
‘Arrived from the publisher yesterday,’ he says, handing it to you. ‘It’s just a proof copy, but I wanted you to have it.’
<br>
You open the front cover. Inside is printed the title: //A Natural History of the Western Archipelago: Volume 2//, by Dr. Ivo Rietveld. Below that is a dedication: //‘For my friend, (print: $name).’//
<br>
‘Without you I wouldn't have had the courage to see this through,’ Ivo says. ‘Now my future is my own again. It’s a poor tribute really, but I wanted to do it.’ He pushes his spectacles up the bridge of his nose, looking a little embarrassed. ‘Anyway. Enough of that. I found the strangest caterpillar while I was out walking yesterday—come and take a look, will you?’
<br>
Your friend’s eyes are bright with enthusiasm. As always, you let him lead the way.
<br>
Return to the [[river]]{=
‘You get used to it,’ she says, patting your shoulder. ‘But I will be swift as I can.’
<br>
Dagmara uses a system of pulleys to draw up a container of fuel from the lighthouse floor. Lifting it carefully onto one arm, she unscrews an aperture in the lamp and deftly fills the brass chamber. Once she is finished she sets the fuel down, wipes her hands on a cloth, and turns to you.
<br>
‘Ready?’ she asks. You nod.
<br>
Dagmara lights the lamp. At first it is the tiniest spark of light, warm and orange like the flame of a match, but it soon grows larger, brighter. She pulls down a lever and some unseen mechanism begins its work, sending the cunning tessellation of glass turning in a slow circle.
<br>
The light builds, refracts, multiplies, until the strength of it is almost blinding. It cuts a path through the darkness, through the fog, brings souls safely to shore.
<br>
(if: $dagmarachoice is 1)[
Dagmara seems changed. Reborn in in the lamp’s revolving glow. Her compass hangs at her belt, and you recognise one of the rings she wears from a box of her predecessor’s belongings.
<br>
Once, as the light passes across her, you experience a strange doubling; for a moment you see, instead of the lighthouse keeper’s broad frame, the shape of an old man staring out across the water. Then he is gone, and Dagmara is there again. Her strong hand is firm where it grips the top of her cane, her eyes level and determined.
<br>
Your friend has found her place here, at last.
]
(if: $dagmarachoice is 2)[
There’s something new about Dagmara’s bearing, a confidence that becomes more apparent as she is bathed in the lamp’s revolving glow. Her compass hangs proudly from her belt, and she seems unencumbered by the troubles that plagued her when she arrived here.
<br>
Then, as the light passes across her, you experience a strange shifting; you see the lighthouse keeper both as the young sailor as she once was, and as the established islander she will be in the future. Then the vision passes, and you see only Dagmara as she is now. Her strong hand is firm where it grips the top of her cane, her eyes level and determined.
<br>
Your friend is making a place for herself here, at last.
]
<br>
Return to the [[coast]]{=
‘I’m excited to show you,’ she says, smile widening. ‘Just a moment.’
<br>
Dagmara uses a system of pulleys to draw up a container of fuel from the lighthouse floor. Lifting it carefully onto one arm, she unscrews an aperture in the lamp and deftly fills the brass chamber. Once she is finished she sets the fuel down, wipes her hands on a cloth, and turns to you.
<br>
‘Ready?’ she asks. You nod.
<br>
Dagmara lights the lamp. At first it is the tiniest spark of light, warm and orange like the flame of a match, but it soon grows larger, brighter. She pulls down a lever and some unseen mechanism begins its work, sending the cunning tessellation of glass turning in a slow circle.
<br>
The light builds, refracts, multiplies, until the strength of it is almost blinding. It cuts a path through the darkness, through the fog, brings souls safely to shore.
<br>
(if: $dagmarachoice is 1)[
Dagmara seems changed. Reborn in in the lamp’s revolving glow. Her compass hangs at her belt, and you recognise one of the rings she wears from a box of her predecessor’s belongings.
<br>
Once, as the light passes across her, you experience a strange doubling; for a moment you see, instead of the lighthouse keeper’s broad frame, the shape of an old man staring out across the water. Then he is gone, and Dagmara is there again. Her strong hand is firm where it grips the top of her cane, her eyes level and determined.
<br>
Your friend has found her place here, at last.
]
(if: $dagmarachoice is 2)[
There’s something new about Dagmara’s bearing, a confidence that becomes more apparent as she is bathed in the lamp’s revolving glow. Her compass hangs proudly from her belt, and she seems unencumbered by the troubles that plagued her when she arrived here.
<br>
Then, as the light passes across her, you experience a strange shifting; you see the lighthouse keeper both as the young sailor as she once was, and as the established islander she will be in the future. Then the vision passes, and you see only Dagmara as she is now. Her strong hand is firm where it grips the top of her cane, her eyes level and determined.
<br>
Your friend is making a place for herself here, at last.
]
<br>
Return to the [[coast]]{=
‘Oh.’ Her face flushes, and her fingers tense a little where they rest on her arm. ‘I, ah—I am pleased to have you here as well, (print: $name).’
<br>
Dagmara uses a system of pulleys to draw up a container of fuel from the lighthouse floor. Lifting it carefully onto one arm, she unscrews an aperture in the lamp and deftly fills the brass chamber. Once she is finished she sets the fuel down, wipes her hands on a cloth, and turns to you.
<br>
‘Ready?’ she asks. You nod.
<br>
Dagmara lights the lamp. At first it is the tiniest spark of light, warm and orange like the flame of a match, but it soon grows larger, brighter. She pulls down a lever and some unseen mechanism begins its work, sending the cunning tessellation of glass turning in a slow circle.
<br>
The light builds, refracts, multiplies, until the strength of it is almost blinding. It cuts a path through the darkness, through the fog, brings souls safely to shore.
<br>
(if: $dagmarachoice is 1)[
Dagmara seems changed. Reborn in in the lamp’s revolving glow. Her compass hangs at her belt, and you recognise one of the rings she wears from a box of her predecessor’s belongings.
<br>
Once, as the light passes across her, you experience a strange doubling; for a moment you see, instead of the lighthouse keeper’s broad frame, the shape of an old man staring out across the water. Then he is gone, and Dagmara is there again. Her strong hand is firm where it grips the top of her cane, her eyes level and determined.
<br>
Your friend has found her place here, at last.
]
(if: $dagmarachoice is 2)[
There’s something new about Dagmara’s bearing, a confidence that becomes more apparent as she is bathed in the lamp’s revolving glow. Her compass hangs proudly from her belt, and she seems unencumbered by the troubles that plagued her when she arrived here.
<br>
Then, as the light passes across her, you experience a strange shifting; you see the lighthouse keeper both as the young sailor as she once was, and as the established islander she will be in the future. Then the vision passes, and you see only Dagmara as she is now. Her strong hand is firm where it grips the top of her cane, her eyes level and determined.
<br>
Your friend is making a place for herself here, at last.
]
<br>
Return to the [[coast]]{=
‘And I’m glad I could do that,’ she says. ‘I was the newcomer once, and I remember how daunting it can be. But you fit right in now, chick. Like you were one of us all along.’
<br>
The wind whips up then, sending the people in the market square clutching at their hats and diving for flying merchandise. Sanvi pulls her shawl tight around her shoulders, then gets to her feet.
<br>
‘Right,’ she says. ‘I think that means it’s time to open up. Come on.’
<br>
You follow her back inside the inn. Sanvi throws a couple more logs on the fire, and soon it’s warm enough to drive the chill from your bones. She changes barrels in the cellar, wipes down tables in the parlour, slices bread and cheese for supper, all with the same confident efficiency. She is utterly at home here, the way the tabby cat is at home in his spot by the fire.
<br>
Sanvi refuses to let you pay for your first drink. You sit at the bar while the room slowly fills around you, watching her talk and laugh with the other patrons, listening to their well-trodden banter.
<br>
Every now and again Sanvi catches your eye and smiles. You lift your cup, and smile back.
<br>
Return to [[town]]{=
‘I hardly know where to start,’ she says. ‘I’ve been talking to the flower seller. We were thinking perhaps I could make some arrangements for her, that sort of thing. But it’s early days yet.’
<br>
The wind whips up then, sending the people in the market square clutching at their hats and diving for flying merchandise. Sanvi pulls her shawl tight around her shoulders, then gets to her feet.
<br>
‘Right,’ she says. ‘I think that means it’s time to open up. Come on.’
<br>
You follow her back inside the inn. Sanvi throws a couple more logs on the fire, and soon it’s warm enough to drive the chill from your bones. She changes barrels in the cellar, wipes down tables in the parlour, slices bread and cheese for supper, all with the same confident efficiency. She is utterly at home here, the way the tabby cat is at home in his spot by the fire.
<br>
Sanvi refuses to let you pay for your first drink. You sit at the bar while the room slowly fills around you, watching her talk and laugh with the other patrons, listening to their well-trodden banter.
<br>
Every now and again Sanvi catches your eye and smiles. You lift your cup, and smile back.
<br>
Return to [[town]]{=
‘Well.’ Sanvi looks away, fighting back a smile. ‘I suppose time will tell, won’t it?’
<br>
The wind whips up then, sending the people in the market square clutching at their hats and diving for flying merchandise. Sanvi pulls her shawl tight around her shoulders, then gets to her feet.
<br>
‘Right,’ she says. ‘I think that means it’s time to open up. Come on.’
<br>
You follow her back inside the inn. Sanvi throws a couple more logs on the fire, and soon it’s warm enough to drive the chill from your bones. She changes barrels in the cellar, wipes down tables in the parlour, slices bread and cheese for supper, all with the same confident efficiency. She is utterly at home here, the way the tabby cat is at home in his spot by the fire.
<br>
Sanvi refuses to let you pay for your first drink. You sit at the bar while the room slowly fills around you, watching her talk and laugh with the other patrons, listening to their well-trodden banter.
<br>
Every now and again Sanvi catches your eye and smiles. You lift your cup, and smile back.
<br>
Return to [[town]]{=
‘Don’t worry,’ he chuckles. ‘I’m sure I’ll go back to talking nonsense before long.’
<br>
Jonah turns his face towards the sun, and you close your eyes and do the same. The earth is warm and yielding beneath you, the smells of the forest thick in the air. Wild garlic and brackish water and rot, damp moss and animal musk and pine. You hear the cracking of a twig as something unseen moves through the underbrush. You hear the fluting call of a waxwing in a nearby tree.
<br>
You hear, under and above and through it all, something else; soft to your ears, no louder than an outward breath. Something that sounds, almost, like a voice.
<br>
Return to the [[forest]]{=
‘Yes,’ he says. ‘That’s it. There are no satisfying endings, (print: $name). The sooner all of us accept that, the better.’
<br>
Jonah turns his face towards the sun, and you close your eyes and do the same. The earth is warm and yielding beneath you, the smells of the forest thick in the air. Wild garlic and brackish water and rot, damp moss and animal musk and pine. You hear the cracking of a twig as something unseen moves through the underbrush. You hear the fluting call of a waxwing in a nearby tree.
<br>
You hear, under and above and through it all, something else; soft to your ears, no louder than an outward breath. Something that sounds, almost, like a voice.
<br>
Return to the [[forest]]{=
‘I’ll never understand why,’ he says quietly. ‘But yes. I do know that, (print: $name).’
<br>
Jonah turns his face towards the sun, and you close your eyes and do the same. The earth is warm and yielding beneath you, the smells of the forest thick in the air. Wild garlic and brackish water and rot, damp moss and animal musk and pine. You hear the cracking of a twig as something unseen moves through the underbrush. You hear the fluting call of a waxwing in a nearby tree.
<br>
You hear, under and above and through it all, something else; soft to your ears, no louder than an outward breath. Something that sounds, almost, like a voice.
<br>
Return to the [[forest]]{=
(set: $romancelocked to true)
(set: $energy to 0)
(set: $sanvistory to 12)
(set: $storyprogress to it +1)
(set: $swait to 0)
(set: $relationship to 1)
(set: $stalk to 0)
Sanvi arrives at your cottage one warm evening, precisely on time. The shawl around her shoulders is new, embroidered in silver thread, and she hands you a bottle of something amber-coloured as she steps inside. (if: $hascat is true)[(print: $catname) strolls over and meows for her attention.](if: $hasdog is true)[(print: $dogname) lollops over and whines until Sanvi scratches his ears.]
<br>
‘I always wondered what your house would be like,’ she says. ‘I have to say, this is just what I pictured. Warm, cosy. A little rough around the edges.’
<br>
She flashes you a wink with that last comment, and you feel your cheeks flush warm. Your gaze drifts over her curls, her dark eyes. Beautiful.
<br>
‘“Rough around the edges”? You wound me.’<br>(click: "wound me")[(set: $stalk to 1)(go-to: "sanvi11.0")]
‘I’m sorry it’s taken this long to invite you over.’<br>(click: "this long")[(set: $stalk to 2)(go-to: "sanvi11.0")]
‘You look lovely tonight.’(click: "lovely")[(set: $stalk to 3)(go-to: "sanvi11.0")]{=
(set: $romancelocked to true)
(set: $energy to 0)
(set: $dagmarastory to 12)
(set: $storyprogress to it +1)
(set: $dwait to 0)
(set: $relationship to 1)
(set: $dtalk to 0)
Dagmara arrives at your cottage just as the sun is setting. She has to duck slightly to get under the low doorframe, and once inside she turns a slow circle as she takes in the room. (if: $hascat is true)[(print: $catname) trots in and rubs her head against the lighthouse keeper’s shins.](if: $hasdog is true)[(print: $dogname) gets up from his spot by the fire and wags his tail.]
<br>
‘This place is lovely,’ she says. ‘It suits you. Thank you for inviting me to visit.’
<br>
She looks up at you and smiles, a little bashfully. Her cheeks, already flushed from the brisk air outside, grow slightly darker. The lines around her eyes crease. Your heart skips against your ribs.
<br>
‘I should have asked you sooner.’<br>(click: "sooner")[(set: $dtalk to 1)(go-to: "dagmara11.0")]
‘Was the journey over here alright?’<br>(click: "journey")[(set: $dtalk to 2)(go-to: "dagmara11.0")]
‘I’m glad you came.’(click: "came")[(set: $dtalk to 3)(go-to: "dagmara11.0")]{=
(set: $romancelocked to true)
(set: $energy to 0)
(set: $ivostory to 12)
(set: $storyprogress to it +1)
(set: $iwait to 0)
(set: $relationship to 1)
(set: $italk to 0)
It’s early evening when Ivo arrives. He raps his knuckles briskly against the door, and when you open it he steps quickly over the threshold. (if: $hascat is true)[(print: $catname) drops down from the back of an armchair to nudge at his shins.](if: $hasdog is true)[(print: $dogname) lets out a happy bark in his direction.]
<br>
‘Sorry I’m late,’ Ivo says, though he’s actually a few minutes early. ‘Wasn’t sure how to find the place, if I’m being honest. Not much of an address, and I don’t come to this part of the island very often. Not sure why. I mean, it’s pleasant really, isn’t it? Lots of trees. Not that there aren’t trees everywhere. You know what I mean.’
<br>
He carries on like this without pause, looking almost agitated as he rocks onto the balls of his feet. There’s something quite charming about him when he’s like this. His hair is tousled, cheeks flushed.
<br>
‘Are you well? You seem a little… unsettled.’<br>(click: "unsettled")[(set: $italk to 1)(go-to: "ivo11.0")]
‘Don’t worry. I’m nervous too.’<br>(click: "nervous")[(set: $italk to 2)(go-to: "ivo11.0")]
‘Oh no. I’ve invited a madman to my house.’(click: "madman")[(set: $italk to 3)(go-to: "ivo11.0")]{=
(set: $romancelocked to true)
(set: $energy to 0)
(set: $jonahstory to 12)
(set: $storyprogress to it +1)
(set: $jwait to 0)
(set: $relationship to 1)
(set: $jtalk to 0)
Jonah arrives early, when the sun is just beginning its slow descent below the treeline. When you open the door he pauses on the threshold for a moment, hesitating before he walks inside. (if: $hascat is true)[As soon as he’s crossed the threshold (print: $catname) walks over to bump her head against his legs.](if: $hasdog is true)[As soon as he’s crossed the threshold (print: $dogname) gets up to greet him, tail wagging happily.]
<br>
‘Evening,’ he says, nodding stiffly. ‘I—I wasn’t sure how long it would take me. To find this place.’
<br>
You’ve seen Jonah melancholy before, distracted, even angry, but this is the first time you’ve seen him truly uncomfortable. He stands near the centre of the room, eyes flickering between the corners, looking too big for the small space. You feel an upswell of affection for him in that moment.
<br>
‘Well, I’m glad you found it in the end.’<br>(click: "in the end")[(set: $jtalk to 1)(go-to: "jonah11.0")]
‘You don’t have to be nervous. It’s just me.’<br>(click: "just me")[(set: $jtalk to 2)(go-to: "jonah11.0")]
‘Don’t feel like you have to be here if you don’t want to be.’(click: "want to be")[(set: $jtalk to 3)(go-to: "jonah11.0")]{=
(if: $stalk is 1)[
‘Oh, come off it,’ she says, chuckling. ‘You know I wouldn’t have you any other way.’
]
(if: $stalk is 2)[
‘You and me both,’ she says, giving an exaggerated roll of her eyes. ‘I was starting to think you’d never ask.’
]
(if: $stalk is 3)[
‘I could get used to that,’ she says, grinning broadly. ‘Oh, yes. I definitely could.’
]
<br>
Sanvi’s expression turns serious then. She tucks a loose strand of hair behind her ear, adjusts the folds of her skirt. When she looks up at you there’s something almost defiant about it; shoulders back, chin jutting out.
<br>
‘Listen, (print: $name),’ she says. ‘I’m not some moon-eyed young miss out courting for the first time. I don’t suppose it’ll be any surprise that I’ve been taken with you for a fair while now, and I suspect you feel the same for me. If I’m right, let’s not be coy. Is that why you asked me here tonight?’
<br>
[[‘Of course it is, Sanvi.’|sanvi11.1]]<br>
[[‘To be honest, I am a bit surprised. Pleasantly, though.’|sanvi11.2]]<br>
[[‘Hopefully you’ll let me court you a //little//.’|sanvi11.3]]<br>{=
(if: $jtalk is 1)[
‘So am I,’ he says, raking a hand through his wild hair. ‘Believe me, (print: $name), I’m happy to be here. I know it probably doesn’t look like it.’
]
(if: $jtalk is 2)[
‘“Just” you.’ Jonah scoffs quietly, shaking his head. ‘As though you could be “just” anything.’
]
(if: $jtalk is 3)[
‘Of course I want to be here,’ he says, looking almost shocked that you could think otherwise. ‘I wouldn’t be anywhere else. I’m sorry if I don’t—I don’t know where to begin, (print: $name).’
]
<br>
Jonah buries his face in his hands for a moment. You’ve grown so close to him, sometimes you forget that he’s been alone in that forest for years now. Your heart aches a little as you watch him choose his words.
<br>
‘A lot of things have happened to me on this island that don’t make much sense,’ he says. ‘But you—this—it’s the one thing I can’t get my head around, (print: $name). I don’t know why you’ve asked me here. It’s not as though I’ve anything to offer you.’
<br>
[[‘You don’t need to //offer// me anything. I care about you.’|jonah11.1]]<br>
[[‘You believed in strange gods in the woods. You can believe in me.’|jonah11.2]]<br>
[[‘What, because you’re a monk? Is that going to be a problem?’|jonah11.3]]<br>{=
(if: $dtalk is 1)[
‘I don’t mind,’ she says. ‘I don’t imagine I was very forthcoming when we first met. Things were… difficult for me, when I came here. Meeting you changed that.’
]
(if: $dtalk is 2)[
‘It was fine,’ she says. ‘One of my neighbours was travelling in this direction, and I shared his cart most of the way. I will have to make similar arrangements the next time I come here. If there is a next time, of course.’
]
(if: $dtalk is 3)[
‘So am I,’ she says. ‘I’ll admit, I had been hoping you would ask, but I didn’t… I wasn’t sure.’
]
<br>
Dagmara lets out a sigh, worrying her lip with her teeth as she takes a slow step towards you.
<br>
‘I want to believe I know what this means,’ she says. ‘I want to believe you asked me here because you feel the same as I do. Am I right, (print: $name)? Or have I imagined this?’
<br>
[[‘You haven’t imagined it. I feel the same.’|dagmara11.1]]<br>
[[‘That depends entirely on how you feel about me, doesn’t it?’|dagmara11.2]]<br>
[[‘I’ve been admiring you for a long time now.’|dagmara11.3]]<br>{=
(if: $italk is 1)[
‘Yes,’ he says quickly. ‘Yes, perfectly fine. Of course. Why wouldn’t I be?’ Then he sighs, shoulders slumping, and shakes his head. ‘No. I’m about to expire from nerves, if you must know.’
]
(if: $italk is 2)[
‘I mean really the climate here is just—what?’ He blinks at you. ‘Oh. Are you? My word. I have to say, that’s rather a relief to hear.’
]
(if: $italk is 3)[
He lets out a strangled little laugh, then shakes his head helplessly. ‘I’m afraid you have,’ he says. ‘Lord, look at me. I’m all at sixes and sevens.’
]
<br>
Ivo closes his eyes for a moment, and when he opens them again he seems to have mastered himself slightly. He takes a cautious step towards you, hands fidgeting at his sides.
<br>
‘I’m terrible at this,’ he says. ‘I’ve always been terrible at this. But I’m—I’ve grown very fond of you, (print: $name). I’m hoping that’s why you invited me here tonight. Because you feel the same. If I’m horribly mistaken about this, please let me down quickly.’
<br>
[[‘You’re not horribly mistaken, Ivo.’|ivo11.1]]<br>
[[‘I’ve grown very fond of you too.’|ivo11.2]]<br>
[[‘Lord, you’re sweet. Of course that’s why I invited you.’|ivo11.3]]<br>{=
Dear (print: $name),
<br>
We hope you are settling well into your new home! What a charming cottage it is. Such lovely views.
<br>
We are a little concerned, however, that you will be living alone in such a remote area. This sort of life can be lonely at best, and dangerous at worst.
<br>
With this in mind, we have granted you an Animal Owership Licence should you decide to invest in a companion. There is a trader at the market in town from whom you can adopt pets for a modest fee.
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
Dear (print: $name),
<br>
We would like to be the first to welcome you to your new home. We hope that, in time, you come to love this island as much as we do.
<br>
As a courtesy, we may send letters on occasion to inform you of upcoming events or opportunities. It is important, we feel, for one to take an active role in a community of this modest size.
<br>
Good luck settling in, and do take care.
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
(set: $shipwreckstory to 8)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $rmtalk to 0)
You relay Gus Jansen’s findings to Dagmara, telling her about the //Guillemot//’s smuggling past and her captain’s untimely fate. The lighthouse keeper shudders when you reach the end of the story.
<br>
‘It turns my stomach,’ she says. ‘Thinking that someone could have used the lighthouse to send a whole crew to their graves. It is the worst kind of betrayal.’
<br>
‘I know. It’s horrible.’<br>(click: "horrible")[(set: $rmtalk to 1)(go-to: "shipwreck7.0")]
‘Red Meg was a criminal. She got what was coming to her.’<br>(click: "criminal")[(set: $rmtalk to 2)(go-to: "shipwreck7.0")]
‘Do you think the boat is haunted?’(click: "haunted")[(set: $rmtalk to 3)(go-to: "shipwreck7.0")]{=
(if: $rmtalk is 1)[
‘It is,’ she says, her brow creasing. ‘Those poor people.’
]
(if: $rmtalk is 2)[
‘I can’t agree with that,’ she says, shaking her head. ‘Criminal or not, no one deserves a death like that.’
]
(if: $rmtalk is 3)[
‘Of course I do,’ she chuckles. ‘We sailors are superstitious types, you know.’
]
<br>
Dagmara wanders over to the broad window of the sitting room, peering out over the sea below. It’s low tide now, and the shape of the //Guillemot//’s broken hull is clearly visible among the rocks.
<br>
‘You’re sure you still want to go out there?’ she asks.
<br>
[[‘Absolutely sure. I have to see it for myself.’|shipwreck7.1]]<br>
[[‘Not really. But I’m thinking about it.’|shipwreck7.1]]{=
‘Fair enough,’ she says. ‘There’s a boatwright a half mile from here, down the coastline to the east. If you want to see the wreckage from yourself you could buy a dory from him. Just promise me you will be careful, please? Both with yourself and the ship. The dead do not like to be disturbed.’
<br>
You thank Dagmara for her advice and bid her farewell. Buying a boat probably won’t be cheap, but if Gus Jansen is to believed there might be riches aplenty in what’s left of the //Guillemot//.
<br>
Return to the [[coast]]{=
The boatwright, a pleasant man with ruddy cheeks and calloused hands, works out of a blue-painted shed near the water. He has a gaggle of young children, who seem to spend most of their time fishing for crabs off the small wooden jetty nearby.
<br>
His vessels are modest but well-made, the hulls well-lacquered to keep them watertight and the oars sanded to a smooth finish. You trust that one of these would get you safely to the wreckage of the //Guillemot//.
<br>
(if: $coin is <100)[A dory is 100 coins. You can’t afford that right now.]
(if: $coin is >99)[Buy a dory for [[100 coins|shipwreck8.0]].]
<br>
Return to the [[coast]]{=
(set: $shipwreckstory to 9)
(set: $energy to it -1)
(set: $storyprogress to it +1)
You pay the boatwright 100 coins for a dory, and you shake hands to secure the deal. Your new vessel is a fine little thing, a sleek, light rowing boat with the name //Zephyr// painted on the transom.
<br>
Whenever you’re ready, you can set off from the coastline and go exploring the //Guillemot// for yourself.
<br>
Return to the [[coast]]{=
(set: $shipwreckstory to 10)
(set: $energy to it -1)
(set: $storyprogress to it +1)
The conditions are perfect for your journey out to the wreckage of the //Guillemot//. There’s barely a cloud in the sky, and the usually choppy waters are as still as you’ve ever seen them. You wait until the tide is coming out before setting off, wanting the boat to be exposed for as much time as possible.
<br>
The rowing is hard work, and within minutes your brow is sheened with sweat. It’s not unpleasant, though. There’s a breeze that cools your skin, and the saline tang of the ocean spray is refreshing. A few gulls circle above your boat but, realising that you’re carrying no fish, eventually leave you alone.
<br>
It’s not long before you reach the rocks. A larger vessel could easily be dashed to pieces against the sharp outcroppings, but the //Zephyr// is small and nimble enough to manoeuvre around them.
<br>
Soon you’re approaching what remains of [[the //Guillemot//|shipwreck9.0]].
{=
Even though it must have been a hundred years or more since it met its doom, its easy to see what happened to the barnacle-encrusted vessel. Though most of the ship is remarkably intact, a great, yawning hole has been torn through the hole. It must have sailed into the rocks while the lighthouse was dark.
<br>
As Gus Jansen notes, dozens of guillemots are perching on the remains of the boat. They shuffle their black-and-white bodies along the gunwale, let out curious little sounds as you approach.
<br>
The wreckage, you realise, is now resting for the most part on a rocky plateau. It would be easy enough to tie up your boat and [[explore on foot|shipwreck9.1]] for a while.{=
You lash the //Zephyr// tightly to a nearby spur of rock, then climb carefully up the slope to the wreckage itself. The hole in the hull is easily large enough for you to pass through.
<br>
Though the //Guillemot// appears remarkably intact from the outside, the interior is little more than a cavern made of rotted boards. The rocks beneath your feet are slippery with guano, and you have to pick your way carefully across them as you explore what’s left of the smuggling ship.
<br>
At first you find nothing. It’s dim in here, stinking of mildew and dead fish, and exploring further doesn’t seem especially appealing. You’re on the verge of giving up when you spot something [[wedged into a corner|shipwreck9.2]].{=
It’s difficult to tell now, but you think that what you’re looking at might have been a small compartment in the ship’s hold. That makes sense, you suppose—a smuggler’s vessel probably had all sorts of secret nooks and crannies. Maybe the snug walls kept it protected all of these years.
<br>
You move aside some waterlogged boards, revealing a small but sturdy sea chest. It was once sealed up fast, but years of exposure to seawater has rusted away the lock.
<br>
You [[open it|shipwreck9.3]].{=
Gus Jansen’s guess was right. Inside the chest is a veritable bounty. There are coins which, while old, are still good silver, and you find several polished gems inside a mouldering leather pouch.
<br>
The most interesting item, though, is a golden locket on a long chain. You unclasp it. Inside, astonishingly well preserved, is a small lock of russet hair along with the initials M.C. //Meg Cardinal//. Red Meg.
<br>
You’re holding the locket in your palm when a wind blows through the wreckage, cold enough to chill you and strong enough to make the boards creak. Given the warmth and stillness of the day, something about it feels unnatural. You remember what Dagmara said about the dead not liking to be disturbed.
<br>
[[Take the //Guillemot//’s bounty for your own.|shipwreckchoice1]]<br>
[[Leave the treasure where it is.|shipwreckchoice2]]{=
(set: $shipwreckchoice to 1)
(set: $coin to it +300)
(set: $quartz to it +10)
(set: $itemlocket to true)
(if: $sanguine is >4)[(set: $sanguine to it -5)]
(if: $phlegmatic is >4)[(set: $phlegmatic to it -5)]
Why should all this treasure be left here where no one can have it? You place the locket back into the chest and drag the whole thing back through the wreckage of the ship, out towards where your dory is tied up.
<br>
The chest fits easily into the small boat, and is light enough that it doesn’t weigh you down too much. You leave the //Guillemot// as the tide is beginning to go out again, feeling full of purpose and accomplishment.
<br>
As you row, however, your mood changes. You feel a little less vital, a little more unsettled. Like you’ve lost something of yourself in taking the treasure.
<br>
What’s done is done, though, and you’re plenty richer for it. When you get back to dry land you should go and speak to Dagmara. She’ll want to know what you found.
<br>
Return to the [[coast]]{=
(set: $shipwreckchoice to 2)
It doesn’t seem right, somehow, to take Red Meg’s riches, even if she’s never coming back to claim them. You return the locket to the chest, seal it tightly, and leave it where it is. Almost as soon as you walk away the air feels warmer again.
<br>
You return to the //Zephyr// and row back to shore, watching the wreckage of the //Guillemot// grow smaller as the tide rises again. It’s hard not to regret leaving so much treasure behind, but your conscience is clear.
<br>
When you have a chance you should go and speak to Dagmara. She’ll want to hear about what you found.
<br>
Return to the [[coast]]{=
(set: $shipwreckstory to 11)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $dagmaraapproval to it +5)
When you reach the lighthouse sitting room you find that Dagmara already has a guest. Gus Jansen is sitting by the window with her, drinking tea. The old sailor waves a greeting as you enter.
<br>
‘We’ve a full house,’ he says. ‘Dagmara here tells me you’ve been out investigating the //Guillemot//. Wish I could have seen it for myself.’
<br>
‘I saw you rowing out there,’ Dagmara says, nodding towards the window. ‘So? What did you find?’
<br>
You tell them about your exploration of the old smuggling ship, then show them [[Red Meg’s locket|shipwreck10.1.1]].{=
(set: $shipwreckstory to 11)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $itemshipmodel to true)
(set: $dagmaraapproval to it +10)
When you reach the lighthouse sitting room you find that Dagmara already has a guest. Gus Jansen is sitting by the window with her, drinking tea. The old sailor waves a greeting as you enter.
<br>
‘We’ve a full house,’ he says. ‘Dagmara here tells me you’ve been out investigating the //Guillemot//. Wish I could have seen it for myself.’
<br>
‘I saw you rowing out there,’ Dagmara says, nodding towards the window. ‘So? What did you find?’
<br>
You tell them about your exploration of the old smuggling ship, and of your decision to [[leave the treasure behind|shipwreck10.2.1]].{=
Gus Jansen is rapt through the whole story, but Dagmara turns a little pale when you pull out the old necklace. She makes an unconscious gesture across her chest with a forefinger, like she’s warding himself against something.
<br>
‘It is an impressive tale,’ she says. ‘But I cannot pretend that it is not… a little unnerving, knowing that belonged to a woman who met her fate in such a way.’
<br>
‘I think it’s a fine tribute,’ Gus says. ‘Better than having it lost at sea forever, surely? Besides, it’s proof that really was Red Meg’s boat. I could write a whole book about this.’
<br>
‘Perhaps,’ Dagmara says. She turns back towards you. ‘Either way, I suppose I should congratulate you. It sounds like you had quite the adventure.’
<br>
She’s definitely right about that. There aren’t many people who can say they’ve found treasure in a centuries-old shipwreck. You’ll have stories to tell about this for years—stories, and Red Meg’s locket.
<br>
Return to the [[coast]]{=
They listen closely as you tell the tale of what you found in the remains of the //Guillemot//. Gus Jansen looks a little put out when you mention that you didn’t bring the treasure with you, but Dagmara nods approvingly.
<br>
‘You did the right thing,’ she says. ‘It is better to let such ill-fated artefacts remain where they are.’
<br>
‘Would’ve been nice to have seen it, though,’ Gus Jansen grumbles. ‘And seems a shame you’ve not got anything to show for it. Oh! Although—’
<br>
Something seems to occur to him then, and he rummages around in his satchel. A moment later he pulls out a glass bottle with a scale model of a ship inside. He hands it to you, and on closer inspection you realise that it depicts the //Guillemot// as it might have looked in its prime.
<br>
‘Made this after we spoke last,’ Gus says. ‘Felt like you should have it. Especially now you missed out on that treasure.’
<br>
You thank Gus for the gift. Even if you’re no richer than you were before, how many people can say they’ve explored a centuries-old shipwreck? Red Meg’s locket is with her ship, and you’ve got plenty of stories to tell. That’s enough.
<br>
Return to the [[coast]]{=
(set: $forestgodstory to 3)
(set: $energy to it -1)
(set: $storyprogress to it +1)
There is a bird in a nearby tree. You see it flit to one of the lower branches, alighting nimbly on the end of a supple twig, which bobs gently with the weight of it. As far as you can recall, you’ve never seen a bird like this before. It’s around the size of a blackbird or a thrush, but its tail streamers are long like a swallow. Its head is black, its feathers leaf-green. Making it out against the forest tones is a struggle.
<br>
The bird swivels its head, blinking white-rimmed eyes. Its neck pivots like an owl’s. Further than it looks like it should, and then back again. Turning back, forth. Back, forth. Searching.
<br>
Then it opens its beak, and lets out a chattering cry. The noise sounds like words to your ears, //crackopenthecaul// or //creektothecradle//. It’s eerie.
<br>
When you move back towards that path there’s that fluttering again, a dark, trembling patch in the corner of your vision. This time it drifts slowly upwards, like the spots of light in your eyes when you stare at the sun.
<br>
By the time it has disappeared your heart is beating hard, pounding like a fist against your ribs.
<br>
Return to the [[forest]]{=
(set: $forestgodstory to 4)
(set: $energy to it -1)
(set: $storyprogress to it +1)
You are walking through the forest, lost in your own thoughts, when a butterfly lands on the path in front of you. It’s huge, the colour of dry pine needles, and you almost step on it in your distracted state.
<br>
You manage to pull back in time, then crouch down to take a closer look. As you watch the butterfly flutters its wings open—just a touch at first—then spreads them open like the pages of a book. Strange markings in the dusty brown, like patterns drawn with a finger. Peacock eyes, blinking. A face in the leaf litter.
<br>
//(print: $name)...//
<br>
Flickering wings and a shadow in the corner of your vision, the wind that shakes the sussurating leaves, roots pushing through the earth into things long-dead, nestling behind ribs and coiling around spines, something there, long-limbed with slow-blinking eyes and old, older than the counting, breathing soil into its lungs and exhaling a name both alien and [[familiar|forestgod3.0]]—{=
You tell Jonah about the strange things you’ve been seeing in the forest lately. He listens intently, his eyes shifting from hazy to sharp and back again.
<br>
He nods with interest as your finish your tale. ‘I see,’ he says. ‘I thought that you might be sensitive to it. To the—whatever it is that lives in this place.’
<br>
You ask him if there’s any more he can tell you about the presence in the woods.
<br>
(if: $jonahapproval is <50)[
‘I’m afraid not,’ he says, shrugging. ‘I know precious little myself, I’m afraid.’
<br>
You get the impression he isn’t telling you the whole truth. Perhaps you need to earn his trust before he’ll discuss the matter further.
<br>
Return to the [[forest]]]
(if: $jonahapproval is >49)[
‘I have my suspicions,’ he says. ‘That’s all. Here, come with me a moment. I want to show you something.’
<br>
You [[follow him outside|forestgod4.0]].]{=
(set: $forestgodstory to 6)
(set: $energy to it -1)
(set: $storyprogress to it +1)
You’ve been keeping watch for more of the strange discs hanging from the trees, but you only come across one the moment you forget to look.
<br>
It is suspended from the lowest branch of a pine by a woven cord, and despite the still air it spins ponderously on its axis. There are feathers threaded through the lattice of vegetation. They are as green as spring leaves.
<br>
Remembering Jonah’s words about how swiftly they can disappear, you untie the disc and hold it in the palm of your hand. The work is so delicate, so careful. You cannot reconcile the craftsmanship with the work of a human hand. You cannot imagine who would take the time to make this and leave it for you.
<br>
What was it that Jonah called it? An invitation?
<br>
An invitation to what?
<br>
Return to the [[forest]]{=
(set: $forestgodwait to 0)
(set: $fgbook to false)
(set: $forestgodstory to 7)
(set: $energy to it -1)
(set: $storyprogress to it +1)
You are walking one of the lesser-trodden paths through the forest when a sound draws your attention.
<br>
It isn’t much of a sound. The trees are so adept at swallowing noise that the slightest whisper is amplified here. You pick up a tiny rustle over to the east and turn in that direction, letting your eyes adjust to the cacophony of green as you wait to see what caused it.
<br>
Half a dozen heartbeats. Then a deer, slender and autumn-coloured, comes picking her way through the underbrush. She moves cautiously, gracefully. Though you are still as a statue she still turns in your direction when you let out a breath, lifting one hoof as if preparing to flee.
<br>
Her eyes meet yours. Though she is distant the space between you contracts, and you can see the gold of her irises as if she were beside you. Her pupils are black pools, tar pits. She makes a long-lashed slow-blink.
<br>
//(print: $name).// Mosquito buzz at the base of your skull. //[[Welcome|forestgod6.0]].//{=
(set: $fgbook to true)
(print: $name),
<br>
I’ve written up what little I could find concerning the visions you’ve described to me. I have included a schematic for a totem which, according to local folklore, may ‘leave one open to uncanny influence’. Whatever that’s supposed to mean.
<br>
The more I consider it, the more I believe that whatever is speaking to you is not the same entity that has spoken to me. I have no evidence for this beyond gut instinct, but something tells me it is the truth. Make of that what you will.
<br>
I hope this is helpful. As hypocritical as this might be, I urge you to be careful. We are both meddling with things we don’t truly understand.
<br>
Jonah
<br>
//Jonah's notes have been added to your bookshelf. You should read through them when you get a chance.//
<br>
[[Put letter away|home]]{=
(set: $forestgodstory to 9)
(set: $storyprogress to it +1)
The totem doesn’t look like much. Your own handiwork is less elegant than whatever or whoever made the discs in the forest. You hang it above your bed anyway, where it spins slowly above your pillow.
<br>
You don’t feel any different. It’s a little disappointing.
<br>
Do [[something else|home]]{=
(set: $forestgodstory to 10)
(set: $energy to 10)
(text-style:"blur","expand")[you wake among the pines. the slim crescent of the moon is fragmented by the black canopy and she illuminates only the edges of things.
<br>
you are sitting cross-legged on the damp earth and something is facing you. the smell of mulch and the sound of dry bramble and something turns to you. many-armed and vast and curve-fingered, hooves scratching at the loam. eyes like coal seams. eyes like the space between the stars.
<br>
//here you are,// it says, its mouth-shape unmoving. //you have come. are you ready, little one?//
<br>
//ready for what?// you ask.
<br>
//if you require explanations then you have your answer,// it says. //you came to me to my place to my church you walked my paths and opened yourself to me unknowing. animal-things require no why. they need only the what and the truth in their waters.//
<br>
it shifts onto its haunches and uncurls a palm. what spills out is red and golden smelling of blackthorn and meat smelling of life-stuff. it turns its face to the sky its eyes double the belly of the moon. when it speaks its voice hums between your temples.
<br>
//come to me questionless,// it says. //or do not come to me at all.//
<br>
[[I COME TO YOU QUESTIONLESS. I OPEN MYSELF TO YOU.|forestgodchoice1]]
[[NO. I CANNOT PROMISE WHAT I DO NOT UNDERSTAND.|forestgodchoice2]]]{=
(set: $forestgodstory to 11)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $jonahapproval to it +10)
(set: $fgend to 0)
Jonah is busy when you arrive, but he drops everything to hear your story.
<br>
You find it difficult to recount the dream you had. It felt so real, so significant when you woke, but that sensation has faded with every passing moment. If it were not for the bone carving you found in your bed you would no longer consider it noteworthy at all.
<br>
Jonah listens intently to your retelling, and his eyes turn almost hungry when you show him the carving. He examines it from every side, runs his calloused fingers over every detail.
<br>
‘Remarkable,’ he says. ‘I can’t pretend to understand exactly what happened, (print: $name), but I believe you’ve made contact with something incredibly powerful.’
<br>
‘I think so. I just wish I knew what it meant.’<br>(click: "what it meant")[(set: $fgend to 1)(go-to: "forestgod10.1.1")]
‘It doesn’t feel like that. It doesn’t feel like anything.’<br>(click: "feel like anything")[(set: $fgend to 2)(go-to: "forestgod10.1.1")]{=
(set: $energy to it -1)
(set: $itemtotem to true)
(set: $itemtimber to it -1)
(set: $itemleather to it -1)
(set: $itemseaglass to it -1)
You have crafted a ''Totem''
<br>
Return to [[workshop|craft]]{=
(if: $forestgodstory is 7)[(set: $forestgodstory to 8)]
''Jonah’s Notes''
<br>
The people on this island keep their secrets infuriatingly close to the chest. I made an attempt to learn more of their folklore years ago, but the results were unsatisfactory. It’s certainly possible that I lacked the necessary charm to convince the islanders to entrust me with such things.
<br>
What I do know is that you and I are not the first to communicate with something in the forest. Some older local records contain oblique references to islanders going ‘wandering’, appearing to refer to a period of withdrawal from society. While some came back from this self-imposed isolation, it seems that some others did not. This does not appear to have been a cause for concern in the community.
(if: $jonahstory is >6)[
<br>
There have been some further revelations in the book I found. Though I cannot read most of the language, nor discern the meanings of many of the symbols, it appears to be a grimoire of some sort. Something passed down between those who speak to the things in the forest. Rituals, orisons, charms. Seeking to deepen their connection. To hear more, understand more.]
<br>
That is about as much as I have been able to learn. My own attempts to speak and to listen have caused more confusion than comprehension. If you wish to discover more, you will have to seek it out yourself.
(if: $forestgodstory is <9)[
<br>
//Jonah has included a diagram of a sort of totem. It is made of wood, animal skin and glass, and looks similar to the discs you have seen in the forest. He says that you should hang it above your bed when it is complete.//
]
<br>
[[Return to bookshelf|bookshelf]]{=
(if: $belltoll is 0)[(set: $belltoll to it +1)]
There is a slight impression in the paper, as though someone has written on top of it and pushed the words through. You cannot make out full sentences. Only two words, written so close together that they look like one: //Belltoll//.
<br>
Back to the [[letter|finvite1]]{=
You come to, gasping, on the forest floor. A gnarled tree root is digging uncomfortably into the small of your back. Above you, an unseen bird cheeps brightly.
<br>
As you stumble to your feet you struggle to find your bearings. Eventually you realise that you’re not far from where you saw the butterfly, maybe twenty paces from the path. Head spinning a little, you walk unsteadily back in that direction. Nothing seems out of place.
<br>
You notice, however, that the shadows have changed. At least an hour has passed, maybe more. What you were doing during this time is unclear. The last thing you remember is crouching to look at the butterfly.
<br>
These occurrences are beginning to unsettle you. Jonah, you know, is familiar with strange happenings in the woods. Perhaps you should ask him about what you’ve seen. Maybe he’ll be able to make sense of it.
<br>
Return to the [[forest]]{=
(set: $forestgodstory to 5)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $fgtalk to 0)
Jonah leads you behind his hut, to a small outbuilding that looks to have been constructed fairly recently. Through the open shutters you see stacks of firewood, a brace of pheasants hanging from the rafters.
<br>
He shows you inside, then walks over to a heavy chest tucked into a corner. Bending down to open the lid, he reaches inside and draws out a handful of something. When he turns back towards you and spreads his palms you can see what it is that he’s holding.
<br>
Half a dozen small objects, constructs of twigs and leaves and feathers, a few with chips of quartz or the cups of acorns cunningly woven into them. Unlike the spinning disc that you saw, these have all been formed into a teardrop-shaped lozenge.
<br>
‘Have you come across anything like this yet?’ Jonah asks.
<br>
‘Sort of. I saw one, but it wasn’t the same shape.’<br>(click: "same shape")[(set: $fgtalk to 1)(go-to: "forestgod4.1")]
‘Once, but it disappeared. Did you make these?’<br>(click: "make these")[(set: $fgtalk to 2)(go-to: "forestgod4.1")]{=
(if: $fgtalk is 1)[
‘Is that so?’ he says, raising his eyebrows. ‘That’s interesting. Mine always look like this.’
]
(if: $fgtalk is 2)[
‘No,’ he chuckles. ‘Not these ones, anyway. And yes, they have a habit of disappearing if you don’t take them down quick enough.’
]
<br>
Jonah puts the strange little bundles on a nearby table, spreading them out so you can take a better look.
<br>
‘I started spotting them a few months after I came here,’ he says. ‘Around the same time I started hearing—when the forest began to speak to me. At first I thought it was a threat. A warning, perhaps. Now I wonder whether it’s more of an invitation. A sign that you’ve been noticed.’
<br>
‘Noticed by what?’(click: "by what")[(transition: "dissolve")[
<br>
‘That’s the question, isn’t it?’ Jonah asks. ‘I’ve no answer for that, as well you know. Perhaps it’s one being, if “being” is the right word at all. Perhaps we’ve caught the attention of different entities entirely, related but separate.’ He sighs, chuckles ruefully. ‘Or maybe the local children are teasing us, and we’re both cracked enough to fall for it. There are days when that feels likely.’
<br>
You both look down at the table for a moment, looking at the woven twigs, the dry flowers, the odd shapes that they make.
<br>
‘I’m sorry I can’t be more help,’ Jonah says. ‘My own efforts to learn more about this have been… frustrating. But if I find anything I think might be of interest, I’ll be sure to let you know.’ He gathers up the bundles and sets them carefully back in the chest. ‘In the meantime, stay vigilant. The forest has its eye on you now.’
<br>
Return to the [[forest]]
]]{=
(text-style:"blur","expand")[there once was a place that was all places it was a plateau a citadel a continent it stretched to the four corners and was all one land and there was no one to divide it we had not grown men yet we had grown nothing but ourselves and the trees the loam was deep and black it was a good place for thunder it reached out with long fingers we were the land and the land was us we sang and it whispered we made its children we made the worms to eat it we made the tall grasses and the pines we made the songbirds and the tides and this is how it was forever until it was no longer and there was a splitting and there was a rending and we were cut and we were sundered and we were a finger sliced off at the knuckle and here is all that is left and here is all that remains and as time went on we forgot ourselves and as time went on we were forgotten but we did not cannot die and the moon is changing in the sky and something is a[[wake|forestgod6.1]]ning here something sucked in through the roots and breathed in through the skin we are practising osmosis we are practising our voices you try to remember why you came here but the reason is unclear you wonder why you are called assuming there is an answer the land has lived longer than logic it has lived longer than time you must let go of what is simple you must release yourself become vessel become rot and soil become rock sky become forgetting let go let go let go]{=
Three crows burst from the canopy in a black-winged cawing and the deer is startled away. She leaps nimbly through the dense foliage, a flame flickering and gone.
<br>
There is a deep throbbing in your temples. A weather-change sort of headache. You aren’t entirely sure why you came walking here today. If there was a reason, you have forgotten it.
<br>
Return to the [[forest]]{=
(set: $forestgodchoice to 1)
(text-style:"blur","expand")[its mouth-shape smiles. //good,// it says. //come to me.//
<br>
you approach it. up close it smells musky, like animal leavings, gives off heat in waves. there are birds you realise, birds on every branch of every tree above you, a thousand-thousand silent shapes rustling feather-quiet in the dark, watching you approach, watching as you take a step towards the unknown.
<br>
it reaches out with its forefinger and slices hot through the middle of you, claw-splits from throat to belly like the skinning of a rabbit. you do not scream you are too shocked to scream and you brace yourself for the pain but the pain never comes only a warm wet sluicing like sinking into a bath and a steady breath rolling across your skin.
<br>
you sink to your knees. you turn your face to the sky. the moon is a sickle cutting through the void. it crawls towards you this thing that is older than the language you have to describe it that has been here longer than the air you breathe. it wraps itself up in you like an old coat and sighs with a hundred voices.
<br>
you have played your part. you have [[let something in|forestgodchoice1.0]]]{=
(set: $forestgodchoice to 2)
You come awake with a start. You are breathing hard, drenched in cold sweat. The shutters are open to the night air, and the moon that spills its pale light into the room is rounded and gibbous.
<br>
Just a dream. Just a dream.
<br>
You lay down again. As your eyes drift closed, you notice something strange; the totem that was hanging above your bed is gone. You should ask Jonah about that, perhaps.
<br>
Before you have time to process what this means, you have fallen into a [[dreamless sleep|home]].{=
(set: $itembonecarving to true)
The sun is beginning to rise when you wake. Your dream is whole and vivid at first, but by the time you have rubbed the sleep from your eyes only the vague shape of it remains. You have the distinct impression that something has changed but you cannot say what.
<br>
There is a dull ache in your belly. You lay on your back and watch the totem rotating slowly on its cord above you. Its movement is soothing, almost hypnotic.
<br>
You have just rolled over, intending to go back to sleep, when you feel something sharp dig into your side. Sitting up, you pull the offending item out from underneath you.
<br>
It is… you aren’t sure what it is. A length of something, bone perhaps, carved intricately on every side. Turning one way reveals a staring eye, a cloven hoof; another an open palm, a smiling mouth. You’ve never seen it before in your life, but there’s something familiar about the way it feels in your hand.
<br>
You should speak to Jonah about this. Maybe he’ll have an explanation. For now, it’s time to [[get up|home]].{=
(set: $forestgodstory to 11)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $jonahapproval to it +5)
(set: $itemforesttalisman to true)
(set: $fgend to 0)
Jonah is busy when you arrive, but he drops everything to hear your story.
<br>
You can only recall flashes, fragments, the odd image and sensation. It makes for a frustrating retelling. Jonah seems disappointed that you did not learn more from your vision, but listens regardless.
<br>
He raises his eyebrows when you tell him about the missing totem. ‘From your home?’ he says. ‘That’s interesting. And you don’t remember anything else about the dream you had?’
<br>
‘No. I’m not convinced there’s anything to all this.’<br>(click: "anything to all this")[(set: $fgend to 1)(go-to: "forestgod10.2.1")]
‘I wish I did. I feel like I’m forgetting something important.’<br>(click: "forgetting something important")[(set: $fgend to 2)(go-to: "forestgod10.2.1")]{=
(if: $fgend is 1)[
‘Maybe that will become clear in time,’ he says. ‘Or maybe not. This is no place for the reason of men.’
]
(if: $fgend is 2)[
‘Perhaps not now,’ he says. ‘But that might come in time. You may have to decide for yourself what this means.’
]
<br>
Jonah hands you back the carving, though there is a flash of something in his eyes as he does so—reluctance, perhaps, or envy.
<br>
‘One thing’s for sure,’ he says. ‘Whatever it is out there, you’ve certainly got its attention.’
<br>
You leave the hut, and step back out into the trees. The world feels alive today. Thrumming with energy, with vitality, the ephemeral flashes of insects and the ancient roots, the cycle of death and rot and growth, the way it all fits together like the pieces of a puzzle.
<br>
You may never understand completely. But something has changed in you, this much you know. That will have to be enough.
<br>
You take a breath. The [[forest]] breathes with you.{=
(if: $fgend is 1)[
‘I don’t know how you can see what you’ve seen and believe that,’ he says. ‘But who am I to throw stones? You might have the right of it.’
]
(if: $fgend is 2)[
‘Forgetting is a part of life,’ he says. ‘But so is remembering. Give it time.’
]
<br>
Jonah gets up and leaves then, gesturing that he’ll be back in a moment. He returns holding something, which he hands over to you. It’s another construct of leaves, twigs and feathers, this one slightly larger and more ornate than those you’ve seen before.
<br>
‘I made this,’ he says. ‘It’s supposed to offer some sort of protection. From what, I don’t know. But I want you to have it. Whatever’s out in the woods, you’ve got its attention. For better or worse.
<br>
You leave the hut and walk back down the path, away from the clearing. The charged atmosphere that you’ve experienced recently is gone now. The birds are just birds. The trees are just trees.
<br>
It’s as though a spell has been broken, but you can’t for the life of you remember breaking it.
<br>
Jonah’s talisman is heavy in your pocket. You return once more to the [[forest]].{=
(if: $belltoll is <2)[(set: $belltoll to it +1)]
A whisper of fabric brushes your ankle. You turn in time to see the hem of a long, white garment, but when you look up you can no longer make out who it might have belonged to.
<br>
[[Never mind|festival1]]. It was probably a trick of the light.{=
(if: $belltoll is <3)[(set: $belltoll to it +1)]
The paper is smudged with something. It’s grey, and adheres to the pads of your fingers. You wipe the substance away.
<br>
Back to the [[letter|finvite2]] {=
(if: $belltoll is <4)[(set: $belltoll to it +1)]
The wind picks up for a moment, and you have to squint against it as it whips into your eyes. When it finally settles down your vision is blurry, full of tears. You think you see a figure before you, tall and pale. When you blink back to focus it is [[gone|festival2]].{=
(if: $belltoll is <5)[(set: $belltoll to it +1)]
The paper has a strange smell to it, like woodsmoke and damp ashes.
<br>
Back to the [[letter|finvite3]] {=
(if: $belltoll is <6)[(set: $belltoll to it +1)]
You keep thinking you hear a voice next to your ear, but when you turn around there's nothing there. A woman's voice, humming quietly. Something [[pale|festival3]] right at the edge of your vision.{=
(if: $belltoll is <7)[(set: $belltoll to it +1)]
There's the tiniest scribble in the bottom corner of the note. It looks like someone has tested the nib of their pen there, but as you look closer you see eight letters scratched there: //(text-style:"expand")[belltoll]//
<br>
Back to the [[letter|finvite4]] {=
(if: $belltoll is <8)[(set: $belltoll to it +1)]
A crackling sound. It's a cool day and yet you find yourself sweating. Everywhere you look something just out of sight, like white fabric blown in the wind. Your nostrils are full of something [[acrid|festival4]].{=
(set: $seens to true)
(set: $sanviapproval to it +5)
'Alright, chick?' Sanvi says, waving you over. 'Here, have one on me.'
<br>
She pours you out a mug of foaming, nut-brown beer from a cask she has propped up in front of the inn. The line of customers is gone for the time being, and so she comes out from behind her table to speak with you a moment.
<br>
'I know it's silly,' she says. 'But I do love the fayre. We had these things back on the mainland, but they were always swarming with city folk out for a jaunt to the provinces. Here it's still as it should be. Authentic, like.'
<br>
The two of you watch the dancers for a while, until more people show up wanting drinks and Sanvi has to get back to work.
<br>
Return to the [[festival|festival1]]{=
As the day wears on a bustling crowd gathers to watch the concert. Tables and stalls are moved to the side while musicians, locals from the looks of them, set up in the middle of the market square.
<br>
There’s one woman with an accordion and another with a tin whistle, a young lad carrying a fiddle, an older gentleman with a hide drum. With them is a tall, broad man, who hums low in his throat as the others begin to play.
<br>
The tune they play is discordant at first. It takes a moment for it to find a melody, and when it does they slip into it like a seal into water. The drummer beats out a slow, steady rhythm while the others add layer upon layer of sound, weaving together into something more than the sum of its parts.
<br>
The tall man sings a slow ballad, the lyrics in a vernacular old enough that you can’t discern half its meaning. You think the song is about a woman whose love died in a fire, but you aren’t sure whether she was mourning or celebrating his demise.
<br>
The song builds up, up, up, the sound deeper, more urgent. You find yourself lost in it. For a moment you can almost picture the woman, can almost smell the ashes.
<br>
Then the song is over, and you are yourself again. The band plays a few more songs, but not a one of them touches you like the first.
<br>
Return to [[town]]{=
''Place a Bet''
(set: $coin to it -10)
<br>
(if: $whale is 1)['Head it is,' she says, pocketing the money. 'Good luck to you.']
(if: $whale is 2)['Back it is,' she says, pocketing the money. 'Good luck to you.']
(if: $whale is 3)['Tail it is,' she says, pocketing the money. 'Good luck to you.']
<br>
Return to the [[festival|festival2]]{=
(set: $seend to true)
(set: $dagmaraapproval to it +5)
‘(print: $name),’ Dagmara says, nodding a greeting. ‘It’s good to see you. Are you enjoying the festival?’
<br>
The two of you look out across the choppy waters. People are craning their necks for a better view, hoping to be the first to catch sight of the huge visitors.
<br>
‘I have to admit, it strikes me as a little strange,’ she says. ‘Out at sea, whales are like foxes. They are everywhere. Beautiful as they are, I cannot imagine organising a whole festival around them.’
<br>
Dagmara watches the crowd for a moment, shudders.
<br>
‘Lord. I do wish they would stay back from the edge. No whale is worth falling off a cliff for, surely.’
<br>
Return to the [[festival|festival2]]{=
(set: $game2chance to (random: 1,3))
There is the sound of a horn being blown in the distance, as someone on the headland announces that the whales have been spotted under the water. There is a strange, hushed sort of ruckus as the crowd surges forward, trying to get a better view from the cliffs.
<br>
Several moments of tense silence pass. A couple of times someone gasps, only to realise that what they thought was a whale is actually nothing more than a shadow.
<br>
Then a shape, huge even from this vantage point, breaks through the waves.
<br>
(if: $game2chance is 1)[
The whale’s head surges triumphantly upwards, great mouth yawning wide as it greets the cheering onlookers.
<br>
(if: $whale is 1)[(set: $coin to it +40)It’s just as you predicted. You’ll have some winnings from this.]
(if: $whale is 2)[Unfortunately your bet didn’t pay off this time.]
(if: $whale is 3)[Unfortunately your bet didn’t pay off this time.]
]
(if: $game2chance is 2)[
The whale’s great, broad back makes an arc above the surface, shooting water triumphantly from its blowhole as the crowd bursts into cheers.
<br>
(if: $whale is 1)[Unfortunately your bet didn’t pay off this time.]
(if: $whale is 2)[(set: $coin to it +40)It’s just as you predicted. You’ll have some winnings from this.]
(if: $whale is 3)[Unfortunately your bet didn’t pay off this time.]
]
(if: $game2chance is 3)[
A great sheet of water is thrown up as the whale’s tail is flung above the surface, drawing cheers from the watching crowd.
<br>
(if: $whale is 1)[Unfortunately your bet didn’t pay off this time.]
(if: $whale is 2)[Unfortunately your bet didn’t pay off this time.]
(if: $whale is 3)[(set: $coin to it +40)It’s just as you predicted. You’ll have some winnings from this.]
]
<br>
Once the first whale has revealed itself, the rest of the pod follows. There are five whales in total, swimming circles around the first, diving playfully in the water. Their movements seem to draw patterns in the spray. So entranced are you that when you feel a tap on your shoulder you jump.
<br>
When you turn around, there’s no one there.
<br>
Return to the [[coast]]{=
''Buffet Table''
<br>
'Thank you for your contribution!' he says. 'Remember, you can come back and change your entry at any point before the feast if you wish.'
<br>
Return to the [[festival|festival3]]{=
(set: $seeni to true)
(set: $ivoapproval to it +5)
Ivo waves cheerfully at you from his spot under the tree, but makes no move to get up.
<br>
‘I’m going to stay here, if it’s all the same to you,’ he says. ‘Can’t abide crowds. Just waiting for the right moment to capitalise on the food.’
<br>
He cranes his neck to take a look at the gathered islanders, frowning at the sight of them milling about between the various stalls.
<br>
‘They will take their time,’ he sighs. ‘Honestly, it’s as though they don’t //want// a free supper. Give me a wave when it’s time, will you?’
<br>
Return to the [[festival|festival3]]{=
There’s the clanging of a bell being rung, and all the guests at the market are urged to take a plate and help themselves to the bounty on display. There are jellied meat pies, buttered potatoes, fresh greens and peppery herbs, bowls of ripe fruit, loaves of warm bread and a dozen other things beside.
<br>
You catch sight of Ivo hovering at the edge of the crowd, waiting for his turn to fill his plate before scuttling away. You pile your own dish high, mouth watering before you’ve even sat down to eat it.
<br>
As you’re tucking in, the men who were supervising the buffet table announce the prizes for the best produce.
<br>
(if: $buffet is 0)[Since you didn’t contribute anything, you’re not in the running this time.]
(if: $buffet is >0 and <5)[(set: $coin to it +50)To your surprise, you’re awarded a silver rosette and fifty coins for your contribution.]
(if: $buffet is >4 and <9)[(set: $coin to it +25)To your surprise, you’re awarded a bronze rosette and twenty five coins for your contribution.]
<br>
It’s a good meal, and as the sun dips lower in the sky you feel languid and sated. Like you could drift off to sleep at any moment.
<br>
A tickle at the back of your neck snaps you back to awareness. You brush the spot sharply with your fingers, imagining an insect, but feel nothing. The skin there tingles.
<br>
Return to the [[river]]{=
''Pin the Tail''
<br>
(set: $game4chance to (random: 1,4))
You feel around in thin air for a moment, until your hand is near the middle, then reach (print: $pintail) and plunge the pin into the board.
<br>
(if: $game4chance is 1)[
You take the blindfold off. The target was ''above'' centre.<br>
(if: $pintail is "up")[You win 80 coins! (set: $coin to it +80)]
(if: $pintail is "down")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "left")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "right")[You lose 20 coins! (set: $coin to it -20)]
]
(if: $game4chance is 2)[
You take the blindfold off. The target was ''below'' centre.<br>
(if: $pintail is "up")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "down")[You win 80 coins! (set: $coin to it +80)]
(if: $pintail is "left")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "right")[You lose 20 coins! (set: $coin to it -20)]
]
(if: $game4chance is 3)[
You take the blindfold off. The target was ''left'' of centre.<br>
(if: $pintail is "up")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "down")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "left")[You win 80 coins! (set: $coin to it +80)]
(if: $pintail is "right")[You lose 20 coins! (set: $coin to it -20)]
]
(if: $game4chance is 4)[
You take the blindfold off. The target was ''right'' of centre.<br>
(if: $pintail is "up")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "down")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "left")[You lose 20 coins! (set: $coin to it -20)]
(if: $pintail is "right")[You win 80 coins! (set: $coin to it +80)]
]
<br>
Coins: (print: $coin)
<br>
[[Play Again|game4]]{=
(set: $seenj to true)
(set: $jonahapproval to it +5)
‘I wondered if you’d show up today,’ Jonah says. ‘It’s an… interesting event, that’s for sure.’
<br>
He looks out over the circle of islanders, sitting cross legged at the edge of the tree line, and frowns.
<br>
‘Can’t pretend to understand it,’ he says. ‘Not really. But I’ve a notion it means something to these people. Something important. There’s always a grain of truth in rituals like this.’
<br>
You wonder what sort of ritual he’s talking about. Whatever’s going on here, it certainly isn’t like anything you’ve encountered so far.
<br>
Return to the [[festival|festival4]]{=
The Mayor stands up and claps her hands once, then gestures for silence. Everyone finds a spot on the floor around the clearing and waits. You join them, curious.
<br>
At first nothing happens. Then several shapes emerge from the trees.
<br>
You cannot tell if they are young or old, men or women. They are dressed in loose brown robes, their faces covered by huge wood-pulp masks. These have been decorated with hundreds of dry leaves, radiating out across the ersatz skulls like sunbursts.
<br>
They file slowly around the clearing, making odd dipping motions with their shoulders and shuffling their bare feet on the damp earth. It feels as though there should be music, singing, some sort of sound, but it’s eerily quiet. Only the gentle //swish, swish, swish// of their movement, and the cooing of a pigeon in the tree tops.
<br>
The performers fan out and then move into the centre, where they sink to their knees for a moment and bend their heads as though praying. Some of the islanders follow suit, bending at the waist, mimicking them.
<br>
You smell something. A wet-ash smell, a charcoal stench.
<br>
(if: $belltoll is >4)[And there. There, away and apart. [[Her|belltoll]].]
(if: $belltoll is <5)[It’s there for a moment—just a moment—and then it’s gone.
<br>
The pageant carries on in this vein for a while longer, this silent, slow procession punctuated by apparent moments of worship. You try to tell the masked figures apart, to try and tell if you recognise them, but you cannot. Then, one by one, they leave, retreating back into the trees. It’s over before you know it.
<br>
Return to the [[forest]]
]{=
Taller than any person should be standing hunched as she is at the edge of the clearing, white shroud ash-streaked and blowing in a wind that isn't there. Her hair hangs lankly about her face, covering her eyes.
<br>
No one else appears to see her. Not even the dancers have slowed their pace. You regard her and though you cannot be certain, you believe she is looking back.
<br>
You remember the words of the song you heard at the fayre, remember the sounds you heard that you now realise were a title, a name: //[[Belltoll|belltoll2]]//.
{=
Belltoll who might have killed her lover, who might have set their home ablaze, Belltoll who jumped before she could hang, who was seen howling at the moon, Belltoll who might have been home to something older than herself, who might have been nothing more than a shell, she who stalks the old ways, she who lights the fires, she who plagues the wheat and spoils the milk, //Belltoll// say her name //Belltoll//
<br>
She is barely here. You cannot touch her. Cannot reach her. Belltoll of this place and alien, she looks at you now with eyes that are nowhere, speaks your name.
<br>
You ask what she is and she does not answer. Perhaps she does not know. Perhaps she is here like the weather is here, part of the ever-changing climate. Perhaps she is an echo. A mirror. A ghost. Belltoll, there and nowhere. Seen by no one.
<br>
Except for you. You saw her. You looked in the in-between places. You found her, or what is left of her. How long has it been? How long has she been alone, trapped between memory and forgetting?
<br>
One by one the mask-headed figures retreat into the trees. The tall, pale shape fades by degrees, drifting into smoke, and by the time she is gone you aren't sure she was ever there at all.
<br>
Return to the [[forest]]{=
''Godalming House''
<br>
(if: $museum is <4)[
Godalming House must have been a grand mansion once, but is now a shadow of its former self. Most of the windows have been broken, and weeds run riot in the gardens.
<br>
Through splintered doors you can see some of the interior; waterlogged furniture and peeling wallpaper.
<br>
It's obvious that the bones of the building are still solid, though. A little care would get this place back into shape.]
(if: $museum is 4)[
Labourers from across the island are busy fixing up Godalming House. You can already see where it's beginning to take shape; crumbling brickwork filled in, stone arches restored, floors and staircases rebuilt.
<br>
It won't be long now until the work is done and the building is ready for use.
]
<br>
Return to the [[river]]{=
(set: $mtalk to 0)
(set: $mmaterials to 0)
(set: $quarry to false)
(set: $claypit to false)
(set: $sawmill to false)
‘Godalming House?’ the Mayor says, arching one thin eyebrow. ‘The place is a wreck. A shell.’
<br>
‘Aye,’ nods one of the other Councillors, a broad, ruddy-faced man. ‘It’s been nothing but a burden to this town since we inherited it.’
<br>
‘Quite right,’ another woman says, sucking her teeth. ‘What on earth are we supposed to do with a house like that, anyway?’
<br>
‘The upkeep alone.’ The first Councillor shakes his head. ‘We’re not made of money.’
<br>
‘All good points,’ the Mayor says, looking back up at you. ‘Restoring Godalming House would be an expensive, difficult project. What would you intend to be done with the place, once it was complete?’
<br>
You think about that for a moment. What //would// you do with such a building, if it were up to you?
<br>
‘I’d open a museum, preserving the island’s history.’<br>(click: "history")[(set: $mtalk to 1)(go-to: "museum2.1")]
‘I’d open a school, so the island’s residents could learn new skills.’<br>(click: "skills")[(set: $mtalk to 2)(go-to: "museum2.1")]
‘I haven’t decided yet.’(click: "decided")[(set: $mtalk to 3)(go-to: "museum2.1")]{=
(if: $mtalk is 1)[
‘A museum?’ she says. ‘Interesting. The island does have its fair share of history, after all.’
]
(if: $mtalk is 2)[
‘A school, you say?’ She nods slowly. ‘It would certainly be popular.’
]
(if: $mtalk is 3)[
‘Hardly compelling,’ she sighs. ‘But I have a suggestion.'
]
<br>
The Mayor beckons her Councillors closer, and they whisper together for a few moments. There are some slightly raised voices, a few sharp gestures, some shaking heads. Then they all return to their seats, and the Mayor looks up at you again.
<br>
‘Here is our offer,’ she says. ‘If you make an investment in Godalming House—securing the materials necessary to restore it—we will make you the building’s custodian, and you may do with it as you see fit. How does that sound?’
<br>
‘What would I [[have to do|museum2.2]]?’{=
The Mayor asks Parfitt to bring her a pen and a piece of paper, which he does so swiftly. She jots down a few things then hands it over to you. You glance over it briefly. It includes directions to a quarry, a clay pit and a sawmill, with the names of the foremen for each.
<br>
‘You’ll need stone, bricks, timber,’ she says. ‘And covering the costs is up to you. We’ve not the budget for it. If you’re still keen to pursue this little project, be my guest. Come back and see us if you manage it. Then we can look at organising renovations.
<br>
You thank the Councillors and take your leave. This project won’t be easy, and it won’t be cheap, but it sounds like the rewards could be great.
<br>
Return to [[town]]{=
Parfitt shows you through to the Council Chambers with fewer protests this time.
<br>
‘Well,’ the Mayor says when you walk in. ‘Have you secured the materials to renovate Godalming House?’
<br>
(if: $mmaterials is <3)[‘No, I haven’t.’(click: "‘No, I haven’t.’")[
<br>
‘What are you doing here, then?’ she says, a little testily. ‘Come back when you have them.’
<br>
Return to [[town]]
]]
(if: $mmaterials is 3)[[[‘Yes, I have.’|museum3.0]]]{=
(set: $museum to 4)
(set: $museumwait to 0)
(set: $storyprogress to it +1)
‘You have?’ the Mayor says, looking more than a little shocked. ‘My word. I never thought you would—well, that’s very impressive.’
<br>
Her statement is met with a low rumble of approval from the other Councillors.
<br>
‘A promise is a promise,’ she says. ‘I’ll make arrangements for work to begin immediately.’
<br>
The Mayor gets to her feet—she’s actually not very tall, standing up—and reaches across the table to shake your hand.
<br>
‘I really am very impressed,’ she says. ‘I’ll be in touch once the restoration is complete. Then we can discuss what you intend to do with the place.’
<br>
Return to [[town]]{=
''Sawmill''
<br>
The air around the sawmill is thick with the smell of wood dust and pine resin. Great stacks of timber planks covered with tarpaulins are stacked in warehouses near where the trees are cut.
(if: $sawmill is false)[
<br>
The foreman, Murray, is a stocky bull of a man with two fingers missing from his left hand. You tell him what you need to restore Godalming House, and he tells you how much you'll need to invest into the sawmill for that amount of timber.
]
<br>
(if: $sawmill is true)[//You have invested in the sawmill.//]
(if: $sawmill is false and $coin is <300)[//You don't have 300 coins to invest in the sawmill right now.//]
(if: $sawmill is false and $coin is >299)[//Invest in the sawmill for 300 coins.//
(click: "Invest in the sawmill for 300 coins.")[(set: $sawmill to true)(set: $mmaterials to it +1)(set: $coin to it -300)(go-to: "sawmill")
]]
<br>
Return to the [[forest]]{=
''Quarry''
<br>
The quarry is a vast scar cutting into the side of the cliffs. A complicated system of pulleys has been set up to haul the great blocks of stone up and down the sheer escarpment.
(if: $quarry is false)[
<br>
The foreman, Erskine, is a tall, rangy woman with a long white braid. She nods along as you explain how much stone you need for the restoration, then names her price.
]
<br>
(if: $quarry is true)[//You have invested in the quarry.//]
(if: $quarry is false and $coin is <300)[//You don't have 300 coins to invest in the quarry right now.//]
(if: $quarry is false and $coin is >299)[//Invest in the quarry for 300 coins.//
(click: "Invest in the quarry for 300 coins.")[(set: $quarry to true)(set: $mmaterials to it +1)(set: $coin to it -300)(go-to: "quarry")
]]
<br>
Return to the [[coast]]{=
''Clay Pit''
<br>
The smell of damp clay, sharp and mineral, fills your head as you navigate the walkways of wooden boards around the edge of the claypit. Careful as you are, your boots still end up splattered with fine slip.
(if: $claypit is false)[
<br>
McIntosh is a genial woman with a throaty laugh and skin permanently dusted grey. She seems keen to help with your restoration project, and gives you an invoice for the amount she'll need to start the work.
]
<br>
(if: $claypit is true)[//You have invested in the clay pit.//]
(if: $claypit is false and $coin is <300)[//You don't have 300 coins to invest in the clay pit right now.//]
(if: $claypit is false and $coin is >299)[//Invest in the clay pit for 300 coins.//
(click: "Invest in the clay pit for 300 coins.")[(set: $claypit to true)(set: $mmaterials to it +1)(set: $coin to it -300)(go-to: "clay pit")
]]
<br>
Return to the [[river]]{=
(set: $museum to 5)
Dear (print: $name),
<br>
I am delighted to inform you that restorations on Godalming House are now complete.
<br>
Please meet me there at your earliest convenience and we can discuss next steps.
<br>
Yours Sincerely,<br>
The Mayor
<br>
<br>
[[Put letter away|home]]{=
(set: $museum to 6)
(set: $storyprogress to it +1)
(set: $mtalk to 0)
Just as the Mayor promised, Godalming House truly has been restored to its former glory. The forest of weeds has been cleared away, the broken windows replaced, the brickwork freshly repaired and scrubbed clean.
<br>
You walk up the gravel path to the front door, which has been painted a vibrant red. The door is unlocked. Inside is a high-ceilinged entrance hall, still smelling of varnish from the recent renovations. Though undecorated and devoid of furniture it’s a beautiful room, full of natural light.
<br>
You hear footsteps, and turn to see the Mayor walking down a spiral staircase.
<br>
‘Well?’ she says. ‘What do you think?’
<br>
‘It looks amazing.’<br>(click: "amazing")[(set: $mtalk to 1)(go-to: "museum5.1")]
‘I’m glad my hard work paid off.’<br>(click: "hard work")[(set: $mtalk to 2)(go-to: "museum5.1")]
‘It’s a bit… empty.’(click: "empty")[(set: $mtalk to 3)(go-to: "museum5.1")]{=
(if: $mtalk is 1)[
‘It certainly does,’ she says. ‘You should be very proud of yourself. This wouldn’t have happened without your investment.’
]
(if: $mtalk is 2)[
‘Quite right indeed,’ she says. ‘This building would have fallen into ruin without your intervention.’
]
(if: $mtalk is 3)[
‘Just for the time being,’ she says. ‘Come with me.’
]
<br>
The Mayor gestures for you to follow her, and leads you down a corridor and through to another room. It’s huge, with vast windows and a floor of polished wood, the walls painted a pale green.
<br>
‘This was the Godalming’s drawing room once,’ she says. ‘I’ve spoken to the Council, and we’ve agreed to put aside a sum to cover whatever furnishings you need to make this place useable. It will make a fine space, whatever you choose to do with it. I must ask—have you decided what that is?’
<br>
[[‘Yes. I’m going to open a museum.’|museumchoice1]]<br>
[[‘Yes. I’m going to open a school.|museumchoice2]]{=
(set: $museumchoice to 1)
(set: $artefacts to 0)
‘A fine plan,’ she says. ‘I’m sure the Council will be able to source some artefacts for you, though you’ll need to begin the collection yourself. This is your responsibility now, (print: $name). I hope you know how important that is.’
<br>
The Mayor looks around the room for a moment, smiling to herself.
<br>
‘I think this is going to be wonderful,’ she says. ‘I have to get back to town. Let me know when things are getting started and we’ll organise a proper opening.’
<br>
The Mayor shakes your hand before departing, leaving you alone in [[Godalming House|ghm0.1]].{=
(set: $museumchoice to 2)
(set: $tutors to 0)
(set: $sanvitutor to false)
(set: $dagmaratutor to false)
(set: $ivotutor to false)
(set: $jonahtutor to false)
‘Wonderful,’ she says. ‘The Council will know a few people willing to teach lessons, I’m certain, though you’ll have to find the first few tutors yourself. This is your responsibility now, (print: $name). I hope you know how important that is.’
<br>
The Mayor looks around the room for a moment, smiling to herself.
<br>
‘I think this is going to be wonderful,’ she says. ‘I have to get back to town. Let me know when things are getting started and we’ll organise a proper opening.’
<br>
The Mayor shakes your hand before departing, leaving you alone in [[Godalming House|ghm0.2]].{=
''Godalming House''
<br>
The house is already to be transformed into a school. But first you need to speak to your friends and convince them to do some teaching.
<br>
(text-style:"underline")[Agreed to Teach]<br>
(if: $sanvitutor is true)[Sanvi - Flower Arranging<br>]
(if: $jonahtutor is true)[Jonah - Woodcraft<br>]
(if: $dagmaratutor is true)[Dagmara - Seamanship<br>]
(if: $ivotutor is true)[Ivo - Natural Sciences]
<br>
(print: $tutors)/4 tutors recruited
(if: $tutors is 4)[
<br>
You have recruited enough tutors to begin running lessons. You should speak to the Mayor about opening the school.
]
<br>
Return to the [[river]]{=
''Godalming House''
<br>
The house is already to be transformed into a museum. But first you need to find some artefacts to begin the collection.
<br>
(text-style:"underline")[Place in Collection]<br>
(if: $itemgreydeviltooth is true)[Grey Devil Tooth<br>
(click: "Grey Devil Tooth")[(set: $itemgreydeviltooth to false)(set: $artefacts to it +1)(go-to: "ghm0.1")]
]
(if: $itemgreydevilprints is true)[Cast of Grey Devil Tracks<br>
(click: "Cast of Grey Devil Tracks")[(set: $itemgreydevilprints to false)(set: $artefacts to it +1)(go-to: "ghm0.1")]
]
(if: $itemschoolpic is true)[Cavendish School Class Portrait<br>
(click: "Cavendish School Class Portrait")[(set: $itemschoolpic to false)(set: $artefacts to it +1)(go-to: "ghm0.1")]
]
(if: $itemschoolmodel is true)[Model of the Cavendish School<br>
(click: "Model of the Cavendish School")[(set: $itemschoolmodel to false)(set: $artefacts to it +1)(go-to: "ghm0.1")]
]
(if: $itemlocket is true)[Red Meg Cardinal's Locket<br>
(click: "Red Meg Cardinal's Locket")[(set: $itemlocket to false)(set: $artefacts to it +1)(go-to: "ghm0.1")]
]
(if: $itemshipmodel is true)[Model of the Guillemot<br>
(click: "Model of the Guillemot")[(set: $itemshipmodel to false)(set: $artefacts to it +1)(go-to: "ghm0.1")]
]
(if: $itembonecarving is true)[Bone Carving<br>
(click: "Bone Carving")[(set: $itembonecarving to false)(set: $artefacts to it +1)(go-to: "ghm0.1")]
]
(if: $itemforesttalisman is true)[Forest Talisman<br>
(click: "Forest Talisman")[(set: $itemforesttalisman to false)(set: $artefacts to it +1)(go-to: "ghm0.1")]
]
<br>
(print: $artefacts)/4 artefacts placed
(if: $artefacts is 4)[
<br>
You have placed enough artefacts to begin the museum collection. You should speak to the Mayor about opening the museum.
]
<br>
Return to the [[river]]{=
(set: $museum to 7)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $partywait to 0)
When you tell the Mayor that the museum collection is ready she claps her hands together, smiling broadly. A few of the other Councillors rap their knuckles against the table in approval.
<br>
‘Wonderful news,’ she says. ‘You’ve really done excellent work, (print: $name). My colleagues here have already started sourcing more artefacts for you. We should have everything ready to open in a few days.’
<br>
The Mayor glances away for a moment, her brow furrowing as if she’s considering something.
<br>
‘I suppose there’s just one more thing to ask,’ she says. ‘Since you’ve spearheaded the restoration, it seems only right that you should [[give the place a name|museum6.0.1]].’{=
(set: $museum to 7)
(set: $energy to it -1)
(set: $storyprogress to it +1)
(set: $partywait to 0)
When you tell the Mayor that you’ve recruited the first batch of tutors she claps her hands together, smiling broadly. A few of the other Councillors rap their knuckles against the table in approval.
<br>
‘Wonderful news,’ she says. ‘You’ve really done excellent work, (print: $name). My colleagues here have already begun discussions with a few more potential teachers. We should have everything ready to open in a few days.’
<br>
The Mayor glances away for a moment, her brow furrowing as if she’s considering something.
<br>
‘I suppose there’s just one more thing to ask,’ she says. ‘Since you’ve spearheaded the restoration, it seems only right that you should [[give the place a name|museum6.0.1]].’{=
(if: $sanvistory is <11)
[‘Me?’ she says, raising her eyebrows. ‘Sorry, chick, but I’m no teacher. You’d be better off asking someone else.’
<br>
Perhaps if you and Sanvi were closer you could persuade her.
]
(if: $sanvistory is >10)
[(set: $sanvitutor to true)(set: $tutors to it +1)
‘Never thought of myself as a teacher,’ she says, tilting her head to one side. ‘I know more than a bit about floristry, though. Flower arranging and the like. You think folk would be interested in that?’
<br>
Sanvi glances out of the window for a moment, nods to herself.
<br>
‘Alright,’ she says. ‘Alright, certainly. Why not?’
]
<br>
Return to [[town]]{=
(if: $jonahstory is <11)
[‘Me?’ he scoffs. ‘Teach? No, I don’t think so. I’ve nothing worth sharing, (print: $name).’
<br>
Jonah might be persuaded to change his mind if he trusted you more.
]
(if: $jonahstory is >10)
[(set: $jonahtutor to true)(set: $tutors to it +1)
‘You don’t want me giving sermons, do you?’ he says. ‘Because I’ll not be doing that. I know a thing or two about living off the land, though, if you think anyone would be interested.’
<br>
After a moment’s hesitation, Jonah agrees to help with your project.
]
<br>
Return to the [[forest]]{=
(if: $dagmarastory is <11)
[‘I can’t spare the time,’ she says. ‘And I don’t think I’d be much of a teacher.’
<br>
Your attempts to persuade her get nowhere. She might change her mind if the two of you were closer.
]
(if: $dagmarastory is >10)
[(set: $dagmaratutor to true)(set: $tutors to it +1)
‘I suppose I have some knowledge to share,’ she admits. ‘I know most of what there is to know about seafaring. I suppose some of the young ones might be interested, if that’s a life they wish to pursue.’
<br>
It doesn’t take long for Dagmara to agree to join you at the school.
]
<br>
Return to the [[coast]]{=
(if: $ivostory is <11)
[‘Terribly sorry,’ he says, brow creasing. ‘Couldn’t spare the time. Best of luck, though.’
<br>
You get the feeling it wouldn’t take much to talk Ivo round, but you might need to be better friends with him to manage it.
]
(if: $ivostory is >10)
[(set: $ivotutor to true)(set: $tutors to it +1)
‘A captive audience for my ramblings?’ he says, grinning. ‘I can’t pretend that’s not appealing. Did a bit of teaching back at the university, though I’m sure this will be far different. Yes, alright. Count me in.’
<br>
When you leave Ivo he’s already eagerly planning his first lesson.
]
<br>
Return to the [[river]]{=
(set: $museum to 8)
Dear (print: $name),
<br>
I’m delighted to inform you that we’ve put the finishing touches on (print: $ghname), and it’s now ready to open to the public.
<br>
This will be a wonderful boon to our community, and I truly cannot thank you enough for your investment in this project.
<br>
To show our thanks, the Council of Islanders has organised a bit of a soiree at (print: $ghname). It’s a chance to formally reopen the building, as well as to celebrate all of your hard work.
<br>
I look forward to seeing you there.
<br>
Yours,<br>
The Mayor
<br>
//It's strange, but the Mayor's handwriting is familiar to you. You thought this the last time she wrote to you, but now you're sure.//
<br>
<br>
[[Put letter away|home]]{=
(set: $museum to 9)
(set: $energy to 0)
''(print: $ghname)''
<br>
The old Godalming House has been transformed since you last saw it. The great drawing room is now full of glass-fronted cabinets and polished display cases, all holding a variety of artefacts and curios. A long table of food and drink has been set up against one wall, and locals mill around the exhibits.
<br>
You spy Gus Jansen, the nautical historian, examining a display of scrimshaw engravings, while Wilhelmina Black peers at a case full of taxidermied animals. Theirs are not the only familiar faces in the crowd. You spy some of your friends dotted around the room.
<br>
Speak to [[Sanvi|mpartys]]<br>
Speak to [[Jonah|mpartyj]]<br>
Speak to [[Dagmara|mpartyd]]<br>
Speak to [[Ivo|mpartyi]]<br>
Speak to [[the Mayor|mpartym]]
<br>
You’ve [[finished talking to people|museum8.1.1]].{=
(set: $museum to 9)
(set: $energy to 0)
''(print: $ghname)''
<br>
The old Godalming House is hardly recognisable now. It’s been outfitted with well-stocked bookcases and comfortable chairs, as well as long tables where classes can take place and cabinets full of new materials.
<br>
One of the tables has been laid with food and drink for the occasion, and the room is full of locals here to celebrate the school’s opening. You recognise some familiar faces in the crowd.
<br>
Speak to [[Sanvi|spartys]]<br>
Speak to [[Jonah|spartyj]]<br>
Speak to [[Dagmara|spartyd]]<br>
Speak to [[Ivo|spartyi]]<br>
Speak to [[the Mayor|spartym]]
<br>
You’ve [[finished talking to people|museum8.2.1]].{=
(if: $sanvichoice is 1)[
‘Good party, this,’ Sanvi says, raising her glass to you. ‘Feels strange not being the one serving the drinks for once.’
<br>
She looks out at the crowd, smiles.
<br>
‘I’m excited to get started,’ she says. ‘Erik was always saying I should do something with floristry again. He’d have been thrilled with you for talking me into this. Thank you, (print: $name).’
]
(if: $sanvichoice is 2)[
‘Tell you what,’ Sanvi says. ‘Feels bloody odd not being the one serving the drinks. Nice, though.’
<br>
She looks out at the crowd, smiles.
<br>
‘I’m glad you talked me into this,’ she says. ‘Think this might just be the new start I was looking for. Thank you.’
]
<br>
Back to the [[party|museum8.2]]{=
(if: $jonahchoice is 1)[
You find Jonah standing alone in a corner of the room, looking a little uncomfortable.
<br>
‘I didn’t think about this part,’ he says. ‘Talking to people instead of who-knows-what in the woods.’
<br>
He shakes his head, huffs out a laugh.
<br>
‘I suppose this’ll be good for me,’ he says. ‘Thank you, (print: $name). After everything that happened it’s good to have some purpose again.’
]
(if: $jonahchoice is 2)[
You find Jonah standing alone in a corner of the room, looking out at the gathered merrymakers.
<br>
‘I wasn’t sure about this at first,’ he says. ‘It seemed like a distraction. But I remembered what you said—we don’t always have to choose, do we?’
<br>
He lifts his cup to his mouth, takes a long swallow.
<br>
‘I’ve been alone out there too long,’ he says. ‘It’s time to come back to the world, I think. Or at least begin to.’
]
<br>
Back to the [[party|museum8.2]]{=
(if: $dagmarachoice is 1)[
‘(print: $name),’ Dagmara says, smiling as you approach. ‘Impressive, what you’ve done here. I admit, I’m looking forward to being a part of it.’
<br>
She leans back against the wall, looking off into the middle distance as if considering something.
<br>
‘The old lighthouse keeper left all manner of things behind,’ she says. ‘I imagine some of them will come in useful here. That seems a fine way to honour his legacy.’
]
(if: $dagmarachoice is 2)[
Dagmara smiles as you approach, raising a hand in greeting.
<br>
‘I’m impressed, (print: $name),’ she says. ‘This is quite the achievement. I’m touched that you invited me to be a part of it.’
<br>
She glances down at her feet, the corners of her mouth tugging upwards.
<br>
‘You encouraged me to make a new start,’ she says. ‘This feels like a fitting way to begin.’
]
<br>
Back to the [[party|museum8.2]]{=
(if: $ivochoice is 1)[
Ivo is standing over by the bookcases, examining the selection of volumes. He straightens up and waves at you as you approach.
<br>
‘Good news,’ he says. ‘I wrote to the university, and they’re going to send us some of their texts. Bolster the library a little. No offence intended, but it’s sorely needed.’
<br>
He smiles at you, then nods towards the crowd.
<br>
‘Anyway, I won’t keep you,’ he says. ‘I imagine you’ve many people to see, now you’re such local hero.’
]
(if: $ivochoice is 2)[
Ivo is standing over by the bookcases, examining the selection of volumes. He straightens up and waves at you as you approach.
<br>
‘Isn’t this exciting?’ he says. ‘I have to say, now I’ve parted ways with the university it’s good to have another focus. Hopefully the people here will be more open-minded.’
<br>
He grins at you, folding his arms as he looks out across the crowd.
<br>
‘Anyway, I won’t keep you,’ he says. ‘I imagine you’ve many people to see, now you’re such local hero.’
]
<br>
Back to the [[party|museum8.2]]{=
The Mayor is standing with several other Councillors, talking and laughing, but she breaks away from the group as you approach. Her stern features soften a little as she smiles at you.
<br>
‘I never thought I’d see this place put to good use,’ she says. ‘It’s wonderful. Just wonderful.’
<br>
‘It was you, wasn’t it? You wrote me that first letter.’(click: "wrote me that first letter")[(transition: "dissolve")[
<br>
‘I’m afraid so,’ she says, giving you a sheepish little smile. ‘Godalming House was very dear to my heart, you see. My mother was a serving woman here, and I used to play in the grounds as a child. It broke my heart to see the place in such disrepair, but I knew the rest of the Council would never agree to fund renovations themselves.’
<br>
The Mayor looks away from you, out at the room.
<br>
‘I’d heard people talking about you,’ she says. ‘And I took a chance. Sometimes it takes a new arrival to make us realise what we have. I’m sorry for the subterfuge, but I can’t pretend I’m not glad I did it. Look at what you’ve created here, (print: $name).’
<br>
You take in the scene before you. Warm light glinting on polished mahogany, the murmur of voices, a space ready for learning. Something swells in your chest for a moment, and you recognise it as pride. Not just in yourself, but in the home that you’ve made for yourself here.
<br>
Back to the [[party|museum8.2]]]]{=
(if: $missingchoice is 1)[
Sanvi is standing by the wall, where the portrait of Cavendish School pupils that she gave you now hangs.
<br>
‘It’s a lovely tribute, this,’ she says. ‘I think Ethel Forsyth would be pleased to see her boy remembered on the island. Not just because of what happened. But like this, when he was happy.’
<br>
She turns to you, raises her glass, smiles.
<br>
‘Fine job you’ve done here,’ she says. ‘You should be proud.’
]
(if: $missingchoice is 2)[
Sanvi is standing by a display in one corner, where several models of local landmarks have been placed. The one she gave you, the stone carving of the Cavendish School, has pride of place.
<br>
‘Well, I’m glad you got some use out of this,’ she says brightly. ‘I’ll admit, I wasn’t sure you’d want an old thing like that, but it is part of our history.’
<br>
She stares at it for another moment, brow furrowing, then turns to you.
<br>
‘Might help people remember Charlie Forsyth,’ Sanvi says. ‘Seeing this. Make sure he isn’t forgotten. I think his mother would like that.’ She lifts her glass to you. ‘Cheers, chick. Well done.’
]
<br>
Back to the [[party|museum8.1]]{=
(if: $forestgodchoice is 1)[
Jonah is standing by a small, locked display case, the one containing the bone carving you found in your bed.
<br>
‘I’m not sure I’d have this out in public for all to see,’ he says. ‘But I suppose there’s no harm in it.’
<br>
He looks around at the room, the cases, the crowd.
<br>
‘It’s impressive, what you’ve done here,’ he says. ‘I hope people appreciate that.’
]
(if: $forestgodchoice is 2)[
Jonah is leaning over a display in the corner of the room, the one that includes the talisman he gave to you.
<br>
‘Well, would you look at that?’ he chuckles. ‘Didn’t think my handiwork was museum-worthy, but here we are.’
<br>
He straightens up and looks around the room, then gives you an approving nod.
<br>
‘It’s impressive what you’ve achieved here, (print: $name). Make sure you enjoy tonight.’
]
<br>
Back to the [[party|museum8.1]]{=
(if: $shipwreckchoice is 1)[
Dagmara is examining a display about the island’s smuggling past, which includes Red Meg’s locket.
<br>
‘First you take it, and now you put it in a museum,’ she says, sounding both impressed and horrified. ‘You truly have no fear of ghosts, do you?’
<br>
The lighthouse keeper shakes her head, then turns to look out at the room.
<br>
‘It’s important to remember where you come from,’ she says. ‘It’s a good thing you’ve done for these people.’
]
(if: $shipwreckchoice is 2)[
Dagmara is examining a display about the island’s smuggling past, which includes the model of the //Guillemot//.
<br>
‘This is very charming,’ she says. ‘I believe I will be coming back to visit quite often.’
<br>
The lighthouse keeper takes a long sip of her drink, gaze passing over the gathered crowd.
<br>
‘Remembering where you come from is important,’ she says. ‘This is a wonderful thing you’ve done, (print: $name).’
]
<br>
Back to the [[party|museum8.1]]{=
(if: $cryptidchoice is 1)[
Ivo is, unsurprisingly, standing by a display on local flora and fauna. The Grey Devil tooth is in pride and place in the centre of it.
<br>
‘Now this is the kind of home such an artefact deserves,’ he says. ‘I’m glad it didn’t just end up in a drawer somewhere.’
<br>
He lifts his glass to you, smiles.
<br>
‘I’ve been to who-knows how many museums in my time,’ he says. ‘I have to say that this might be my favourite.’
]
(if: $cryptidchoice is 2)[
Ivo is, unsurprisingly, standing by a display on local flora and fauna. The cast he took of the Grey Devil prints is in pride and place in the centre of it.
<br>
‘Would you look at that!’ he says. ‘I’ve always wanted my work to end up in a museum, and here it is. Excellent.’
<br>
He claps you on the shoulder, raises his glass.
<br>
‘A toast,’ he says. ‘To your hard work. Congratulations, (print: $name).’
]
<br>
Back to the [[party|museum8.1]]{=
The Mayor is standing near the largest display case in the room, which contains an exhibit on the island’s history. Local people have donated all sorts of items, from family heirlooms to their childhood toys. Her stern features soften a little as she turns to you, smiling.
<br>
‘I never thought I’d see this place put to good use,’ she says. ‘It’s wonderful. Just wonderful.’
<br>
‘It was you, wasn’t it? You wrote me that first letter.’(click: "wrote me that first letter")[(transition: "dissolve")[
<br>
‘I’m afraid so,’ she says, giving you a sheepish little smile. ‘Godalming House was very dear to my heart, you see. My mother was a serving woman here, and I used to play in the grounds as a child. It broke my heart to see the place in such disrepair, but I knew the rest of the Council would never agree to fund renovations themselves.’
<br>
The Mayor looks away from you, out at the room.
<br>
‘I’d heard people talking about you,’ she says. ‘And I took a chance. Sometimes it takes a new arrival to make us realise what we have. I’m sorry for the subterfuge, but I can’t pretend I’m not glad I did it. Look at what you’ve created here, (print: $name).’
<br>
You take in the scene before you. Warm light reflecting from glass, the murmur of voices, the pieces of history now on display for all to see. Something swells in your chest for a moment, and you recognise it as pride. Not just in yourself, but in the home that you’ve made for yourself here.
<br>
Back to the [[party|museum8.1]]]]{=
The rest of the evening passes quickly. The Mayor makes a brief speech congratulating you on your efforts, then officially declares (print: $ghname) open at last. A number of people come over to shake your hand and tell you how impressed they are by this new venture.
<br>
At one point, late in the evening, the heat and the noise of the room gets a little much for you, and you step outside into the cool night. There’s a wrought iron bench in the gardens and you sit there for a while, looking up at the stars and taking slow, even breaths. The air smells of cut grass and jasmine.
<br>
(if: $sanvistory is >11)[
You hear footsteps on the path, and then Sanvi is sitting down beside you. She loops her arm through yours, rests her head on your shoulder. Her body is warm against your side.
<br>
‘I’m bloody proud of what you’ve done,’ she says. ‘Everyone is, of course. But I like to think I get to be a little prouder than the rest of them.’
]
(if: $jonahstory is >11)[
You hear heavy footfalls, see a shape in the dark that you soon recognise as Jonah. He sits down on the bench and wraps an arm around your shoulder, rests his brow against the crown of your head.
<br>
‘Everyone in there admires you,’ he says. ‘As well they should. You’re a singular person, (print: $name). I’m glad people realise that.’
]
(if: $dagmarastory is >11)[
You hear someone approaching. Dagmara sits down beside you, resting her cane against the arm of the bench. Her calloused palm rests warmly on the back of your neck.
<br>
‘I was impressed by you, when you arrived here,’ she says. ‘The way you reached out to life, the way you made the best of things. It was inspiring to me. It still is.’
]
(if: $ivostory is >11)[
There’s a crunching of gravel as someone approaches from the house. Ivo sighs as he sits down next to you, sliding his hand into yours and lacing your fingers together.
<br>
‘Just when I think I can’t like you any more,’ he says, ‘you go and open a museum. Honestly, (print: $name). You really are something else, do you know that?’
]
(if: $sanvistory is <12 and $jonahstory is <12 and $dagmarastory is <12 and $ivostory is <12)[
Footsteps crunch on the gravel path, and then someone sits down beside you. The Mayor looks out at the gardens, and in the moonlight you can see the contented smile on her face.
<br>
‘I just wanted to say thank you again,’ she says. ‘This island needs people like you, you know. The Council elections are coming up next year, you know.’
<br>
When you open your mouth to respond she cuts you off with a gesture.
<br>
‘No need to decide now,’ she says. ‘Just think about it. That’s all.’
]
<br>
You sit there in the quiet for a while longer, then get to your feet and return to the house. It sounds like things are winding down now anyway. It’s time to say your farewells, and head [[home]].{=
The rest of the evening passes quickly. The Mayor makes a brief speech congratulating you on your efforts, then officially declares (print: $ghname) open at last. A number of people come over to shake your hand and tell you how impressed they are by this new venture.
<br>
At one point, late in the evening, the heat and the noise of the room gets a little much for you, and you step outside into the cool night. There’s a wrought iron bench in the gardens and you sit there for a while, looking up at the stars and taking slow, even breaths. The air smells of cut grass and jasmine.
<br>
(if: $sanvistory is >11)[
You hear footsteps on the path, and then Sanvi is sitting down beside you. She loops her arm through yours, rests her head on your shoulder. Her body is warm against your side.
<br>
‘I’m bloody proud of what you’ve done,’ she says. ‘Everyone is, of course. But I like to think I get to be a little prouder than the rest of them.’
]
(if: $jonahstory is >11)[
You hear heavy footfalls, see a shape in the dark that you soon recognise as Jonah. He sits down on the bench and wraps an arm around your shoulder, rests his brow against the crown of your head.
<br>
‘Everyone in there admires you,’ he says. ‘As well they should. You’re a singular person, (print: $name). I’m glad people realise that.’
]
(if: $dagmarastory is >11)[
You hear someone approaching. Dagmara sits down beside you, resting her cane against the arm of the bench. Her calloused palm rests warmly on the back of your neck.
<br>
‘I was impressed by you, when you arrived here,’ she says. ‘The way you reached out to life, the way you made the best of things. It was inspiring to me. It still is.’
]
(if: $ivostory is >11)[
There’s a crunching of gravel as someone approaches from the house. Ivo sighs as he sits down next to you, sliding his hand into yours and lacing your fingers together.
<br>
‘Just when I think I can’t like you any more,’ he says, ‘you go and open a school. Honestly, (print: $name). You really are something else, do you know that?’
]
(if: $sanvistory is <12 and $jonahstory is <12 and $dagmarastory is <12 and $ivostory is <12)[
Footsteps crunch on the gravel path, and then someone sits down beside you. The Mayor looks out at the gardens, and in the moonlight you can see the contented smile on her face.
<br>
‘I just wanted to say thank you again,’ she says. ‘This island needs people like you, you know. The Council elections are coming up next year, you know.’
<br>
When you open your mouth to respond she cuts you off with a gesture.
<br>
‘No need to decide now,’ she says. ‘Just think about it. That’s all.’
]
<br>
You sit there in the quiet for a while longer, then get to your feet and return to the house. It sounds like things are winding down now anyway. It’s time to say your farewells, and head [[home]].{=
(set: $ghname to (prompt: "What do you want to name the building?", "Godalming House"))
‘Excellent,’ the Mayor says. ‘This truly feels like a new beginning, doesn’t it? Leave the rest of the preparations to me. I’ll be in touch when we’re ready to open.’
<br>
Return to [[town]]{=
(set: $ghdaily to (random: 1, 6))
''(print: $ghname)''
<br>
Light pours in through the museum windows, shining off the glass cases and polished floorboards. People speak in hushed voices as they view the various exhibits.
<br>
(if: $ghdaily is 1)[
(if: $cryptidchoice is 1)[
A group of young children are crowded around the Grey Devil’s tooth, shrieking with fear and delight as they bare their own teeth at each other.
]
(if: $cryptidchoice is 2)[
A group of young children peer at the Grey Devil’s tracks, holding their own hands up to compare with the huge footprints.
]
]
(if: $ghdaily is 2)[
(if: $shipwreckchoice is 1)[
A woman bends down to examine Red Meg Cardinal’s locket. She appears entranced for a moment, then shivers.
]
(if: $shipwreckchoice is 2)[
A woman crouches down to take a better look at the model of the //Guillemot//. She smiles to herself as she admires the cunningly-wrought ship.
]
]
(if: $ghdaily is 3)[
(if: $missingchoice is 1)[
An older couple spend several minutes standing in front of the Cavendish School portrait. Both of them cross themselves before stepping away.
]
(if: $missingchoice is 2)[
You overhear an older couple talking next to the Cavendish School model. From their conversation you glean that they were once both pupils there.
]
]
(if: $ghdaily is 4)[
(if: $forestgodchoice is 1)[
An elderly woman in a headscarf is examining the bone carving closely. She makes a strange gesture over the case with her gnarled hand when she thinks no one is looking.
]
(if: $forestgodchoice is 2)[
A young woman with a sketchpad stands next to the case displaying Jonah’s talisman, drawing the rough shape of it with a stick of charcoal.
]
]
(if: $ghdaily is 5)[A group of fisherman are standing at the local history exhibit, each pointing out items that remind them of their family, their childhood.]
(if: $ghdaily is 6)[A young father lifts up his daughter so she can better see a display of colourful minerals and pieces of coral.]
<br>
Return to the [[river]]{=
(set: $ghdaily to (random: 1, 6))
''(print: $ghname)''
<br>
It’s bright and airy in the school, smelling of fresh ink and wood polish. The ever-present hum of voices is comforting, familiar.
<br>
(if: $ghdaily is 1)[Sanvi is leading her class in the garden today, showing them how to select and trim the brightest stems from the riot of flowers.]
(if: $ghdaily is 2)[Dagmara is surrounded by a group of eager-looking young people, each gripping a length of rope while the lighthouse keeper demonstrates different sailor’s knots.]
(if: $ghdaily is 3)[Ivo’s class is made up of islanders of all ages, who jot down notes while he gestures animatedly at a diagram he’s drawn on a blackboard.]
(if: $ghdaily is 4)[Amusingly, Jonah’s class is made up mostly of children. His expression remains serious as he shows them how to light a fire in the pit outside the drawing room, but slips into a grin for a moment as they gasp with delight.]
(if: $ghdaily is 5)[
(if: $cryptidstory is >9)[Wilhelmina Black is teaching a session today, her audience rapt as she gives the grisly details of some elusive creature’s diet.]
(if: $cryptidstory is <10)[The baker is teaching his class how to make bread today, and the scent of the dough is mouth-watering.]
]
(if: $ghdaily is 6)[
(if: $shipwreckstory is >9)[Gus Jansen is teaching a session on nautical history today, in his element as he talks his audience through the island’s maritime past.]
(if: $shipwreckstory is <10)[One of the local farmers is teaching a session on animal husbandry in the garden, her class laughing as she steers an eager goat away from the flowerbeds.]
]
<br>
Return to the [[river]]{=
This is a small island, and people talk. If you invite Sanvi to your home, both she and others will interpret it as a romantic overture.
<br>
//Proceeding will begin a romantic relationship with Sanvi. You will be unable to pursue a relationship with anyone else.//
<br>
You're sure this is [[what you want|sanvi11]].<br>
You [[aren't ready to make that commitment yet|home]].{=
This is a small island, and people talk. If you invite Jonah to your home, both he and others will interpret it as a romantic overture.
<br>
//Proceeding will begin a romantic relationship with Jonah. You will be unable to pursue a relationship with anyone else.//
<br>
You're sure this is [[what you want|jonah11]].<br>
You [[aren't ready to make that commitment yet|home]].{=
This is a small island, and people talk. If you invite Dagmara to your home, both she and others will interpret it as a romantic overture.
<br>
//Proceeding will begin a romantic relationship with Dagmara. You will be unable to pursue a relationship with anyone else.//
<br>
You're sure this is [[what you want|dagmara11]].<br>
You [[aren't ready to make that commitment yet|home]].{=
This is a small island, and people talk. If you invite Ivo to your home, both he and others will interpret it as a romantic overture.
<br>
//Proceeding will begin a romantic relationship with Ivo. You will be unable to pursue a relationship with anyone else.//
<br>
You're sure this is [[what you want|ivo11]].<br>
You [[aren't ready to make that commitment yet|home]].{=
‘Well,’ she says, puffing her chest out a touch. ‘That’s—I’m glad to hear it.’
<br>
Sanvi walks over to you, her eyes fixed on yours. There’s a fearlessness to her in this moment, as though confirming your feelings has given her new courage. As she moves closer you breathe in the scent of her, the orange peel sweetness.
<br>
[[Take her hand.|sanvi11.4]]<br>
[[Kiss her.|sanvi11.5]]{=
‘Really?’ she says, raising an eyebrow. ‘I didn’t think I was being all that subtle, love.’
<br>
Sanvi walks over to you, her eyes fixed on yours. There’s a fearlessness to her in this moment, as though confirming your feelings has given her new courage. As she moves closer you breathe in the scent of her, the orange peel sweetness.
<br>
[[Take her hand.|sanvi11.4]]<br>
[[Kiss her.|sanvi11.5]]{=
She laughs, her stern expression softening slightly. ‘Well. I suppose a //little// wouldn’t hurt.’
<br>
Sanvi walks over to you, her eyes fixed on yours. There’s a fearlessness to her in this moment, as though confirming your feelings has given her new courage. As she moves closer you breathe in the scent of her, the orange peel sweetness.
<br>
[[Take her hand.|sanvi11.4]]<br>
[[Kiss her.|sanvi11.5]]{=
Her hand is small and soft, but her fingers grip yours with remarkable strength. She rests her cheek against your shoulder, breathes out a long, slow sigh. Her thumb draws a steady pattern in your palm.
<br>
Eventually you move to sit by the fire, where the room is warmest. Sanvi has always been easy to talk to, and tonight the two of you speak until the small hours of the morning.
<br>
Return [[home]]{=
(set: $kiss to true)
The sound that escape’s Sanvi’s throat when you kiss her is wonderful; delighted and musical, almost triumphant. She cups the back of your neck in her hand, rocks onto her toes as she pulls you closer.
<br>
Eventually you move to sit by the fire, where the room is warmest. Sanvi has always been easy to talk to, and tonight the two of you speak until the small hours of the morning.
<br>
Return [[home]]{=
He lets out a quiet, tremulous laugh, and some of the tension in the room eases. ‘God knows why,’ he says. ‘I certainly don’t. But I’ll try, (print: $name). I’ll try to be worth that.’
<br>
The wild, nervous mood that was on him when he arrived has fallen away now. Jonah looks exhausted, but not in the way you’ve seen him before, tense on lack of sleep. His eyes are half-closed, gentle as they meet yours. For once, he seems content.
<br>
[[Take his hand.|jonah11.4]]<br>
[[Kiss him.|jonah11.5]]{=
He barks a laugh at that, and the tension in the room lifts a little. ‘God, you’ve a sharp tongue,’ he says. ‘One of the many things I like about you.’
<br>
The wild, nervous mood that was on him when he arrived has fallen away now. Jonah looks exhausted, but not in the way you’ve seen him before, tense on lack of sleep. His eyes are half-closed, gentle as they meet yours. For once, he seems content.
<br>
[[Take his hand.|jonah11.4]]<br>
[[Kiss him.|jonah11.5]]{=
The tension between you breaks as he roars with laughter. ‘As far as heresy goes this is hardly the worst of my crimes,’ he says. ‘Besides. I think you’re worth breaking a few oaths for.’
<br>
The wild, nervous mood that was on him when he arrived has fallen away now. Jonah looks exhausted, but not in the way you’ve seen him before, tense on lack of sleep. His eyes are half-closed, gentle as they meet yours. For once, he seems content.
<br>
[[Take his hand.|jonah11.4]]<br>
[[Kiss him.|jonah11.5]]{=
His hands are large enough to envelop yours entirely, but he is the one clinging to you for dear life. You can feel old scars on his hands, scrapes and burns and years-old callouses, and you wonder how long it will be before you hear all their stories.
<br>
Jonah lets you lead him to the hearth, where you sit by the warmth of the fire and talk. The conversation you start tonight lasts for hours. You suspect that much more time will pass before it ends.
<br>
Return [[home]]{=
(set: $kiss to true)
Though his beard is rough against your skin, you’re surprised by how soft his mouth is where it touches yours. Smell of pine needles and summer storms. His body, broad and solid, yielding swiftly in the circle of your arms.
<br>
Jonah lets you lead him to the hearth, where you sit by the warmth of the fire and talk. The conversation you start tonight lasts for hours. You suspect that much more time will pass before it ends.
<br>
Return [[home]]{=
‘That is—I—’ She lets out a shaky breath, laughs quietly. ‘To say I am relieved is an understatement. I thought you did, but—well. It hardly matters now.’
<br>
Dagmara takes another step. She is so close to you now. You can see where the sea wind has burned her cheeks, can see the flecks of grey at her temples and the honest, open affection in her eyes. The smile on her face is like nothing you’ve ever seen.
<br>
[[Take her hand.|dagmara11.4]]<br>
[[Kiss her.|dagmara11.5]]{=
She gives an indecorous snort of laughter, shakes her head.
<br>
‘Perhaps I deserved that,’ she says. ‘I have hardly been forthcoming myself. Alright then. I care about you, (print: $name). A great deal. I only hope that my feelings are not misplaced.’
<br>
Dagmara takes another step. She is so close to you now. You can see where the sea wind has burned her cheeks, can see the flecks of grey at her temples and the honest, open affection in her eyes. The smile on her face is like nothing you’ve ever seen.
<br>
[[Take her hand.|dagmara11.4]]<br>
[[Kiss her.|dagmara11.5]]{=
‘Well,’ she says, letting out a slow breath. ‘I have always admired you for your candour. Excuse me if—I am a little speechless, (print: $name). You have that effect on me.’
<br>
Dagmara takes another step. She is so close to you now. You can see where the sea wind has burned her cheeks, can see the flecks of grey at her temples and the honest, open affection in her eyes. The smile on her face is like nothing you’ve ever seen.
<br>
[[Take her hand.|dagmara11.4]]<br>
[[Kiss her.|dagmara11.5]]{=
Dagmara’s palm is rough against your skin, her calloused fingers twining with yours. That heart-stopping smile grows even wider.
<br>
You lead her over to the hearth. The two of you sit by the warmth of the fire, and in the hours that follow you begin to make up for all that has been unsaid until now.
<br>
Return [[home]]{=
(set: $kiss to true)
Dagmara sighs against your lips, her calloused hand resting lightly on your shoulder. You can feel the slightest tremble in it. When you finally break away her smile is even wider.
<br>
You lead her over to the hearth. The two of you sit by the warmth of the fire, and in the hours that follow you begin to make up for all that has been unsaid until now.
<br>
Return [[home]]{=
‘I’m not?’ he says, looking genuinely surprised. ‘Well. I have to say I wan’t expecting that. Not that I’m disappointed! Not at all, I just—I didn’t think you would…’
<br>
Ivo trails off, laughing helplessly at himself. The smile on his face is warm and delighted and grateful, like he can’t believe his luck. He moves with more confidence as he closes the space between you.
<br>
[[Take his hand.|ivo11.4]]<br>
[[Kiss him.|ivo11.5]]{=
‘You have?’ he says, eyes growing very wide. ‘You’ve—you mean I didn’t—? I could have sworn that you—very fond of me…’
<br>
Ivo trails off, laughing helplessly at himself. The smile on his face is warm and delighted and grateful, like he can’t believe his luck. He moves with more confidence as he closes the space between you.
<br>
[[Take his hand.|ivo11.4]]<br>
[[Kiss him.|ivo11.5]]{=
‘Well,’ he says, letting out a shaky breath. ‘I’m glad to hear it, (print: $name). Both parts. The bit about inviting me, I mean, and the other—you know…’
<br>
Ivo trails off, laughing helplessly at himself. The smile on his face is warm and delighted and grateful, like he can’t believe his luck. He moves with more confidence as he closes the space between you.
<br>
[[Take his hand.|ivo11.4]]<br>
[[Kiss him.|ivo11.5]]{=
Ivo’s hand shakes a little as you lace your fingers through his, but his grip is firm and sure. His eyelids flutter closed. For the first time since he arrived here he looks calm.
<br>
The two of you pull up chairs by the fire, the warmest spot in the cottage, and talk until moonlight spills through the window.
<br>
Return [[home]]{=
(set: $kiss to true)
Ivo lets out a sharp little exhale as your lips brush his. He stiffens, but once his initial shock has passed he melts into your touch. When you pull back his eyelids have fallen closed. He looks calm, content.
<br>
The two of you pull up chairs by the fire, the warmest spot in the cottage, and talk until moonlight spills through the window.
<br>
Return [[home]]{=
Are you sure you want to begin a new journey?
<br>
[[Yes, begin a new journey|begin]]<br>
[[No, return to title menu|title]]{=
''Credits''
<br>
Written and designed by Lauren O'Donoghue
<br>
Developed in Twine (Harlowe 3.2.2)
<br>
Playtested by YOU! Right now!
<br>
<br>
''Content Warnings''
<br>
(text-colour:red)[Click to reveal](click: "Click to reveal")[(transition: "dissolve")[
* Mild gore, body horror and general horror<br>
* Descriptions of harm to animals and animal death<br>
* Discussion of harm to children<br>
* Implied sexual content (optional)
]]
<br>
[[Return|title]]{=
(set: $relationship to 2)
Dearest (print: $name),
<br>
I hope this finds you well. You won’t mind me saying that I’ve been very well indeed since the last time we met. Agnes keeps asking me what I’m grinning about, cheeky little mare.
<br>
Not that I’m complaining—or at least not about that. I’m sorry I’ve not been over again. It’s a busy time of year, and the inn’s been heaving these past few nights.
<br>
The afternoons haven’t been too bad, though, and I’ve a new lad helping me out in the kitchen. If you come over one day I can probably get away with sneaking off for a few hours. Used to get in trouble for that sort of thing when I was younger, but who’s going to tell me off now?
<br>
Hope to see you soon, love.
<br>
Take care,<br>
Sanvi
<br>
<br>
[[Put letter away|home]]{=
(set: $relationship to 2)
Dear (print: $name),
<br>
I hope you are well. You have been often in my thoughts since our last meeting—or, at least, more often than usual.
<br>
Usually I enjoy a measure of solitude, but the lighthouse feels very empty just now. I find myself picking up a book or beginning to fix something around the room, only to discover a moment later I am staring at the wall, remembering something that you said or the way that your eyes narrow when you laugh.
<br>
Will you come and visit me, when you have the time? I would love to see you.
<br>
Yours truly,<br>
Dagmara
<br>
<br>
[[Put letter away|home]]{=
(set: $relationship to 2)
(print: $name),
<br>
It feels a little odd, writing to you like this. I know it’s not the first letter I’ve sent, but now it seems… I’m not sure how to articulate it. Too formal, perhaps?
<br>
I suppose I could have just come to see you in person, but you’re always out and about and I worry that I’d travel all that way only to find that you were off somewhere else. Not that I’d mind waiting, of course, but I’m not sure that finding me on your doorstep the moment you returned home would be particularly endearing.
<br>
And that //is// what I’m attempting to do here, after all, however clumsily—to endear myself to you.
<br>
All of this is a roundabout way of asking whether you’d like to drop by and visit. Things are looking a little more homely, and I’m far better prepared for guests than I once was.
<br>
Hope to see you soon.
<br>
Sincerely yours,<br>
Ivo
<br>
<br>
[[Put letter away|home]]{=
(set: $relationship to 2)
(print: $name),
<br>
I’ve spent days resisting the urge to write this, but I never did have any willpower.
<br>
Come and see me, please. You’re all I’ve thought about since we last met.
<br>
Jonah
<br>
<br>
[[Put letter away|home]]{=
(set: $energy to it -1)
(set: $ivostory to 13)
(set: $storyprogress to it +1)
(set: $relationship to 3)
(set: $italk to 0)
(set: $italk1 to false)
(set: $italk2 to false)
(set: $italk3 to false)
How many times have you walked this path along the river now? The landmarks of it have become like familiar friends to you, from the bowed willow tree to the kissing gate leading through to the pasture. You smile to yourself as you round a corner and spot the motionless sails of the windmill.
<br>
True to his word, Ivo has spruced up the interior since your last visit. The part of the building he uses as a living space has been thoroughly dusted and aired out, and several new items of furniture have been added to the once-sparse selection. There’s even an empty jam jar full of flowers on the table, an ornament rather than a specimen.
<br>
Ivo watches you take in the surroundings, clearly eager to hear your verdict. ‘Well?’ he says. ‘Better, don’t you think?’
<br>
‘Much better. It actually feels homey in here now.’<br>(click: "homey")[(set: $italk to 1)(go-to: "ivo12.1")]
‘Did you do all of this for me?’<br>(click: "for me")[(set: $italk to 2)(go-to: "ivo12.1")]
‘I wouldn’t mind a hovel, as long as you were there.’(click: "hovel")[(set: $italk to 3)(go-to: "ivo12.1")]{=
(if: $italk is 1)[
‘I’m glad you like it,’ he says, looking relieved. ‘I thought—well, I //hoped// that you might be coming to visit more often. Thought I should make an effort.’
]
(if: $italk is 2)[
‘Well,’ he says, his cheeks visibly colouring. ‘Not the only reason, of course, but definitely an impetus.’
]
(if: $italk is 3)[
He grins, clearly pleased. ‘You should have said earlier. I’d have saved myself the trouble.’
]
<br>
Ivo unbolts and opens a large side door, letting fresh air and sunlight into the room. He pulls a chair out for you as you come to sit at the table, then pours you both a measure of something from a green glass bottle. It smells floral, almost decadent, and coats your tongue with sweetness.
<br>
It’s amusing to find Ivo’s academic curiosity now turned in your direction. He wants to know everything about you; whether you have siblings, what you were like as a child, your hopes for the future. It’s a struggle to get him to settle down for long enough to talk about himself.
<br>
[[Ask him about his background.|ivo12.1.1]]<br>
[[Ask him what drew him to the natural sciences.|ivo12.1.2]]<br>
[[Ask him what he’s working towards.|ivo12.1.3]]{=
(set: $energy to it -1)
(set: $dagmarastory to 13)
(set: $storyprogress to it +1)
(set: $relationship to 3)
(set: $dtalk to 0)
(set: $dtalk1 to false)
(set: $dtalk2 to false)
(set: $dtalk3 to false)
It is a mild, cloudless evening, and the orange glow of the setting sun breaks into pieces across the surface of the ocean. Seabirds cry to each other as they come back to roost, nestling into their nooks in the cliffside. You watch them as you walk the path to the headland.
<br>
You have visited Dagmara at the lighthouse many times before, but this occasion feels different somehow. The energy between you has shifted, grown into something both comfortable and charged. She embraces you when you walk into the parlour, her lips brushing your cheek as she wraps her strong arms around your shoulders.
<br>
‘Thank you for coming,’ she says. ‘Is it strange to say I have missed you, after so little time has passed?’
<br>
‘Not strange at all. I’ve missed you too.’<br>(click: "missed you too")[(set: $dtalk to 1)(go-to: "dagmara12.1")]
‘I should stay away more often, if this is the welcome I get.’<br>(click: "welcome I get")[(set: $dtalk to 2)(go-to: "dagmara12.1")]
‘Careful. This is far too good for my ego.’(click: "good for my ego")[(set: $dtalk to 3)(go-to: "dagmara12.1")]{=
(if: $dtalk is 1)[
‘I enjoy hearing that,’ she says, smiling. ‘It has been a long time since I had anyone to miss me.’
]
(if: $dtalk is 2)[
She chuckles. ‘Don’t stay away too often, please. I would rather have you here.’
]
(if: $dtalk is 3)[
‘I’ll bear that in mind,’ she says, smirking. ‘Though I make no promises.’
]
<br>
Dagmara makes tea, and the two of you sit by the window as you often did when you first became acquainted. She is no longer the quiet, melancholy figure she once was, though. Now she smiles easily, her hand often brushing yours or coming to rest on your forearm. The room around you is comfortable, orderly, a home made with careful deliberation.
<br>
You speak of many things; she asks you about your life before you came to the island, wanting to know more about the forces that shaped you into the person that you are. You are similarly curious about her history, her past.
<br>
[[Ask her about her family.|dagmara12.1.1]]<br>
[[Ask about where she grew up.|dagmara12.1.2]]<br>
[[Ask how she became a sailor.|dagmara12.1.3]]{=
(set: $energy to it -1)
(set: $jonahstory to 13)
(set: $storyprogress to it +1)
(set: $relationship to 3)
(set: $jtalk to 0)
(set: $jtalk1 to false)
(set: $jtalk2 to false)
(set: $jtalk3 to false)
The forest has many moods. Some days it is vast and unknowable, the dense canopy above you almost hostile. Sometimes it is playful, impish, letting out sounds from odd directions and placing unexpected stones beneath your feet. Today, though, it is calm, even peaceful. The light that spills through the foliage dapples the earth in a hundred shades of green, and the breeze that slips between the branches sounds like a sigh.
<br>
Jonah is sitting on the bench in front of the hut, for once not working or reading or mouthing words to something unseen. Lounging in a sliver of sunlight, he appears almost relaxed. As you approach a slow smile spreads across his rough face. You’re still getting used to that.
<br>
He reaches out for your hand and lifts it to his mouth, lips brushing your knuckles. ‘You came.’
<br>
‘Of course I did. I missed you.’<br>(click: "Of course")[(set: $jtalk to 1)(go-to: "jonah12.1")]
‘Oh, you know. I had some time to spare.’<br>(click: "time to spare")[(set: $jtalk to 2)(go-to: "jonah12.1")]
‘Are you going to make it worth my while?’(click: "worth my while")[(set: $jtalk to 3)(go-to: "jonah12.1")]{=
(if: $jtalk is 1)[
‘Strange,’ he says. ‘I thought I’d miss so many things when I came here, but I never did. You’re the first thing I’ve missed for years.’
]
(if: $jtalk is 2)[
‘Is that so?’ he asks, smirking. ‘Well. I’m flattered you managed to fit me into your busy schedule.’
]
(if: $jtalk is 3)[
He shakes his head, laughing. ‘Lord. I hadn’t accounted for how demanding you are. Should’ve known you’d expect me to work for this.’
]
<br>
Jonah tugs your hand gently, moving along the bench to make space beside him. You sit down and turn your face to the sun’s warmth, the motion pressing your shoulder to his arm. There’s something reassuring about the solid presence of him. It’s the way you feel when you step onto an old bridge or the bough of an ancient tree, the knowledge that it will bear your weight.
<br>
You talk, and it’s clear that the walls he once placed around himself are coming down, stone by stone. There are questions you’ve always wanted to ask him but have never dared to. Perhaps now is the time.
<br>
[[Ask him about the war.|jonah12.1.1]]<br>
[[Ask him about the abbey.|jonah12.1.2]]<br>
[[Ask him what he’s looking for now.|jonah12.1.3]]{=
(set: $energy to it -1)
(set: $sanvistory to 13)
(set: $storyprogress to it +1)
(set: $relationship to 3)
(set: $stalk to 0)
(set: $stalk1 to false)
(set: $stalk2 to false)
(set: $stalk3 to false)
As Sanvi promised, the inn is almost empty this afternoon. Agnes is dusting the horse brasses above the bar, and through the open door to the kitchen you can see a young man industriously slicing purple-hued onions. There are only two customers in, an older couple playing dominoes in the corner. You recognise them from previous visits, and they nod at you as you enter.
<br>
A moment later Sanvi comes out from the back room, smiling widely when she sees you. She pulls you in for a quick embrace, pressing a light kiss to your cheek, and the couple in the corner snicker loudly.
<br>
‘We heard you had a sweetheart,’ the old woman says. ‘Thought Mavis might’ve been telling porkies again.’
<br>
Sanvi grins at them ‘Mavis is a gossip,’ she says. ‘And I’ll be having words with her when she’s next in.’
<br>
‘You take care of this one,’ the old man says, looking at you. ‘She’s a fine woman.’
<br>
‘I know she is.’<br>(click: "she is")[(set: $stalk to 1)(go-to: "sanvi12.1")]
‘Better than fine, I’d say.’<br>(click: "I’d say")[(set: $stalk to 2)(go-to: "sanvi12.1")]
‘Sanvi’s more than capable of taking care of herself.’(click: "more than capable")[(set: $stalk to 3)(go-to: "sanvi12.1")]{=
(if: $stalk is 1)[
Sanvi squeezes your arm, a pleased flush blooming on her cheeks. ‘Oh, come off it. Let’s go.’
]
(if: $stalk is 2)[
Sanvi gives your arm a playful swat. ‘Here, enough of that, you. Let’s go.’
]
(if: $stalk is 3)[
Sanvi gives a pleased huff. ‘Too bloody right. Come on now, let’s be off.’
]
<br>
The two of you leave the inn and walk around the market for a while, Sanvi’s arm linked in yours. She makes conversation with everyone, from the bookseller to the butcher’s boy, knows them all by name. It makes you proud, knowing that she wants you on her arm like this. She’s so full of warmth, so full of life.
<br>
Eventually you come to sit on the low wall by the packhorse bridge, right on the edge of town. It’s quiet here, peaceful. You have space here, to discuss the things you never have time or privacy enough to talk about in the crowded taproom.
<br>
[[Ask about her life before she came to the island.|sanvi12.1.1]]<br>
[[Ask how she came to run the inn.|sanvi12.1.2]]<br>
[[Ask her about the future.|sanvi12.1.3]]{=
(set: $stalk1 to true)
She had a happy childhood, she tells you, as the only child of a sailmaker in a small harbour town on the mainland. Her mother died when she was young, and she has no siblings, but she and her father remained close even after she came to the island. He writes often, and intends to move here when he retires.
<br>
(if: $stalk2 is false)[
[[Ask how she came to run the inn.|sanvi12.1.2]]<br>
]
(if: $stalk3 is false)[
[[Ask her about the future.|sanvi12.1.3]]
]
(if: $stalk1 is true and $stalk2 is true and $stalk3 is true)[
[[Eventually the sky grows overcast, and you head back before it begins to rain.|sanvi12.2]]
]{=
(set: $stalk2 to true)
Sanvi tells you that she got a job there as a bar girl not long after marrying Erik. She’d wanted to continue selling flowers, but there was already a florist stall on the market and there wasn’t enough demand for a second. To her surprise she liked the work well, and over time grew close to the ageing landlady. Sanvi was as surprised as anyone when the older woman left the inn to her as part of her will. Erik hadn’t long passed away, and Sanvi thinks it was the landlady’s way of ensuring she was looked after.
<br>
(if: $stalk1 is false)[
[[Ask about her life before she came to the island.|sanvi12.1.1]]<br>
]
(if: $stalk3 is false)[
[[Ask her about the future.|sanvi12.1.3]]
]
(if: $stalk1 is true and $stalk2 is true and $stalk3 is true)[
[[Eventually the sky grows overcast, and you head back before it begins to rain.|sanvi12.2]]
]{=
(set: $stalk3 to true)
Sanvi smiles when you ask that, though not directly at you; it’s a small, private smile. She tells you it’s been a long time since she’s allowed herself to think about that question. There seem to be more possibilities now than there were, she says. She suggests you might work out the answer to that one together.
<br>
(if: $stalk1 is false)[
[[Ask about her life before she came to the island.|sanvi12.1.1]]<br>
]
(if: $stalk2 is false)[
[[Ask how she came to run the inn.|sanvi12.1.2]]<br>
]
(if: $stalk1 is true and $stalk2 is true and $stalk3 is true)[
[[Eventually the sky grows overcast, and you head back before it begins to rain.|sanvi12.2]]
]{=
The first drops are falling as you reach the front door of the inn, and Sanvi lifts her shawl above your heads to keep you dry. It creates a fabric-shrouded cave, a tiny world occupied by the two of you alone. The dim light slips through the gaps in the thread and draws patterns on Sanvi’s face. She takes advantage of this moment of privacy, drawing you close for a few seconds before she opens the door.
<br>
The parlour is as warm and inviting as ever, especially once the clouds burst behind you. You pull up a stool at the end of the bar while Sanvi goes to pour you both a drink, as she’s done many times before. Agnes waves a greeting, while the couple in the corner invite you to join their next game. This is as close to home as any place has ever felt.
<br>
Return to [[town]]{=
(set: $jtalk1 to true)
His eyes glaze over slightly when you ask him that, but he answers. He was conscripted, he tells you, late in the conflict, when there weren’t enough young men left to fight. He served for almost three years, a thousand miles from home, witnessing things that changed his understanding of what humanity was capable of. When it was over, and the time to lay down arms finally came, he discovered that he could not bring himself to return home. He was too changed for that.
<br>
(if: $jtalk2 is false)[
[[Ask him about the abbey.|jonah12.1.2]]<br>
]
(if: $jtalk3 is false)[
[[Ask him what he’s looking for now.|jonah12.1.3]]
]
(if: $jtalk1 is true and $jtalk2 is true and $jtalk3 is true)[
[[He looks tired now, as though this is the most he’s spoken of himself for years. Perhaps it is.|jonah12.2]]
]{=
(set: $jtalk2 to true)
Quiet, he tells you. He appreciated and dreaded that in equal measure. The silence kept him calm, but left spaces where pain could creep in. The abbott counselled patience. Told him that the strongest faith was built over years, not overnight. Jonah believed, but always felt as though something was missing. That, perhaps, just because a thing was true didn’t mean that it couldn’t also fall short of his expectations.
<br>
(if: $jtalk1 is false)[
[[Ask him about the war.|jonah12.1.1]]<br>
]
(if: $jtalk3 is false)[
[[Ask him what he’s looking for now.|jonah12.1.3]]
]
(if: $jtalk1 is true and $jtalk2 is true and $jtalk3 is true)[
[[He looks tired now, as though this is the most he’s spoken of himself for years. Perhaps it is.|jonah12.2]]
]{=
(set: $jtalk3 to true)
Jonah rests his hand on yours when you ask him that. He says that, now the answers he was seeking no longer seem to be forthcoming, he has realised he must decide this for himself. He does not think he can live out here like this forever. Once he was a man like any other; utterly ordinary. There is no going back to that now, not with what he has seen in the woods, but perhaps there is a space for him in the middle.
<br>
(if: $jtalk1 is false)[
[[Ask him about the war.|jonah12.1.1]]<br>
]
(if: $jtalk2 is false)[
[[Ask him about the abbey.|jonah12.1.2]]<br>
]
(if: $jtalk1 is true and $jtalk2 is true and $jtalk3 is true)[
[[He looks tired now, as though this is the most he’s spoken of himself for years. Perhaps it is.|jonah12.2]]
]{=
You turn to look towards him, resting your temple lightly against his shoulder. The way he looks back at you is… you aren’t certain how to put it. His once-wild eyes are still now, brimming with gratitude, with admiration. Entirely unguarded. It humbles you, that look.
<br>
You let your eyes fall closed, the sunlight glowing orange through the lids. The pad of Jonah’s thumb brushes the pulse point at your wrist. There is a long, somnolent silence, and you feel yourself drifting from wakefulness.
<br>
In that between-place you feel something else there with you, something in the spaces between the trees. It nods slowly. It approves.
<br>
Return to the [[forest]]{=
(set: $dtalk1 to true)
Dagmara tells of a large family, her the second of eight siblings, and the struggle that it was to keep fed and clothed. She cares for them, sends money home whenever she is able, but has no desire to return. She says very little about this in words, and far more with her silences. Once she left for the sea, she tells you, she did not look back.
<br>
(if: $dtalk2 is false)[
[[Ask about where she grew up.|dagmara12.1.2]]<br>
]
(if: $dtalk3 is false)[
[[Ask how she became a sailor.|dagmara12.1.3]]
]
(if: $dtalk1 is true and $dtalk2 is true and $dtalk3 is true)[
[[Eventually, your conversation winds down to comfortable silence.|dagmara12.2]]
]{=
(set: $dtalk2 to true)
The place she grew up is far away from here, a country you have never visited nor even travelled close to. She tells you of long, hard winters, snow-capped mountains, air so fresh it stole the breath from your lungs. Dagmara lived miles from the coast, in a town built of black stone and green-tinted glass, in a tall, narrow house that was identical to its neighbours.
<br>
(if: $dtalk1 is false)[
[[Ask her about her family.|dagmara12.1.1]]<br>
]
(if: $dtalk3 is false)[
[[Ask how she became a sailor.|dagmara12.1.3]]
]
(if: $dtalk1 is true and $dtalk2 is true and $dtalk3 is true)[
[[Eventually, your conversation winds down to comfortable silence.|dagmara12.2]]
]{=
(set: $dtalk3 to true)
She tells you it felt the farthest thing from where and who she was. Finding a ship that would take her aboard was a struggle, and when she finally made it onto the crew of a merchant vessel she was sick for days. Once her body had acclimatised, though, she found she had a knack for the work. Dagmara loved the freedom of the open ocean, the distance between her and civilisation.
<br>
(if: $dtalk1 is false)[
[[Ask her about her family.|dagmara12.1.1]]<br>
]
(if: $dtalk2 is false)[
[[Ask about where she grew up.|dagmara12.1.2]]
]
(if: $dtalk1 is true and $dtalk2 is true and $dtalk3 is true)[
[[Eventually, your conversation winds down to comfortable silence.|dagmara12.2]]
]{=
You watch the sun sink below the horizon, the sky in its wake deepening to a star-speckled blue. The roar of the sea, ever-present as it is, is muted tonight. You are more conscious of the crackling fire, the sound of a china teacup being placed on a saucer, the rustle of upholstery as Dagmara shifts in her seat.
<br>
Whenever she’s looking elsewhere your eyes drift to her face. Admiring the proud angle of her jaw, the downy hair at the nape of her neck, the slope of her brow. Once she turns in time to catch you staring. She smiles, runs the pad of her thumb along your cheekbone.
<br>
Outside the window, the day is shifting into night. In truth—in this moment—you hardly notice there’s an outside there at all.
<br>
Return to the [[coast]]{=
(set: $italk1 to true)
Rather sheepishly, Ivo admits that he comes from money (though you guessed this from his accent a long time ago). He’s the youngest son of a wealthy family from the mainland, unlikely to inherit any title and uninterested in doing so. The only relative he remains close to is a younger sister, Ilse, whom he writes to regularly.
<br>
(if: $italk2 is false)[
[[Ask him what drew him to the natural sciences.|ivo12.1.2]]<br>
]
(if: $italk3 is false)[
[[Ask him what he’s working towards.|ivo12.1.3]]
]
(if: $italk1 is true and $italk2 is true and $italk3 is true)[
[[After a while your chatter winds down, and you lapse into a gentle quiet.|ivo12.2]]
]{=
(set: $italk2 to true)
Ivo looks as though he’s been waiting his whole life for someone to ask him this question. He tells you a little of his youth, drawing a picture of an awkward, lonely child, more at home crouched by the edge of a pond watching tadpoles than playing with his peers. Nature, he says, asks nothing of you, and rewards the time you spend endeavouring to understand it. You have the distinct impression this has not been his experience with other human beings.
<br>
(if: $italk1 is false)[
[[Ask him about his background.|ivo12.1.1]]<br>
]
(if: $italk3 is false)[
[[Ask him what he’s working towards.|ivo12.1.3]]
]
(if: $italk1 is true and $italk2 is true and $italk3 is true)[
[[After a while your chatter winds down, and you lapse into a gentle quiet.|ivo12.2]]
]{=
(set: $italk3 to true)
Ivo is silent for a long time when you ask him that question. He tells you that, at first, he came here to learn, and to write his book; then the book became a second book; now a third volume seems likely, and it feels as though his work is just beginning. He says he isn’t certain where his endeavours will lead and—for once—he’s content with that.
<br>
(if: $italk1 is false)[
[[Ask him about his background.|ivo12.1.1]]<br>
]
(if: $italk2 is false)[
[[Ask him what drew him to the natural sciences.|ivo12.1.2]]<br>
]
(if: $italk1 is true and $italk2 is true and $italk3 is true)[
[[After a while your chatter winds down, and you lapse into a gentle quiet.|ivo12.2]]
]{=
Insects buzz lazily through the swaying plants that grow beside the windmill, alighting for a moment on a sprig of meadowsweet or campion before hauling themselves, pollen-heavy, back into the air.
<br>
Ivo has the collar of his shirt undone, his sleeves rolled up to his elbows. You study the aquiline form of his profile for a moment; his long-lashed eyes, the slender column of his throat. A lock of hair falls loose across his forehead, and you can’t resist the urge to smooth it back into place. He fits his cheek to your cupped palm, lets out a tiny sound of contentment.
<br>
The air is warm today. Each breath you take is languid, slow. It reminds you, gently, that you are alive.
<br>
Return to the [[river]]{=
(set: $energy to it -1)
(set: $sanvistory to 14)
(set: $storyprogress to it +1)
(set: $relationship to 4)
(set: $swait to 0)
(set: $stalk to 0)
‘(print: $name),’ he says. ‘I was hoping I might run into you. There’s stories going round about you, did you know that?’
<br>
You ask him where he heard such gossip, given that he lives alone in the woods.
<br>
‘Even I need to venture into town sometimes,’ Jonah smirks. ‘I was there the other day, picking up a few supplies. Stopped by the pub for a drink on my way back. The innkeeper, what’s her name—Sanvi—the locals were teasing her to high heaven, joking about some new arrival she’s taken up with. It took me a while to realise they were talking about you.’ He gives you a sly look. ‘I was just wondering whether there’s any truth to those rumours?’
<br>
‘All true. Especially the scandalous ones.’<br>(click: "scandalous")[(set: $stalk to 1)(go-to: "sanvi13.0")]
‘Well, that depends entirely on the rumour.’<br>(click: "entirely")[(set: $stalk to 2)(go-to: "sanvi13.0")]
‘Since when do you care about townie gossip?’(click: "townie gossip")[(set: $stalk to 3)(go-to: "sanvi13.0")]{=
(if: $stalk is 1)[
He gives a rough chuckle. ‘Now I haven’t got a clue what to believe.’
]
(if: $stalk is 2)[
‘You could have a career in politics, giving answers like that,’ he says. ‘Fine. Keep your secrets.’
]
(if: $stalk is 3)[
‘I’m only human,’ he shrugs. ‘Living alone in the woods, as you put it, gets a little dull sometimes.’
]
<br>
Jonah sucks in his cheeks for a moment, as though considering whether to say something else.
<br>
‘The people in town,’ he says. ‘It’s obvious that they care about her. Close-knit communities like that—if one of them gets hurt, has their heart broken, they all take it personally. That’s the sort of thing that gets newcomers ostracised. Do you understand what I’m saying, (print: $name)?’
<br>
[[‘Yes, and don’t worry. I’m not planning to hurt Sanvi.’|sanvi13.0.1]]<br>
[[‘I don’t care about anyone else’s opinion. Just hers.’|sanvi13.0.2]]<br>
[[‘I’m going to pretend that I don’t.’|sanvi13.0.3]]{=
(set: $energy to it -1)
(set: $jonahstory to 14)
(set: $storyprogress to it +1)
(set: $relationship to 4)
(set: $jwait to 0)
(set: $jtalk to 0)
‘Hello,’ he says. ‘Lovely day, isn’t it?’
<br>
It’s a fairly nice day, but Ivo is grinning from ear to ear in a manner you aren’t sure that the weather alone can account for. You ask him why he’s smiling.
<br>
‘Oh, no reason,’ he says, giving an exaggerated shrug. ‘Only—that monk fellow, Jonah, the one who lives in the forest. We get to talking, occasionally, when he comes down to the river to fish. He was here yesterday, as a matter of fact. Mentioned you. Mentioned you quite a few times, actually. Almost as though you were, ah—//close//, let’s say.’
<br>
‘No need to be so bloody coy.’<br>(click: "bloody coy")[(set: $jtalk to 1)(go-to: "jonah13.0")]
‘And would it be so terrible if we were?’<br>(click: "so terrible")[(set: $jtalk to 2)(go-to: "jonah13.0")]
‘Do you have a point here, Ivo?’(click: "point")[(set: $jtalk to 3)(go-to: "jonah13.0")]{=
(if: $jtalk is 1)[
‘Heavens, no wonder you’re fond of each other,’ he says. ‘Same temperament, anyway.’
]
(if: $jtalk is 2)[
‘Not at all,’ he says, holding his hands up. ‘Quite the opposite. I think it’s rather sweet, actually.’
]
(if: $jtalk is 3)[
‘Probably not,’ he says, chuckling. ‘Just making conversation.’
]
<br>
Ivo stretches, then folds his arms across his chest. He taps his foot lightly against the packed earth.
<br>
‘I do wonder, though,’ he says. ‘If you //were// together—and I’m not saying that you are—doesn’t his lifestyle rather get in the way of things? The man’s a hermit, as far as I can tell, and a religious one to boot. Where I come from that’s not exactly considered marriage material.’
<br>
[[‘We’re making it work, somehow.’|jonah13.0.1]]<br>
[[‘Well I come from somewhere else, and I like him fine as he is.’|jonah13.0.2]]<br>
[[‘Your observations have been noted.’|jonah13.0.3]]{=
(set: $energy to it -1)
(set: $dagmarastory to 14)
(set: $storyprogress to it +1)
(set: $relationship to 4)
(set: $dwait to 0)
(set: $dtalk to 0)
‘Hello you,’ Sanvi says, the corners of her mouth tugging into a smile. ‘Come and sit with me for a moment.’
<br>
You join the innkeeper on the bench, unsure how to interpret the expression on her face. She looks smug, pleased with herself, but also happy to see you.
<br>
‘Dagmara came by the pub yesterday,’ she says. ‘Had this look in her eyes, all dream-like. She was coy about why at first, but I got it out of her in the end. Some of it, anyway. I didn’t know that the two of you were together.’
<br>
‘It isn’t anyone else’s business.’<br>(click: "business")[(set: $dtalk to 1)(go-to: "dagmara13.0")]
‘I didn’t want to jinx things.’<br>(click: "jinx")[(set: $dtalk to 2)(go-to: "dagmara13.0")]
‘What did she say about us?’(click: "about us")[(set: $dtalk to 3)(go-to: "dagmara13.0")]{=
(if: $dtalk is 1)[
‘Lord, you sound like her,’ she chuckles. ‘But don’t worry, your secret’s safe with me.’
]
(if: $dtalk is 2)[
‘Oh, I don’t think there’s any chance of that,’ she says. ‘Dagmara’s smitten, you can tell.’
]
(if: $dtalk is 3)[
‘Oh, just that you’d been “spending time together”,’ she says. ‘Like getting blood out of a stone, that one. But a happy stone.’
]
<br>
Sanvi pulls her shawl closer around her shoulders, tilts her head as though considering something. She looks at you sideways.
<br>
‘I’m sure you don’t need me to tell you this,’ she says. ‘But Dagmara’s had a hard journey, getting here. She’s seen a lot. Suffered a lot. I know she’s doing better these days, but that happiness deserves to last. You will look after her, won’t you?’
<br>
[[‘Of course I will. She means everything to me.’|dagmara13.0.1]]<br>
[[‘Dagmara’s made her own happiness. I’m just lucky to be a part of it.’|dagmara13.0.2]]<br>
[[‘I don’t know what the future holds. Right now, it’s working. That’s all I can say.’|dagmara13.0.3]]{=
(set: $energy to it -1)
(set: $ivostory to 14)
(set: $storyprogress to it +1)
(set: $relationship to 4)
(set: $iwait to 0)
(set: $italk to 0)
‘(print: $name),’ she says. ‘I was just talking about you.’
<br>
Curious, you ask her who she’s been discussing you with.
<br>
‘That little man with the notebook,’ Dagmara says. ‘Ivo, I think his name is? He comes here to watch the birds. We talk, sometimes. But this morning you were the only thing he could talk about.’ Her features are still, but there’s a glimmer of amusement in her eyes. ‘I take it that the two of you are an item, yes?’
<br>
‘Yes, we are.’<br>(click: "we are")[(set: $italk to 1)(go-to: "ivo13.0")]
‘I couldn’t possibly tell. That wouldn’t be proper.’<br>(click: "proper")[(set: $italk to 2)(go-to: "ivo13.0")]
‘Is that what he told you?’(click: "told you")[(set: $italk to 3)(go-to: "ivo13.0")]{=
(if: $italk is 1)[
‘I thought as much,’ she says. ‘Well, you have my congratulations. I hope you are happy.’
]
(if: $italk is 2)[
‘You sound exactly like him,’ she chuckles. ‘You are both too polite for your own good.’
]
(if: $italk is 3)[
‘Not in so many words,’ she says. ‘But I am no fool. I can read between the lines well enough.’
]
<br>
Dagmara looks out to sea, shielding her eyes with a hand against the wind.
<br>
‘I do not pretend to be an expert in love,’ she says. ‘But I can tell that he is a sweet man, and he cares about you a great deal. I must ask—do you feel the same? I fear he would be heartbroken if you did not.’
<br>
[[‘I do feel the same. You’ve got nothing to worry about on that account.’|ivo13.0.1]]<br>
[[‘Ivo isn’t as weak as you think he is. But I don’t intend to hurt him.’|ivo13.0.2]]<br>
[[‘That’s a bit of a personal question, don’t you think?’|ivo13.0.3]]{=
‘I’m glad to hear it,’ he says. ‘I hardly know her well, but we’ve exchanged a few words when I’ve been to town. She seems like a fine woman.’
<br>
Jonah looks down at the underbrush, the lengthening shadows of the trees.
<br>
‘I should be off,’ he says. ‘Listen. Rumours or no rumours, the innkeeper looked happy. So do you. Whatever’s going on, it’s clearly working. I wish you both the best, (print: $name).’
<br>
Return to the [[forest]]{=
‘I appreciate the sentiment,’ he says. ‘But she’s important to those people, and they’re likely as important to her. Be careful.’
<br>
Jonah looks down at the underbrush, the lengthening shadows of the trees.
<br>
‘I should be off,’ he says. ‘Listen. Rumours or no rumours, the innkeeper looked happy. So do you. Whatever’s going on, it’s clearly working. I wish you both the best, (print: $name).’
<br>
Return to the [[forest]]{=
‘Suit yourself,’ he says. ‘You don’t have to acknowledge my advice, so long as you remember it.’
<br>
Jonah looks down at the underbrush, the lengthening shadows of the trees.
<br>
‘I should be off,’ he says. ‘Listen. Rumours or no rumours, the innkeeper looked happy. So do you. Whatever’s going on, it’s clearly working. I wish you both the best, (print: $name).’
<br>
Return to the [[forest]]{=
‘Stranger things have happened,’ he says, smiling. ‘If anyone can make miracles, you can.’
<br>
A farmer turns up to unlatch the gate then. He ushers you and Ivo away, telling you he needs to move his herd.
<br>
‘I think that’s our cue to part ways,’ Ivo says. ‘It was good to see you. Look, I’m sorry if I put my foot in my mouth. Jonah’s a good fellow, even if he is a little difficult sometimes. To be honest, yesterday’s the first time I’ve ever seen him in truly good spirits. I think that was your doing. And I hope he makes you happy, too.’
<br>
Return to the [[river]]{=
‘I take it back,’ he says, smiling wryly. ‘With a temper like that, I’d say you’re perfect for each other.’
<br>
A farmer turns up to unlatch the gate then. He ushers you and Ivo away, telling you he needs to move his herd.
<br>
‘I think that’s our cue to part ways,’ Ivo says. ‘It was good to see you. Look, I’m sorry if I put my foot in my mouth. Jonah’s a good fellow, even if he is a little difficult sometimes. To be honest, yesterday’s the first time I’ve ever seen him in truly good spirits. I think that was your doing. And I hope he makes you happy, too.’
<br>
Return to the [[river]]{=
‘Right,’ he says, looking a little sheepish. ‘I have a feeling I’ve overstepped. Apologies, (print: $name).’
<br>
A farmer turns up to unlatch the gate then. He ushers you and Ivo away, telling you he needs to move his herd.
<br>
‘I think that’s our cue to part ways,’ Ivo says. ‘It was good to see you. Look, I’m sorry if I put my foot in my mouth. Jonah’s a good fellow, even if he is a little difficult sometimes. To be honest, yesterday’s the first time I’ve ever seen him in truly good spirits. I think that was your doing. And I hope he makes you happy, too.’
<br>
Return to the [[river]]{=
‘Fair warms the heart, doesn’t it?’ She grins at you. ‘You remind me of myself, a few years back. All giddy with love.”
<br>
Sanvi squeezes your hand, then gets to her feet and nods towards the inn.
<br>
‘I need to be getting back to work,’ she says. ‘But I’m delighted for you both. There’s not enough good news going around these days. Hold her close, (print: $name). Enjoy it.’
<br>
Return to [[town]]{=
‘That’s why I don’t doubt you’re right for each other,’ she says, approvingly. ‘You respect her for who she is, even without you.’
<br>
Sanvi squeezes your hand, then gets to her feet and nods towards the inn.
<br>
‘I need to be getting back to work,’ she says. ‘But I’m delighted for you both. There’s not enough good news going around these days. Hold her close, (print: $name). Enjoy it.’
<br>
Return to [[town]]{=
‘I suppose I can’t ask any more than that,’ she says. ‘Just don’t let practicality get in the way of happiness, alright?’
<br>
Sanvi squeezes your hand, then gets to her feet and nods towards the inn.
<br>
‘I need to be getting back to work,’ she says. ‘But I’m delighted for you both. There’s not enough good news going around these days. Hold her close, (print: $name). Enjoy it.’
<br>
Return to [[town]]{=
‘I am pleased to hear it,’ she says. ‘He talks of you as though you were the sun in the sky.’
<br>
Dagmara gets to her feet, wincing a little as she straightens her leg.
<br>
‘You are well suited to one another,’ she says. ‘I have to say, speaking with him about you made my day a little brighter. I consider you a friend, (print: $name), and it pleases me to see you well appreciated. I hope you’ve found some happiness together.’
<br>
Return to the [[coast]]{=
‘Forgive me,’ she says. ‘It is a mistake, I know, to equate gentleness with fragility. Clearly you know him well, and that can only be a good sign.’
<br>
Dagmara gets to her feet, wincing a little as she straightens her leg.
<br>
‘You are well suited to one another,’ she says. ‘I have to say, speaking with him about you made my day a little brighter. I consider you a friend, (print: $name), and it pleases me to see you well appreciated. I hope you’ve found some happiness together.’
<br>
Return to the [[coast]]{=
‘I am sorry,’ she says, her cheeks colouring. ‘I spoke out of turn. Excuse me.’
<br>
Dagmara gets to her feet, wincing a little as she straightens her leg.
<br>
‘You are well suited to one another,’ she says. ‘I have to say, speaking with him about you made my day a little brighter. I consider you a friend, (print: $name), and it pleases me to see you well appreciated. I hope you’ve found some happiness together.’
<br>
Return to the [[coast]]{=
(set: $relationship to 5)
Dearest (print: $name),
<br>
Let’s get away for a while. It’s been far too long since I last got some proper fresh air, and the weather should be fair these next few days.
<br>
Meet me down by the river. I’ve an idea.
<br>
With love,<br>
Sanvi
<br>
<br>
[[Put letter away|home]]{=
(set: $energy to 0)
(set: $sanvistory to 15)
(set: $storyprogress to it +1)
(set: $relationship to 6)
(set: $stalk to 0)
(set: $swait to 0)
Sanvi is waiting for you by a wooden jetty on the riverbank. She has a wicker basket on one arm, and as you approach she gestures towards a small boat tied up on the water.
<br>
‘Ever been out on one of these?’ she says. ‘It’s a right pleasant way to waste an afternoon. Especially if you’ve the vittles to go with it.’
<br>
She pulls back the cloth covering the basket, revealing a fine selection of pastries, fruit and bottled cider.
<br>
‘Agnes put it all together for me,’ Sanvi says. ‘She’s a sweetheart, really. Think she’s glad to see me happy, after everything.’ She looks up at you, smiling. ‘I //am// happy, (print: $name). I hope you know that.’
<br>
‘Good. Making you happy is all I want to do.’<br>(click: "want to do")[(set: $stalk to 1)(go-to: "sanvi14.0.1")]
‘I’m happy too, Sanvi.’<br>(click: "happy too")[(set: $stalk to 2)(go-to: "sanvi14.0.1")]
‘You won’t be too happy when I capsize this boat.’(click: "capsize this boat")[(set: $stalk to 3)(go-to: "sanvi14.0.1")]{=
(set: $relationship to 5)
(print: $name),
<br>
I hope you’re well. You’ve been in my thoughts a great deal.
<br>
I find myself growing bored of the endless woods. I’d like a change of scenery, and I’d like it even more if you were with me.
<br>
If you’re inclined, meet me at the coast. I hope to see you soon.
<br>
Jonah
<br>
<br>
[[Put letter away|home]]{=
(if: $stalk is 1)[
‘Aren’t you a charmer?’ she says, laughing quietly. ‘Come on. If you want to make me happy you can take the first shift at rowing.’
]
(if: $stalk is 2)[
‘Good,’ she says quietly. ‘I hope you are. Come on, then. Let’s get on while the sun’s out.’
]
(if: $stalk is 3)[
‘Oh, you’ll not be as bad as all that,’ she says, laughing. ‘Come on. I’ll show you how.’
]
<br>
You climb into the small boat, and take hold of the oars while Sanvi unfastens the docking line. The vessel drifts out lazily onto the slow-moving water. It takes you a few minutes and some gentle coaching to get the hang of rowing with the current, but once you do it’s remarkably relaxing.
<br>
You’ve visited the river many times, but seeing it from this angle is something entirely new. Sanvi points out an otter slipping gracefully from the bank into the water, and as you pass by the willow trees you spy a family of moorhens sheltering under the streaming leaves. You eat, and talk, and enjoy the warmth of the sun on your face.
<br>
It’s a [[perfect afternoon|sanvi14.0.2]].{=
(set: $energy to 0)
(set: $jonahstory to 15)
(set: $storyprogress to it +1)
(set: $relationship to 6)
(set: $jtalk to 0)
(set: $jwait to 0)
You find Jonah waiting for you at the top of the cliffs. He is looking out to sea, the wind whipping his hair about his face. It’s a little odd seeing him in such a different landscape, so far from the trees.
<br>
‘Strange,’ he says. ‘The last time I saw the ocean was the day I came to this island. I haven’t ventured out here since. It never occurred to me to.’
<br>
He shakes his head as if to clear it, then turns towards you. For a moment he just looks at you, saying nothing. A small smile plays across his lips.
<br>
‘I missed you.’<br>(click: "missed you")[(set: $jtalk to 1)(go-to: "jonah14.0.1")]
‘Cat got your tongue?’<br>(click: "tongue")[(set: $jtalk to 2)(go-to: "jonah14.0.1")]
‘Enjoying the view, are you?’(click: "view")[(set: $jtalk to 3)(go-to: "jonah14.0.1")]{=
(if: $jtalk is 1)[
‘I missed you too,’ he says. ‘Thank you for coming out here, today. I’m not sure I ever would have come if I were alone.’
]
(if: $jtalk is 2)[
‘Something like that,’ he says, smirking. ‘Thank you for coming, (print: $name). I’d never have bothered without you.’
]
(if: $jtalk is 3)[
‘Very much,’ he says, his cheeks colouring slightly above his beard. ‘Anyway. I’m glad you came. Not sure I would have ventured out here, otherwise.’
]
<br>
You walk along the coastal path for a while, until you reach a narrow, winding route leading down to the water. You follow it, more out of curiosity than anything else, and find yourselves in a small cove. It’s tiny, little more than a crescent of sand surrounded by sheer cliffs on all sides. The sun beats down from overhead, warm on your skin.
<br>
You find a place to sit, facing out [[towards the sea|jonah14.0.2]].{=
(set: $relationship to 5)
Dear (print: $name),
<br>
I find myself with more free time than usual, of late. The weather has been clement, the lamp lit less often, and I have been training an apprentice who has taken much of the work off my hands.
<br>
Before this might have troubled me—I do not like to sit idle. But now I am only pleased to have more time to spend with you.
<br>
I would like to see more of this island. I have never been to the forest, only seen it from a distance, and I have heard it is quite beautiful. It would be a pleasure to visit it with you.
<br>
Meet me there, when you can.
<br>
Yours truly,<br>
Dagmara
<br>
<br>
[[Put letter away|home]]{=
(set: $energy to 0)
(set: $dagmarastory to 15)
(set: $storyprogress to it +1)
(set: $relationship to 6)
(set: $dtalk to 0)
(set: $dwait to 0)
You meet Dagmara at the edge of the forest, as planned. She is staring up at the trees, a look of wonder on her face. You have to touch her shoulder to let her know that you’re there.
<br>
‘Oh,’ she says, with a tiny start. ‘Excuse me, (print: $name). I am so accustomed to bare stone and water. It is a marvellous thing, to see so many trees.’
<br>
You walk into the woods, keeping to the broad, flat paths. The rhythmic tapping of Dagmara’s cane is muted against the carpet of pine needles and leaf litter.
<br>
You have talked so much these past days, but now you find a comfortable quiet. There’s a gentle smile on Dagmara’s lips as she admires the forest, her gaze landing on a pecking blackbird or a nodding foxglove for a moment before sliding back to you, as though wanting to make sure that you’re sharing in her pleasure. Your hand rests lightly in the crook of her elbow.
<br>
Eventually she draws to a halt near a small stream, sighing. ‘I wish I could go on,’ she says. ‘I feel there is much more to see here. But my leg is troubling me.’
<br>
‘I’m sorry. We shouldn’t have walked so far.’<br>(click: "sorry")[(set: $dtalk to 1)(go-to: "dagmara14.0.1")]
‘Shall we rest here for a while?’<br>(click: "rest here")[(set: $dtalk to 2)(go-to: "dagmara14.0.1")]
‘I can give you a piggyback, if you like.’(click: "piggyback")[(set: $dtalk to 3)(go-to: "dagmara14.0.1")]{=
(if: $dtalk is 1)[
‘I am still learning my limits,’ she says. ‘But I do not regret coming here.’
]
(if: $dtalk is 2)[
‘Maybe for a moment,’ she says. ‘But I think I am done for the day.’
]
(if: $dtalk is 3)[
She snorts out a laugh. ‘You would not last three paces.’
]
<br>
Dagmara sits down on the stump of a fallen tree, stretching out her leg. You join her, conscious now of how sore and tired your own feet are. Absently your hand drifts to rest between Dagmara’s shoulder blades. She looks up at you, blinks rapidly for a few seconds.
<br>
‘You live not too far from here,’ she says. ‘Closer than the lighthouse, in any case. Perhaps we could return there for a while? I do not wish to say goodbye just yet.’
<br>
The two of you head back to your [[cottage|dagmara14.0.2]].{=
(set: $relationship to 5)
(print: $name),
<br>
I’ve got a suggestion for you. It occurs to me that perhaps it isn’t healthy to spend all of one’s time with only mushrooms and birds for company, even if one is lucky enough to have a dear friend that often condescends to visit them.
<br>
If you’ve a mind to, meet me in town. Perhaps we could go for a drink? I hear that’s a thing that people do.
<br>
Sincerely yours,<br>
Ivo
<br>
<br>
[[Put letter away|home]]{=
(set: $energy to 0)
(set: $ivostory to 15)
(set: $storyprogress to it +1)
(set: $relationship to 6)
(set: $italk to 0)
(set: $iwait to 0)
You find Ivo leaning against a wall near the edge of town. The clothes he’s wearing are less grass-stained than usual, and he seems to have polished his boots for the occasion. He looks a little fidgety.
<br>
‘I’m nervous,’ he says, the moment you arrive. ‘Isn’t that odd? I suppose this is what happens to a person, living in the middle of nowhere for so long. Not that I was ever exactly a social butterfly, but I don’t recall being //this// bad.’
<br>
You lay a reassuring hand on his arm, and the two of you walk together to the inn. It’s fairly busy, but you manage to find an empty table in a quiet corner. Sanvi flashes you a knowing smile as she brings over a bottle of wine and two glasses.
<br>
‘Well,’ Ivo says, pouring you both a measure. ‘I feel like we should make a toast. What to?’
<br>
‘To the third volume of your book.’<br>(click: "your book")[(set: $italk to 1)(go-to: "ivo14.0.1")]
‘To overcoming your fear of the pub.’<br>(click: "pub")[(set: $italk to 2)(go-to: "ivo14.0.1")]
‘To us, obviously.’(click: "us, obviously")[(set: $italk to 3)(go-to: "ivo14.0.1")]{=
(if: $italk is 1)[
‘Oh, (print: $name),’ he sighs. ‘If only the rest of the world were half as supportive as you.’
]
(if: $italk is 2)[
‘I wouldn’t call it a //fear//,’ he says, chuckling. ‘Just a… mild apprehension.’
]
(if: $italk is 3)[
‘Yes,’ he says, blinking rapidly. ‘Yes, that’s—to us.’
]
<br>
Ivo touches his glass to yours, eyes crinkling as he smiles. You take a sip of the wine; it’s good, rich and spiced at the back of your tongue. The room is pleasantly warm, the hum of chatter just loud enough to give you some privacy when you speak.
<br>
You make conversation for a while, talking about what you’ve both been doing since you last saw one another. Ivo is busy working on a new set of experiments, examining some odd ferns he discovered at the edge of the woods. The way his face lights up as he talks about fronds and pinnules and fiddleheads is endlessly charming.
<br>
At some point a woman stands up near the fire and begins to play the fiddle. You [[listen to the music|ivo14.0.2]] for a time.{=
Eventually the picnic basket is empty and your arms have grown too tired to row any more. You head back to the dock, where you tie up the small boat and climb back onto dry land. You offer Sanvi your hand as she steps onto the jetty.
<br>
‘Thank you kindly,’ she says. Looking up to the sun where it dips behind the clouds, she frowns. ‘I’m not quite ready to let the day go, are you? You’re welcome to head home with me. We can take the backstairs, avoid getting roped into helping behind the bar.’
<br>
[[‘That sounds lovely.’|sanvi14.1]]<br>
[[‘Agnes will be alright without you?’|sanvi14.2]]<br>
[[‘If I didn’t know better I’d say you had an ulterior motive, inviting me home.’|sanvi14.3]]<br>{=
‘Doesn’t it just?’ she says, smiling. ‘Let’s go, then.’
<br>
You walk back to town, Sanvi’s hand resting lightly on your elbow all the while. Once you’re at the inn Sanvi unlocks a back door and ushers you through it. The set of stairs beyond leads up to a small, comfortable apartment, full of overgrown house plants and worn furniture covered in soft-looking blankets.
<br>
‘Here we are,’ she says. ‘It’s not much, but it’s home.’
<br>
Sanvi meets your gaze, her dark eyes half-lidded and shining. The fading sunlight picks out flecks of gold in her irises, burnishes her curls. She’s standing close enough that you can feel the warmth of her.
<br>
[[Move closer.|sanvi14.4]]<br>
[[Sit with her a while.|sanvi14.5]]{=
‘Oh, Agnes’ll be grand,’ she says. ‘I need time of my own, (print: $name). I can’t be chained to that bar for the rest of my life.’
<br>
You walk back to town, Sanvi’s hand resting lightly on your elbow all the while. Once you’re at the inn Sanvi unlocks a back door and ushers you through it. The set of stairs beyond leads up to a small, comfortable apartment, full of overgrown house plants and worn furniture covered in soft-looking blankets.
<br>
‘Here we are,’ she says. ‘It’s not much, but it’s home.’
<br>
Sanvi meets your gaze, her dark eyes half-lidded and shining. The fading sunlight picks out flecks of gold in her irises, burnishes her curls. She’s standing close enough that you can feel the warmth of her.
<br>
[[Move closer.|sanvi14.4]]<br>
[[Sit with her a while.|sanvi14.5]]{=
‘You never know,’ she winks. ‘Maybe I do, and all.’
<br>
You walk back to town, Sanvi’s hand resting lightly on your elbow all the while. Once you’re at the inn Sanvi unlocks a back door and ushers you through it. The set of stairs beyond leads up to a small, comfortable apartment, full of overgrown house plants and worn furniture covered in soft-looking blankets.
<br>
‘Here we are,’ she says. ‘It’s not much, but it’s home.’
<br>
Sanvi meets your gaze, her dark eyes half-lidded and shining. The fading sunlight picks out flecks of gold in her irises, burnishes her curls. She’s standing close enough that you can feel the warmth of her.
<br>
[[Move closer.|sanvi14.4]]<br>
[[Sit with her a while.|sanvi14.5]]{=
(set: $intimate to true)
You lean close, and Sanvi moves to meet you. There’s an eagerness, almost a hunger, to the way she kisses you, her lips firm and hot and certain against your own. She takes you hand and leads you through to a small bedroom, where a vase of fresh flowers fill the air with their gentle scent.
<br>
You admire the softness of her as she unbuttons your shirt; the generous curve of her hip, the freckled slope of her shoulder. She smiles when she catches you staring.
<br>
As usual, hours pass like minutes with her. The rest of the day is a sweet haze of closeness and sighing warmth, of the weight of her head on your chest. All is right with the world, in that moment. All is as it should be.
<br>
Return [[home]]{=
You take a seat on an overstuffed sofa and Sanvi sits beside you, neatly tucking her feet beneath her. The room smells sweet and fragrant, like dried flowers. Sanvi’s fingertips draw absent patterns on your arm as you talk. You discuss all manner of things, as you always do; scraps of gossip, little anecdotes, plans for the future. She laughs often, the sound as bright and clear as a bell chiming.
<br>
Hours pass like minutes. They do, when you’re with her. You think you could stay here forever, on her worn old sofa, talking of small things, as the sun sets outside the window. You think you would like that very much.
<br>
Return [[home]]{=
For a while that’s all you do. Sit in each other’s company, enjoying the heat of the day and the slow roar of the sea. You see the way that Jonah sinks his fingers into the soft sand, the stillness in his eyes as he basks in the sunlight. In many ways he’s a different man to the one you first met in the clearing; no longer tortured, no longer suspicious. Still himself, but a calmer, more grounded version. A happier one.
<br>
‘I don’t know how to thank you,’ he says, suddenly. ‘I’ve been thinking about it for days now, and I’ve no idea where to start. My life before—(print: $name), you could hardly call it a life at all. I wasn’t sure I’d ever feel like a person again. I don’t—gratitude doesn’t feel sufficient.’
<br>
[[‘You don’t have to thank me for anything. I want you to be happy.’|jonah14.1]]<br>
[[‘Don’t give me all the credit. It came from you, too.’|jonah14.2]]<br>
[[‘I can think of a few ways you could thank me.’|jonah14.3]]<br>{=
‘When you say things like that I don’t know how I can’t be thankful.’ He shakes his head, smiles. ‘I’ve never met another person like you, (print: $name). Not one.’
<br>
The sun is dipping lower in the sky, painting the scant clouds in watercolour shades, peach and lilac and pale gold. Jonah lays his hand atop your own, grains of sand brushing your skin. His eyes aren’t as dark as usual, you notice, as though he’s been sleeping better.
<br>
It occurs to you that maybe you’ve both been looking for answers in the wrong places. That maybe you’re finding them right here, in this moment. You’ve been turning towards one another, like the point of a compass, for a long time now. You could close the space between you with a touch.
<br>
[[Move closer.|jonah14.4]]<br>
[[Watch the sun set.|jonah14.5]]{=
‘This is why I’m grateful in the first place,’ he says. ‘The way you believe in me. Almost makes me believe in myself.’
<br>
The sun is dipping lower in the sky, painting the scant clouds in watercolour shades, peach and lilac and pale gold. Jonah lays his hand atop your own, grains of sand brushing your skin. His eyes aren’t as dark as usual, you notice, as though he’s been sleeping better.
<br>
It occurs to you that maybe you’ve both been looking for answers in the wrong places. That maybe you’re finding them right here, in this moment. You’ve been turning towards one another, like the point of a compass, for a long time now. You could close the space between you with a touch.
<br>
[[Move closer.|jonah14.4]]<br>
[[Watch the sun set.|jonah14.5]]{=
‘Is that so?’ he says, raising his eyebrows. ‘Well. You’ll have to enlighten me as to what those are.’
<br>
The sun is dipping lower in the sky, painting the scant clouds in watercolour shades, peach and lilac and pale gold. Jonah lays his hand atop your own, grains of sand brushing your skin. His eyes aren’t as dark as usual, you notice, as though he’s been sleeping better.
<br>
It occurs to you that maybe you’ve both been looking for answers in the wrong places. That maybe you’re finding them right here, in this moment. You’ve been turning towards one another, like the point of a compass, for a long time now. You could close the space between you with a touch.
<br>
[[Move closer.|jonah14.4]]<br>
[[Watch the sun set.|jonah14.5]]{=
(set: $intimate to true)
You slide your hand to Jonah’s shoulder, lean in to press your lips to his. A low sound escapes his throat, somewhere between a sigh and a purr, as he pulls you closer. The ocean roars with the blood in your ears.
<br>
As many times as you’ve imagined this, the reality is better. His wildness surrendering to your touches, firm muscle and soft flesh, scarred hands guided by your own. He speaks your name like a prayer. Like all his attempts at worship have led him to you.
<br>
Return to the [[coast]]{=
You lean back on your elbows, your hand still entwined with his. He follows your lead, resting on the still-warm sand as you face the horizon. The sun sinks lower in the sky, waking the stars one by one, and the salt tang of the ocean is fresh and clear in your throat.
<br>
You came here seeking something, you know. Perhaps you weren’t entirely certain what it was. But whether or not this is what you were looking for, you’re glad it’s what you found.
<br>
Return to the [[coast]]{=
Once inside Dagmara sinks down heavily into one of your armchairs. She stretches, the motion pulling her shirt taut against the thick muscle of her shoulders. (if: $hascat is true)[(print: $catname) mirrors the motion from her spot by the hearth.](if: $hasdog is true)[(print: $dogname) mirrors the motion from his spot by the hearth.]
<br>
‘Thank you for coming with me today,’ Dagmara says. ‘Things were growing a little stagnant, back at the lighthouse. I never used to be one for routine. I suppose I have not changed as much as I thought.’
<br>
She reaches out for your hand, squeezes it in hers.
<br>
‘Will you come out with me again?’ she asks. ‘There must be other places I have yet to explore.’
<br>
[[‘I’d go anywhere with you.’|dagmara14.1]]<br>
[[‘So long as it doesn’t cause you too much discomfort.’|dagmara14.2]]<br>
[[‘We could do some exploration right here, you know.’|dagmara14.3]]<br>{=
‘You can’t know how much I love to hear that,’ she says, smiling. ‘And I with you, (print: $name). And I with you.’
<br>
Dagmara’s hand slides up your forearm, cupping your elbow in her palm. She looks at you with storm-coloured eyes, playful and serious all at once, a question in the angle of her brow. You’re close enough to breathe in her scent, soft leather and lamp oil and tea leaves. It would only take the space of a breath to put your arms around her, if you wished to.
<br>
[[Move closer.|dagmara14.4]]<br>
[[Sit and talk.|dagmara14.5]]{=
‘I will be conscious of that,’ she says. ‘It is kind of you to worry about me, but do not concern yourself overmuch. I know what I am capable of.’
<br>
Dagmara’s hand slides up your forearm, cupping your elbow in her palm. She looks at you with storm-coloured eyes, playful and serious all at once, a question in the angle of her brow. You’re close enough to breathe in her scent, soft leather and lamp oil and tea leaves. It would only take the space of a breath to put your arms around her, if you wished to.
<br>
[[Move closer.|dagmara14.4]]<br>
[[Sit and talk.|dagmara14.5]]{=
‘Is that so?’ she asks, her smile turning sly. ‘I would be very interested to hear more about this… exploration.’
<br>
Dagmara’s hand slides up your forearm, cupping your elbow in her palm. She looks at you with storm-coloured eyes, playful and serious all at once, a question in the angle of her brow. You’re close enough to breathe in her scent, soft leather and lamp oil and tea leaves. It would only take the space of a breath to put your arms around her, if you wished to.
<br>
[[Move closer.|dagmara14.4]]<br>
[[Sit and talk.|dagmara14.5]]{=
(set: $intimate to true)
You lean down, close the space between you. Dagmara’s hand grips more tightly to your arm as you press your lips to hers, as she pushes herself up to standing.
<br>
Your fingers are clumsy at the buttons of her shirt as you take the few backwards steps to the bed. Dagmara hooks an arm around your waist, kisses the hollow of your throat. The two of you exchange no words as you climb onto the mattress. There is nothing your words can say that your bodies cannot speak more eloquently.
<br>
She is all strength and salt and surety. Like the lighthouse, she guides you safely home.
<br>
Return [[home]]{=
You stroke your knuckles over her shoulder, then move to sit in the armchair opposite hers. It is a gift, a privilege to have her here, in your home, at the centre of your world. Given her responsibilities at the lighthouse, you know that the evenings she can spend here will be few and far between. You want to savour them, to sit and listen to her speak, of her adventures, of her hopes, of a thousand smaller things.
<br>
Sunlight spills in through the window, highlighting the dust motes that swirl in eddies in the still air. Dagmara smiles at you, as though the two of you share a secret known to no one else. You’re quick to smile back.
<br>
Return [[home]]{=
The woman’s playing is lively and cheerful, and by the end of the evening Ivo is tapping out the tunes with his foot along with the rest of them. Given his initial apprehension, he now seems perfectly comfortable here. He keeps looking over to you and smiling, clearly pleased to have you here with him.
<br>
When the fiddler stops playing there’s a round of applause, and Sanvi starts clearing tables as customers begin filtering out of the pub.
<br>
‘It’s late,’ Ivo says, checking his pocket watch. ‘Would it be terribly old fashioned of me to walk you home?’
<br>
[[‘Yes. But you can anyway.’|ivo14.1]]<br>
[[‘I don’t mind old fashioned.’|ivo14.2]]<br>
[[‘Only if you come in for a nightcap.’|ivo14.3]]<br>{=
‘Thank you,’ he says, inclining his head slightly. ‘For putting up with my odd behaviour once again.’
<br>
You and Ivo walk in comfortable silence back to your cottage. It’s dark now, the sky a riot of stars. An owl hoots somewhere, and Ivo whispers its name to you almost without thinking.
<br>
When you reach the doorstep he flashes you a small, nervous smile, his hands in his pockets.
<br>
‘Right,’ he says. ‘Here we are. Thank you for a lovely evening, (print: $name).’
<br>
[[Move closer.|ivo14.4]]<br>
[[Say goodnight.|ivo14.5]]{=
‘That’s good,’ he says. ‘I don’t suppose anyone’s about to accuse me of being especially modern.’
<br>
You and Ivo walk in comfortable silence back to your cottage. It’s dark now, the sky a riot of stars. An owl hoots somewhere, and Ivo whispers its name to you almost without thinking.
<br>
When you reach the doorstep he flashes you a small, nervous smile, his hands in his pockets.
<br>
‘Right,’ he says. ‘Here we are. Thank you for a lovely evening, (print: $name).’
<br>
[[Move closer.|ivo14.4]]<br>
[[Say goodnight.|ivo14.5]]{=
‘Right,’ he says, flushing. ‘I mean, I wouldn’t have been so forward as to say, but—yes. Of course. If you—if you want me to.’
<br>
You and Ivo walk in comfortable silence back to your cottage. It’s dark now, the sky a riot of stars. An owl hoots somewhere, and Ivo whispers its name to you almost without thinking.
<br>
When you reach the doorstep he flashes you a small, nervous smile, his hands in his pockets.
<br>
‘Right,’ he says. ‘Here we are. Thank you for a lovely evening, (print: $name).’
<br>
[[Move closer.|ivo14.4]]<br>
[[Say goodnight.|ivo14.5]]{=
(set: $intimate to true)
You lean closer, slowly, giving him the chance to pull away. He does not. As you kiss him he smiles against your lips, is still smiling as you unlock the door to the cottage and lead him inside.
<br>
In the lamplight he is all warm skin and fine angles, his touches growing less hesitant with each passing moment. Tousled hair dark against your pillow, breath warm at your clavicle. Your name breathed out like a sigh.
<br>
Afterwards he falls asleep with his head on your shoulder. His eyes move steadily behind their lids. The slow rise and fall of his chest is a match, a mirror, to your own.
<br>
Return [[home]]{=
You pull Ivo in for an embrace as you say goodnight. He fits perfectly in your arms, his chin resting gently on your shoulder for a moment. All his earlier anxiousness seems to have fallen away now. He is comfortable here, with you, as you are with him. You suspect that this is just the beginning of things. You hope it is.
<br>
Ivo wishes you a good night’s sleep, then heads back towards the river. You let yourself into the front door, a smile still playing across your lips. (if: $hascat is true)[(print: $catname) gets up from her sleeping place to greet you.](if: $hasdog is true)[(print: $dogname) gets up from his sleeping place to greet you.] This place feels like home now; so, too, does Ivo.
<br>
Return [[home]]{=
(set: $relationship to 7)
Dear (print: $name),
<br>
It has come to our attention that you have been spending a lot of time with one of your neighbours. Our very own publican is well-loved and much-admired in this community, and we hope that you can give her the happiness she deserves!
<br>
As a recent arrival, you may not be aware of some of the island’s customs when it comes to courtship. Traditionally, when one person wishes to express a commitment to another, they do so by presenting them with a heartwood brooch.
<br>
You can purchase one of these at the market, if you’re so inclined.
<br>
Congratulations again on your burgeoning romance!
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
(set: $energy to it -1)
(set: $sanvistory to 16)
(set: $storyprogress to it +1)
(set: $relationship to 8)
(set: $stalk to 0)
(set: $brooch to false)
Sanvi is wiping down the bar before the midday rush when you arrive. She smiles and waves, neatly finishing off her task before setting down her cloth and coming over to embrace you.
<br>
‘Hello, love,’ she says. ‘You here for business or pleasure?’
<br>
The heartwood brooch feels heavy in your pocket.
<br>
‘I just wanted to see you.’<br>(click: "see you")[(set: $stalk to 1)(go-to: "sanvi15.0.1")]
‘Your pleasure is my business.’<br>(click: "my business")[(set: $stalk to 2)(go-to: "sanvi15.0.1")]
‘I’ve got something to give you.’(click: "something")[(set: $stalk to 3)(go-to: "sanvi15.0.1")]{=
(if: $stalk is 1)[
‘Well, here I am,’ she says, spreading her arms wide. ‘Fill your boots.’
]
(if: $stalk is 2)[
She lets out a rough chuckle. ‘Since when did you get so bold, eh?’
]
(if: $stalk is 3)[
‘A present?’ she says. ‘Wish I’d have known. I’ve nothing to give you.’
]
<br>
You don’t bring your hand to your pocket straight away. For now you’re just enjoying the way she’s smiling at you, how the expression lights up her face. You wonder what it would be like to make her smile like that every day. To wake up to her every morning, to fall asleep with her at night.
<br>
[[You give her the brooch|sanvi15.0.2]]{=
Sanvi’s reaction is immediate. The second she sees the brooch in the palm of your hand she claps a hand over her mouth, stifling a gasp.
<br>
‘(print: $name),’ she says. ‘Is that—Lord, it is and all. Are you ready to make a go of this, then? You and me?’
<br>
[[‘More than ready. I love you, Sanvi.’|sanvi15.1]]<br>
[[‘I’m ready to try.’|sanvi15.2]]<br>
[[‘What gave it away?’|sanvi15.3]]<br>{=
(set: $relationship to 7)
Dear (print: $name),
<br>
It has come to our attention that you have been spending a lot of time with one of your neighbours. A strange monk who lives in the woods might not be everyone’s cup of tea, but we suppose there’s no accounting for taste!
<br>
As a recent arrival, you may not be aware of some of the island’s customs when it comes to courtship. Traditionally, when one person wishes to express a commitment to another, they do so by presenting them with a heartwood brooch.
<br>
You can purchase one of these at the market, if you’re so inclined.
<br>
Congratulations again on your burgeoning romance!
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
(set: $energy to it -1)
(set: $jonahstory to 16)
(set: $storyprogress to it +1)
(set: $relationship to 8)
(set: $jtalk to 0)
(set: $brooch to false)
You find Jonah in the woods behind his hut, sitting with his back to a tall pine tree. His eyes peel open slowly as you approach, and he smiles as he pushes himself to his feet.
<br>
‘I was just thinking about you,’ he says. ‘Did you need me for something in particular?’
<br>
Inside your pocket, the heartwood brooch presses against your fingertips.
<br>
‘Nothing special. Just wanted to see you.’<br>(click: "special")[(set: $jtalk to 1)(go-to: "jonah15.0.1")]
‘I’m sure I could come up with a thing or two.’<br>(click: "thing or two")[(set: $jtalk to 2)(go-to: "jonah15.0.1")]
‘Actually, yes.’(click: "Actually, yes")[(set: $jtalk to 3)(go-to: "jonah15.0.1")]{=
(if: $jtalk is 1)[
‘I don’t think I’ll ever tire of hearing that,’ he says. ‘Not as long as I live.’
]
(if: $jtalk is 2)[
‘I’m sure you could,’ he smirks. ‘Or three or four, if you really put your mind to it.’
]
(if: $jtalk is 3)[
‘Alright,’ he says. ‘Tell me, then. What is it?’
]
<br>
Before you show Jonah the reason why you came here today, you allow yourself a few seconds just to savour this moment. The look of amused curiosity in his sharp eyes, the slight tension in the air between you. You feel awake, when you’re with him, alive. You wonder if it will always be this way.
<br>
[[You give him the brooch.|jonah15.0.2]]{=
He lets out a slow breath when you reveal the brooch nestled in your palm, whispers a few words too quietly for you to hear. Then he looks up at you, his expression almost incredulous.
<br>
‘For me?’ he says. ‘(print: $name), I know what this means. A life with me—that can’t be what you want, can it?’
<br>
[[‘It is, as a matter of fact. I love you, Jonah.’|jonah15.1]]<br>
[[‘We’ll never be sure until we try, will we?’|jonah15.2]]<br>
[[‘What can I say? I’ve got unusual taste.’|jonah15.3]]<br>{=
(set: $relationship to 7)
Dear (print: $name),
<br>
It has come to our attention that you have been spending a lot of time with one of your neighbours. Keeping the lighthouse running is an important job, and we’re pleased to see you in the company of someone whose work is so crucial to our little community.
<br>
As a recent arrival, you may not be aware of some of the island’s customs when it comes to courtship. Traditionally, when one person wishes to express a commitment to another, they do so by presenting them with a heartwood brooch.
<br>
You can purchase one of these at the market, if you’re so inclined.
<br>
Congratulations again on your burgeoning romance!
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
(set: $energy to it -1)
(set: $dagmarastory to 16)
(set: $storyprogress to it +1)
(set: $relationship to 8)
(set: $dtalk to 0)
(set: $brooch to false)
Dagmara is sitting at the table in her parlour when you arrive, writing in a large leather-bound ledger book. When she sees you she smiles and gets to her feet, setting down her pen.
<br>
‘(print: $name),’ she says. ‘I wasn’t expecting you.’
<br>
Your hand, in your pocket, cups the heartwood brooch.
<br>
‘Writing a journal?’<br>(click: "journal")[(set: $dtalk to 1)(go-to: "dagmara15.0.1")]
‘I thought I’d stop by and say hello.’<br>(click: "hello")[(set: $dtalk to 2)(go-to: "dagmara15.0.1")]
‘I have something for you.’(click: "something")[(set: $dtalk to 3)(go-to: "dagmara15.0.1")]{=
(if: $dtalk is 1)[
‘A memoir, actually,’ she says. ‘Or notes for one, at least. I’ve had an interesting life. It occurred to me that perhaps other people might be interested in my stories.’
]
(if: $dtalk is 2)[
‘You’re always welcome,’ she says. ‘I was actually hoping you’d drop in soon.’
]
(if: $dtalk is 3)[
‘Oh?’ she says. ‘What is it?’
]
<br>
You pause for a moment, just looking at Dagmara. Wondering what it will be like to spend your life with her, to share in her quiet, to sit by this window and drink tea with her until you both grow old.
<br>
[[You give her the brooch.|dagmara15.0.2]]{=
For a few moments Dagmara looks at the brooch where it sits in the middle of your palm. Then her eyebrows shoot up, and she brings her hand to her mouth.
<br>
‘Oh,’ she says. ‘Oh, (print: $name)—you do know what this means, don’t you? You know what you are asking me?’
<br>
[[‘Of course I know. I love you, Dagmara.’|dagmara15.1]]<br>
[[‘I can’t tell what the future holds, but right now I want you in my life.’|dagmara15.2]]<br>
[[‘You’re keeping me in suspense here, you know.’|dagmara15.3]]<br>{=
(set: $relationship to 7)
Dear (print: $name),
<br>
It has come to our attention that you have been spending a lot of time with one of your neighbours. Our resident naturalist is quite the eccentric, but we hear he is a charming fellow (with a good fortune, no less).
<br>
As a recent arrival, you may not be aware of some of the island’s customs when it comes to courtship. Traditionally, when one person wishes to express a commitment to another, they do so by presenting them with a heartwood brooch.
<br>
You can purchase one of these at the market, if you’re so inclined.
<br>
Congratulations again on your burgeoning romance!
<br>
With best wishes<br>
The Council of Islanders
<br>
<br>
[[Put letter away|home]]{=
(set: $energy to it -1)
(set: $ivostory to 16)
(set: $storyprogress to it +1)
(set: $relationship to 8)
(set: $italk to 0)
(set: $brooch to false)
When you arrive at the windmill Ivo is in the middle of examining a glass jar which, on closer inspection, appears to be full of frogspawn. The intensity with which he is scrutinising this specimen reminds you of your early encounters, and it brings a smile to your face.
<br>
‘Hello,’ he says when he catches sight of you, setting down the jar. ‘This is a pleasant surprise.’
<br>
In your pocket, your fingers close around the heartwood brooch.
<br>
‘Discovered anything unusual today?’<br>(click: "unusual")[(set: $italk to 1)(go-to: "ivo15.0.1")]
‘I’m full of surprises.’<br>(click: "surprises")[(set: $italk to 2)(go-to: "ivo15.0.1")]
‘I want to give you something.’(click: "something")[(set: $italk to 3)(go-to: "ivo15.0.1")]{=
(if: $italk is 1)[
‘I’m not exactly sure,’ he says. ‘The eggs look perfectly normal, but I’m convinced they’re not hatching frogs at all. Anyway, time will tell. To what do I owe the pleasure?’
]
(if: $italk is 2)[
‘You certainly are,’ he says. ‘And I’ve always liked surprises. Did anything particular bring you here today?’
]
(if: $italk is 3)[
‘You do?’ he says. ‘What would that be?’
]
<br>
For a moment you don’t move, just allow yourself to take in the sight of him. You imagine the life you might have with Ivo, sharing in his enthusiasm, his delight for the world around him. You wonder if he will mellow with age, or only grow more curious.
<br>
[[You give him the brooch.|ivo15.0.2]]{=
Ivo stares at the brooch in the palm of your hand. He blinks twice, looks up at you, then lets out a strangled little laugh.
<br>
‘Good Lord,’ he says ‘(print: $name), do you really mean this? //Me//?’
<br>
[[‘Who else? I love you, Ivo.’|ivo15.1]]<br>
[[‘I want to give this a chance.’|ivo15.2]]<br>
[[‘We really need to work on your self esteem.’|ivo15.3]]<br>{=
''Jewellery for Sale'' ((print: $coin) coins)<br>
The jeweller is a young woman with long, auburn hair, who has a selection of shining trinkets laid out on a clean white cloth. Chips of precious stones glint in the metal, catching the sunlight.
<br>
Heartwood Brooch: (if: $brooch is false)[100 coins<br>](if: $brooch is true)[Purchased<br>] (if: $coin is >99 and $brooch is false)[(click: "Heartwood Brooch")[(set: $brooch to true)(set: $coin to it -100)(go-to: "jewellery")]]
<br>
<br>
Return to [[town]]{=
‘That’s music to my ears,’ she says, smiling. ‘I love you, and all.’
<br>
Sanvi steps forward, lets you affix the brooch to the front of her dress. Once you’re done she admires it proudly, beaming to herself as she runs her thumb over the smooth wood. You feel weak just looking at her, giddy. As though you’re a little drunk on her presence alone.
<br>
You wrap your arms around her shoulders and she fits her body tight to yours. You breathe in the warm smell of her hair, press your lips to her forehead. She loves you, and you love her. You don’t think that knowledge will ever stop amazing you.
<br>
Return to [[town]]{=
‘Aye,’ she nods. ‘Aye, me too. As best I can, (print: $name).’
<br>
Sanvi steps forward, lets you affix the brooch to the front of her dress. Once you’re done she admires it proudly, beaming to herself as she runs her thumb over the smooth wood. You feel weak just looking at her, giddy. As though you’re a little drunk on her presence alone.
<br>
You wrap your arms around her shoulders and she fits her body tight to yours. You breathe in the warm smell of her hair, press your lips to her forehead. This woman cares about you as much as you care about her. You don’t think that knowledge will ever stop amazing you.
<br>
Return to [[town]]{=
‘I’ll be hearing jokes like that for the rest of my life, no doubt,’ she says, grinning. ‘Oh well. I think I can bear it.’
<br>
Sanvi steps forward, lets you affix the brooch to the front of her dress. Once you’re done she admires it proudly, beaming to herself as she runs her thumb over the smooth wood. You feel weak just looking at her, giddy. As though you’re a little drunk on her presence alone.
<br>
You wrap your arms around her shoulders and she fits her body tight to yours. You breathe in the warm smell of her hair, press your lips to her forehead. For some reason, this woman wants to spend her life with you. You don’t think you’ll ever stop being amazed by that knowledge.
<br>
Return to [[town]]{=
‘Well,’ he says, wide-eyed. ‘That’s me told, isn’t it? I love you too, (print: $name). More than I know what to do with.’
<br>
Jonah holds still while you fix the brooch to his robe, in the spot just above his heart. When you’re finished he touches the edges of it, as if to prove to himself that it’s really there. Looking at him used to make your chest ache. Now there’s another feeling in its place, something warm and familiar.
<br>
You stand there, arms around one another, for a long time. The air around you seems to hum. You love him, and you are loved, and the forest sings out with that knowing.
<br>
Return to the [[forest]]{=
‘You’re not wrong,’ he says. ‘And I’m certainly willing, if you are.’
<br>
Jonah holds still while you fix the brooch to his robe, in the spot just above his heart. When you’re finished he touches the edges of it, as if to prove to himself that it’s really there. Looking at him used to make your chest ache. Now there’s another feeling in its place, something warm and familiar.
<br>
You stand there, arms around one another, for a long time. The air around you seems to hum. There is something worth fighting for here, between the two of you, and the forest sings out with that knowing.
<br>
Return to the [[forest]]{=
‘Lucky for me that you do,’ he says, his voice quiet. ‘Lucky for me.’
<br>
Jonah holds still while you fix the brooch to his robe, in the spot just above his heart. When you’re finished he touches the edges of it, as if to prove to himself that it’s really there. Looking at him used to make your chest ache. Now there’s another feeling in its place, something warm and familiar.
<br>
You stand there, arms around one another, for a long time. The air around you seems to hum. He is yours, and you are his, and the forest sings out with that knowing.
<br>
Return to the [[forest]]{=
‘I—I do not know what to say.’ She lets out a shaky breath. ‘Except that I love you, too.’
<br>
You go to her then, fixing the brooch to the collar of her shirt. She runs her fingers over the shape of it, her eyes wide with surprise and wonder. Your heart swells with affection just looking at her, and you revel in the knowledge that you are hers and she is yours.
<br>
Dagmara puts her arms around your shoulders, whispers again that she loves you. The brooch presses against your collarbone. You know that you will not forget this moment for as long as you live.
<br>
Return to the [[coast]]{=
‘That is more than enough for me,’ she says. ‘Let us take life one day at a time.’
<br>
You go to her then, fixing the brooch to the collar of her shirt. She runs her fingers over the shape of it, her eyes wide with surprise and wonder. Your heart swells with affection just looking at her, and you revel in the knowledge that you are hers and she is yours.
<br>
Dagmara puts her arms around your shoulders, whispers your name. The brooch presses against your collarbone. You know that you will not forget this moment for as long as you live.
<br>
Return to the [[coast]]{=
‘Forgive me,’ she says. ‘I was not expecting this, that is all. Of course I will accept it.’
<br>
You go to her then, fixing the brooch to the collar of her shirt. She runs her fingers over the shape of it, her eyes wide with surprise and wonder. Your heart swells with affection just looking at her, and you revel in the knowledge that you are hers and she is yours.
<br>
Dagmara puts her arms around your shoulders, whispers how much she cares about you. The brooch presses against your collarbone. You know that you will not forget this moment for as long as you live.
<br>
Return to the [[coast]]{=
‘Well,’ he says, beaming. ‘Can’t say fairer than that, can you? I love you too, (print: $name). Really, I do.’
<br>
You step forward and fasten the brooch to the lapel of his jacket. He stares down at it for moment, like he still can’t credit that this is really happening. Incredible that he considers himself the lucky one.
<br>
Ivo pulls you close, hugs you tight. Repeats the words //I love you// like a litany. You want to bottle the way it makes you feel, to commit it to memory. Your heart soars as you realise that this is, in fact, just the beginning.
<br>
Return to the [[river]]{=
‘So do I,’ he says, a smile spreading across his face. ‘More than anything.’
<br>
You step forward and fasten the brooch to the lapel of his jacket. He stares down at it for moment, like he still can’t credit that this is really happening. Incredible that he considers himself the lucky one.
<br>
Ivo pulls you close, hugs you tight. Presses his cheek to yours. You want to bottle the way it makes you feel, to commit it to memory. Your heart soars as you realise that this is, in fact, just the beginning.
<br>
Return to the [[river]]{=
‘One thing at a time,’ he says, grinning. ‘Let me have my moment of disbelief.’
<br>
You step forward and fasten the brooch to the lapel of his jacket. He stares down at it for moment, like he still can’t credit that this is really happening. Incredible that he considers himself the lucky one.
<br>
Ivo pulls you close, hugs you tight. Laughs quietly against your shoulder. You want to bottle the way it makes you feel, to commit it to memory. Your heart soars as you realise that this is, in fact, just the beginning.
<br>
Return to the [[river]]{=
(set: $sonnets to (random: 1,5))
''Five Sonnets''
<br>
(if: $sonnets is 1)[
//i.//
<br>
This river walk I take, a figure eight,<br>
so often that my feet know where to go<br>
without my saying so. I reach a state<br>
of perfect calm, my mind and body slow.
<br>
There in the shade of beech and oak I walk<br>
while listening for hidden sounds between<br>
my steps; the river rushing by, the talk<br>
of people, barking dogs, the birds unseen.
<br>
I come here not to think. The water steals<br>
my thoughts from me. It is a silent thief,<br>
replacing red with green, and so it heals<br>
all things in time. My love, my pain, my grief.
<br>
Within the hedge a goldcrest sings its song.<br>
Within my chest my heart will sing along.
]
(if: $sonnets is 2)[
//ii.//
<br>
You see the house where I’d love to reside<br>
with sloping gabled roof, white-painted bricks,<br>
surrounded by the river on all sides.<br>
A moat, a keep, my own provincial Styx.
<br>
A hermit’s home. I’m sure that I would be<br>
so happy there. Working the locks alone<br>
with house martens for company<br>
atop the walls of lichen-covered stone.
<br>
A heron pauses halfway down the weir.<br>
Three cormorants perch high above the water.<br>
I know that I could make a home of here<br>
I am, above all things, the river’s daughter.
<br>
But still, unlike the birds, I cannot fly.<br>
The river runs between my dream and I.
]
(if: $sonnets is 3)[
//iii.//
<br>
The world is cold today. This morning you<br>
forgot your heart again, your breath along<br>
with it. A landscape touched with white and blue,<br>
the sky as clear as robin redbreast’s song.
<br>
No flowers bloom on windowsills. The boats<br>
have blossoms of their own that last the year.<br>
They never die. In silent rows they float<br>
beside the dock, a summer souvenir.
<br>
You sit upon a jetty rimed with frost<br>
and fill your lungs with fronds of ice. It feels<br>
like something you once had and lately lost.<br>
There is a space to breathe. A space to heal.
<br>
But all of it’s, in truth, a vain endeavour.<br>
You must go back. You can’t sit here forever.
]
(if: $sonnets is 4)[
//iv.//
<br>
‘I feel I wasn’t there for you,’ you said.<br>
We sat upon the terrace facing west<br>
across the riverbank, while overhead<br>
in bands of pink and blue the clouds fluoresced.
<br>
There’s no good way to answer that. I paused<br>
to take a drink and measure out my words.<br>
The final days of March were warm. ‘You caused<br>
no harm to me.’ A thousand singing birds.
<br>
There is much more in silence than in speech.<br>
You pointed out a tiny bat that flew<br>
in circles through the fading light. For each<br>
unspoken sound, a thread from me to you.
<br>
This talk will last as long as we both live.<br>
The truth is that there’s nothing to forgive.
]
(if: $sonnets is 5)[
//v.//
<br>
There are no horses here. Instead a flash<br>
of white against the grey as wagtail flits.<br>
I watch her bobbing head, her nervous dash<br>
towards what shelter meadow-grass permits.
<br>
Above, the slender-fingered branches reach<br>
past parasitic spheres of mistletoe.<br>
They hang like baubles in the coppiced beech<br>
obscuring there the shadow of a crow.
<br>
Beside the brambles winter leaves a tell<br>
in banks of greying snow. The narrow track,<br>
with high and sluggish river parallel,<br>
has flooded overnight. I double back.
<br>
On every tree the town has left its mark,<br>
a disc of metal nailed to the bark.
]
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
(set: $forestexplore to (random: 1,20))
(set: $forestrandom to (random: 1,4))
(if: $forestgodstory is 2 and $forestrandom is 1)[(go-to: "forestgod2")]
(if: $forestgodstory is 3 and $forestrandom is 1)[(go-to: "forestgod3")]
(if: $forestgodstory is 5 and $forestrandom is 1)[(go-to: "forestgod5")]
(if: $forestgodstory is 6 and $forestrandom is 1)[(go-to: "forestgod6")]
(set: $energy to it -1)
(if: $forestexplore is 1)[
(if: $forestgodchoice is 0)[The path is bordered on one side by a waist-high slope. It is made up of sheets of sand-coloured rock, packed together tightly, split in places by the roots of trees. You crouch down and lift one of these flat pieces of stone. Beneath it insects squirm in the dirt, thrashing bodies of centipedes and the glistening carapaces of beetles.]
(if: $forestgodchoice is 1)[You find another woven disc hanging from a low branch. There is a spray of iridescent feathers on this one. You touch it with your forefinger, send it spinning. There’s an answering tug in your abdomen, like a sudden muscle cramp. //welcome home//, something whispers. //welcome home//.]
(if: $forestgodchoice is 2)[The forest feels different than it once did. It is full of life, still, animal and plant and insect, thrumming all around you—but the forest //itself// once felt alive. Like a thing that breathed. Now it is simply a place, like any other.]
]
(if: $forestexplore is 2)[
(if: $cryptidchoice is 0)[There are ravens above you, somewhere. Three of them, you think, but they’re out of your line of sight so you can’t be sure. You recognise them by their call, that unearthly, guttural croak. It’s quiet at first, little more than a low grumbling. Then they burst into furious cries, pine needles showering down as they launch their dark bodies into the sky.]
(if: $cryptidchoice is 1)[You pass by the hunter Huw Doherty, who is laying a rabbit snare near the base of a tree. He lifts his hand in greeting as you pass, asks after your health. There’s a certain respect in his tone, a silent acknowledgement of the prey you hunted together.]
(if: $cryptidchoice is 2)[You see the hunter Huw Doherty carrying a brace of pheasants out of the trees. Though you nod a greeting, he does not return it. In fact he barely looks at you at all, only spits on the earth as you pass. Clearly he hasn’t forgiven you for not helping him with his hunt by the river.]
]
(if: $forestexplore is 3)[
(if: $jonahchoice is 0)[The forest is redolent with the smell of wild garlic today. You round a corner and are greeted by a field’s worth of it, deep green leaves and tiny white flowers, flourishing in the damp shade of the trees. You crouch down and crush one of the leaves between your fingers, inhaling its alliaceous scent.]
(if: $jonahchoice is 1)[You spy Jonah in the middle distance, standing with his hand pressed to the trunk of a tree. His eyes are closed, his brow furrowed. He seems to be saying something, but you cannot hear anything but a low hum. You leave without disturbing him.]
(if: $jonahchoice is 2)[You see Jonah sitting on a fallen log near to a stream. His hands are clasped together, as if in prayer, his head bent low. Whichever entity he is communing with, it doesn’t seem right to disturb him. You leave as quietly as you can.]
]
(if: $forestexplore is 4)[
The path is bordered on one side by a waist-high slope. It is made up of sheets of sand-coloured rock, packed together tightly, split in places by the roots of trees. You crouch down and lift one of these flat pieces of stone. Beneath it insects squirm in the dirt, thrashing bodies of centipedes and the glistening carapaces of beetles.
]
(if: $forestexplore is 5)[
There are ravens above you, somewhere. Three of them, you think, but they’re out of your line of sight so you can’t be sure. You recognise them by their call, that unearthly, guttural croak. It’s quiet at first, little more than a low grumbling. Then they burst into furious cries, pine needles showering down as they launch their dark bodies into the sky.
]
(if: $forestexplore is 6)[
The forest is redolent with the smell of wild garlic today. You round a corner and are greeted by a field’s worth of it, deep green leaves and tiny white flowers, flourishing in the damp shade of the trees. You crouch down and crush one of the leaves between your fingers, inhaling its alliaceous scent.
]
(if: $forestexplore is 7)[
(if: $museum is >3)[
You see the sawmill foreman, Murray, taking a break with some of the other logging workers. They sit in a circle on the felled stumps of trees, sawdust clinging to their clothing, passing around a steaming flask. As you walk past Murray raises a three-fingered hand in greeting.
]
(if: $museum is <4)[
You follow a small stream that trickles between the trees. It’s tiny, dried up to almost nothing, but still carves a clear line through the landscape. Tiny pink flowers have sprung up along its banks, their petals turned up towards the sun.]
]
(if: $forestexplore is 8)[
There’s a quiet hum of wings, and you turn to see a robin land in a nearby bush. It sings out its little //tic-tic//, puffing out its red breast. There’s something almost prideful about the way it looks at you, beady eyes haughty and defiant. Then, perhaps bored of you, it flies away.
]
(if: $forestexplore is 9)[
You find a huge tree lying horizontally across the path, seemingly torn up by its roots. It has not begun to rot yet, and it has left a hole in the earth behind it. Whatever happened to uproot it must have happened recently. There has been no storm, though, or at least nothing strong enough to have caused this much damage. You wonder what could be to blame.
]
(if: $forestexplore is 10)[
A muted //tap-tap// sound draws your attention. You turn to see, in the middle distance, a young stag. He is the colour of autumn leaves, rubbing his velvet antlers against the trunk of an oak tree. The way he moves, muscle and sinew shifting below coarse fur, has so much vitality to it. So much life.
]
(if: $forestexplore is 11)[
There was a large coal mine in this forest, once. The entrance to it has been boarded over now, and there are signs warning of danger inside, of cave-ins. It looks as though has been out of use for a long time. Someone has daubed over the sign in red paint; a strange crest that you do not recognise.
]
(if: $forestexplore is 12)[
You walk past a young boy sitting on a rocky outcropping. He is carving something with a small knife, and stares at you with wary eyes as you pass. If his family are with him, they are nowhere to be seen. He holds his carving close to his chest, as though afraid that you will catch a glimpse of it.
]
(if: $forestexplore is 13)[
Your eyes keep playing tricks on you today. Every few minutes you think you see something move at the edge of your vision, but when you turn there is nothing there. It’s the strangest thing. You think you spy fluid movement, like a dancer, a flash of green and grey.
]
(if: $forestexplore is 14)[
There’s a loud rustling as a squirrel bursts from a nearby pile of leaves. It has something in its mouth—an acorn or a beech nut, you think—and it races up the trunk of a nearby tree with its bounty. Once safely in the treetops it lets out an angry little chitter, as though irritated you disturbed it at its work.
]
(if: $forestexplore is 15)[
The light is strange today. It was overcast when you entered the forest, but from beneath the canopy it looks as though the sky above is clear and bright. Dappled light spills through the leaves, turning the dull underbrush green and gold. It smells electric, like the air before a storm.
]
(if: $forestexplore is 16)[
It begins to rain as you are walking. The trees shelter you from the worst of the downpour, though an occasional drop makes it through to land on your cheek, the nape of your neck. It wakes smells of damp soil and rotting leaf litter, softens the earth beneath your feet.
]
(if: $forestexplore is 17)[
You find the scattered carcass of an animal strewn across the forest path. You can no longer tell what creature it once was, only that its fur was—until recently—pure white. The rope of its entrails spills into the dirt. As you watch a fly lands in the viscera, bottle-green and buzzing.
]
(if: $forestexplore is 18)[
The forest is full of midges today. You keep having to smack them away from your arms as you walk, twitching as their tiny bodies brush your skin. Once, a cloud of them ahead of you seems to coalesce into something; growing dense and tall, into a shape almost like a person. Then they scatter, and there is nothing there but empty space.
]
(if: $forestexplore is 19)[
A hare is sitting motionless on the path ahead of you. You keep your footfalls as light as possible, not wanting to startle it, but it shows no signs of being disturbed. On the contrary; an amber eye is fixed pointedly in your direction. Long ears twitch, swivel. Something lurches in your gut. You turn and walk the other way.
]
(if: $forestexplore is 20)[
You pass a young woman walking through the trees. There is a strange expression on her face, mingled fear and determination. She nods in acknowledgement as you cross by her, but keeps her eyes low. On her arm she carries a basket that brims with fruit.
]
<br>
Return to the [[forest]]{=
(set: $townexplore to (random: 1,20))
(set: $energy to it -1)
(if: $townexplore is 1)[
(if: $missingchoice is 0)[
The door of the bakery is open, letting smells of yeast and sugar waft out into the air. Several people are queueing by the door to pick up their daily loaves. One small boy is tugging incessantly on the hem of his mother’s coat, begging to be allowed a custard tart. She rolls tired-looking eyes, relents.
]
(if: $missingchoice is 1)[
You overhear a man and a woman gossiping by the fripperer’s stall. The woman says someone told her that old Margaret Duffy had something to do with that little boy’s disappearance, all those years ago. The man says she’s talking rot. It was the caretaker that did it, and no one will ever convince him otherwise.
]
(if: $missingchoice is 2)[
You overhear two women talking outside the smokehouse. One tells the other that she saw poor Ethel Forsyth boarding a ferry back to the mainland, looking as drawn as she ever has. It’s a shame, the other woman says, that they never found the boy. At the very least his mother should have had something to bury.
]
]
(if: $townexplore is 2)[
(if: $museumchoice is 0)[
The street you’re walking down is cobbled, narrow, your footsteps echoing from the terraced houses on either side of you. You can see no one else. No other walkers, no faces in the windows, no children playing on the front step. Only you, and a long row of locked doors, and the echo.
]
(if: $museumchoice is 1)[
You see the Mayor standing outside the Town Hall, talking to a group of important-looking people about the island’s new museum. The moment she catches sight of you she ushers you over, introducing you as (print: $ghname)’s benefactor, singing your praises for the part in restoring the old house. The important-looking people shake your hand, and seem to be impressed by your devotion to local history.
]
(if: $museumchoice is 2)[
You see the Mayor standing outside the Town Hall, talking to a group of important-looking people about the island’s new school. The moment she catches sight of you she ushers you over, introducing you as (print: $ghname)’s benefactor, singing your praises for the part in restoring the old house. The important-looking people shake your hand, and seem to be impressed by your commitment to the populace’s education.
]
]
(if: $townexplore is 3)[
(if: $sanvichoice is 0)[
You have to move to the very edge of the street to avoid a group of children playing a skipping game. Two girls swing the rope while a boy jumps over it, all three of them singing a rhyme in unison. You can’t make out all of the words, just something about the //Crackle Men//. As you walk past the boy catches his foot on the rope and stumbles. He sighs in frustration, then swaps places with one of the girls.]
(if: $sanvichoice is 1)[
You see Sanvi walking up the path to the graveyard. She is carrying flowers, and the shawl around her shoulders is dark. Going to visit Erik’s grave, you presume. She does not look upset though, or pained. Only calm, and at ease. You watch her go without drawing her attention.
]
(if: $sanvichoice is 2)[
You catch sight of Sanvi at the market. She is deep in conversation with the flower seller, speaking animatedly over her display of colourful blooms. It’s a pleasure to see Sanvi looking so bright, so well occupied. You leave her to her discussion, not wanting to interrupt.
]
]
(if: $townexplore is 4)[
(if: $cryptidstory is <6)[
You’re walking down a street near the packhorse bridge when you hear a voice, high and bright, singing out from somewhere above you. Looking around, you see a house nearby with the shutters on its second floor thrown open. While you can’t see the room’s occupant you can hear their song, clear and resonant as a bell.
]
(if: $cryptidstory is >5)[
You run into Wilhelmina Black walking back from the market. The author greets you politely, and lets you know about her latest project—an investigation into the Great Silt Worm, a creature that purportedly lives in the river to the east, terrorising anglers by eating the fish straight from the end of their lines.
]
]
(if: $townexplore is 5)[
The door of the bakery is open, letting smells of yeast and sugar waft out into the air. Several people are queueing by the door to pick up their daily loaves. One small boy is tugging incessantly on the hem of his mother’s coat, begging to be allowed a custard tart. She rolls tired-looking eyes, relents.
]
(if: $townexplore is 6)[
The street you’re walking down is cobbled, narrow, your footsteps echoing from the terraced houses on either side of you. You can see no one else. No other walkers, no faces in the windows, no children playing on the front step. Only you, and a long row of locked doors, and the echo.
]
(if: $townexplore is 7)[
You have to move to the very edge of the street to avoid a group of children playing a skipping game. Two girls swing the rope while a boy jumps over it, all three of them singing a rhyme in unison. You can’t make out all of the words, just something about the //Crackle Men//. As you walk past the boy catches his foot on the rope and stumbles. He sighs in frustration, then swaps places with one of the girls.
]
(if: $townexplore is 8)[
You’re walking down a street near the packhorse bridge when you hear a voice, high and bright, singing out from somewhere above you. Looking around, you see a house nearby with the shutters on its second floor thrown open. While you can’t see the room’s occupant you can hear their song, clear and resonant as a bell.
]
(if: $townexplore is 9)[
One of the fisherman’s cottages on the steepest road has been boarded up. Its plaster is soot-stained, its roof missing slates, and it looks shabby and decrepit beside its neighbours. Sometimes when you walk past you think you hear a creaking, as if someone had opened the front door, but it’s always closed when you turn to look.
]
(if: $townexplore is 10)[
There’s a war memorial in the middle of the market square, a stone obelisk set on a round pedestal. A list of names was carved into it when it was first built over a century ago, the letters worn smooth at the edges now. Several more names have been added since, and the crisp lines of the script are a stark reminder of how recently those lives were lost.
]
(if: $townexplore is 11)[
One of the cottages near the market is covered in flowers. There are window boxes on every sill, pots and tubs lining the front of the house, hanging baskets suspended from every available surface. Their colours are brash, pinks and purples, petunias and pansies and geraniums, making the air so sweet it’s almost sickly.
]
(if: $townexplore is 12)[
You see one of the island’s fishermen handing over his catch to the fishmonger. Fat, speckled sea trout, striped cuttlefish with their tentacles still lashing, pots brimming with thousands of tiny brown shrimp. The haul is fresh enough that all it smells of is the sea, clean and briny at the back of your throat.
]
(if: $townexplore is 13)[
You’re walking near the graveyard when you hear the sombre tolling of a bell. It’s a strange, sound, distant and nearby all at once. Stranger still, it’s nowhere near the turning of the hour. You feel cold, the flesh at the nape of your neck prickling. The bell sounds four times, and then is quiet.
]
(if: $townexplore is 14)[
There are lampposts throughout the town, old-fashioned ones of wrought iron and clouded glass. The paint on them might once have been a deep forest green, but has now dulled to a muted grey. The metal is cool to the touch, almost dusty, dark powder coming away on your fingertips.
]
(if: $townexplore is 15)[
There’s an elderly man sitting on an upturned apple crate outside his cottage, drinking a bottle of dark beer and trading barbs with his neighbours. As you watch, a stern-faced woman in an apron—presumably his wife—steps out of the front door of the cottage and herds him back inside. Once he’s over the threshold she takes up his vacant spot, grinning as she lifts the beer bottle to her lips.
]
(if: $townexplore is 16)[
There’s a young couple taking a stroll around the market, arm in arm. They’ve both put on their best clothes for the promenade, neat coats and well-shined shoes, hair slicked back with pomade. One of the young men says something that makes his partner laugh, then smiles to himself at this small triumph.
]
(if: $townexplore is 17)[
You spy a harried-looking man coming out of the grocer’s, his shirt buttons lopsided and his hair still wild from sleep. He has a basket full of produce on one arm, and in his other he is carefully holding an infant to his chest. The baby’s small hand curls around his collar, and he gives her a tired smile.
]
(if: $townexplore is 18)[
There are a number of stray cats that live in the town, subsiding on scraps from the market and chasing mice on the docks. Today you round a corner and find no less than a dozen of these cats in a small courtyard, facing each other in a rough circle. Yellow eyes swivel towards you, narrow. You go back the way you came.
]
(if: $townexplore is 19)[
You pass a man slumped in a doorway, humming tunelessly to himself. He smells of strong liquor despite the early hour, and his expensive-looking clothes are rumpled. He mutters something, slurred words about a tall man and a wager, barks a curse at no one. As you watch he slips a flask from the inside pocket of his coat and takes a swig. The drop of liquid that spills from the corner of his lips is black as pitch.
]
(if: $townexplore is 20)[
You start to notice dishes left by the side doors of cottages, full of mashed bread and milk. At first you thought it was food left out for the stray cats, but the cats give the bowls a wide berth. Whatever creatures the bread is for, half the town seems intent on feeding them.
]
<br>
Return to [[town]]{=
(set: $coastexplore to (random: 1,20))
(set: $energy to it -1)
(if: $coastexplore is 1)[
(if: $shipwreckchoice is 0)[
Though the coastline is mostly jagged cliffs, there are places where it gives way to the rise and fall of sand dunes. You feel the ground shift beneath you as you walk towards the shoreline, marram grass brushing your knees. There are grains of sand in your boots, between your fingers, clinging to your eyelashes.
]
(if: $shipwreckchoice is 1)[
As you walk the line of the cliffs you can see the skeleton of the //Guillemot// out on the rocks. You feel a chill go through you, starting at the crown of your head and seeping down to the soles of your feet, though the air around you is warm. You shiver, turn away, keep walking.
]
(if: $shipwreckchoice is 2)[
You always pause in the spot which has the best view of the //Guillemot//. So many have forgotten its fate now, and that of its captain and crew. One day what remains of the ship will be swept away, along with the last of Red Meg’s treasure. The least you can do is try to remember.
]
]
(if: $coastexplore is 2)[
(if: $missingchoice is 0)[
There is a colony of terns roosting near the water. Black-capped parents bring food to fluffy grey chicks, who chitter loudly for their next meal. The way they dip and soar in the air, graceful above the slate-coloured surface of the water, is hypnotic. You find yourself holding your breath as you watch them.
]
(if: $missingchoice is 1)[
The route of your walk takes you past Margaret Duffy’s house. As far as you know she’s still living there, and you’ve heard nothing about constables being brought over from the mainland. When you walk past you steal a glance at her window. A curtain falls the moment that you look, and then is motionless.
]
(if: $missingchoice is 2)[
You find yourself outside Margaret Duffy’s house. The schoolteacher is standing in her garden, hanging washing up on the line. As you walk past you catch her eye for a moment. The colour drains from her face, but she gives you a small, curt nod. You return it, and walk on.
]
]
(if: $coastexplore is 3)[
(if: $dagmarachoice is 0)[
A pod of seals is basking along the banks of the estuary. They lay in neat rows, dappled and rotund, showing only a passing interest in you as you walk by. One hauls itself onto its belly and makes a clumsy dash for the water, where it is transformed into something sleek and graceful, turning somersaults beneath the surface.
]
(if: $dagmarachoice is 1)[
You see Dagmara sitting near the cliffs, a heavily annotated map held out in front of her. The handwriting over its yellowed surface is old-fashioned, not her own. The old lighthouse keeper’s, you guess. His observations on the currents and tides. She seems engrossed in her work, and so you do not disturb her.
]
(if: $dagmarachoice is 2)[
You spot Dagmara sitting in a spot near the lighthouse, looking out to sea. She has a large map of the island laid out in front of her, held down with stones, and is busy writing notes on its surface. Recording what she sees, the rocks and eddies, the places where a ship might come aground. You do not interrupt her at her work.
]
]
(if: $coastexplore is 4)[
(if: $shipwreckstory is <6)[
You never cease to be amazed by how loud the ocean is here. Even on still days it lets out a constant, low roaring. Today, though, the wind is up, and the waves are breaking in great plumes of spray against the cliffs. Each impact is accompanied by a deafening boom, the noise striking a primal sort of fear into your heart.
]
(if: $shipwreckstory is >5)[
You see Gus Jansen while walking the path near the cliffs. He is arm-in-arm with a young woman. She is beautiful, with large eyes and sleek dark hair. Gus waves a greeting at you as you pass, and his companion follows suit. When she raises her hand you see that her fingers are webbed, translucent skin pulled tight between each knuckle.
]
]
(if: $coastexplore is 5)[
Though the coastline is mostly jagged cliffs, there are places where it gives way to the rise and fall of sand dunes. You feel the ground shift beneath you as you walk towards the shoreline, marram grass brushing your knees. There are grains of sand in your boots, between your fingers, clinging to your eyelashes.
]
(if: $coastexplore is 6)[
There is a colony of terns roosting near the water. Black-capped parents bring food to fluffy grey chicks, who chitter loudly for their next meal. The way they dip and soar in the air, graceful above the slate-coloured surface of the water, is hypnotic. You find yourself holding your breath as you watch them.
]
(if: $coastexplore is 7)[
A pod of seals is basking along the banks of the estuary. They lay in neat rows, dappled and rotund, showing only a passing interest in you as you walk by. One hauls itself onto its belly and makes a clumsy dash for the water, where it is transformed into something sleek and graceful, turning somersaults beneath the surface.
]
(if: $coastexplore is 8)[
You never cease to be amazed by how loud the ocean is here. Even on still days it lets out a constant, low roaring. Today, though, the wind is up, and the waves are breaking in great plumes of spray against the cliffs. Each impact is accompanied by a deafening boom, the noise striking a primal sort of fear into your heart.
]
(if: $coastexplore is 9)[
(if: $museum is >3)[
Your route takes you down past the quarry. The sound of metal on stone is deafening here, and you wonder how anyone stands it. You see Erskine, the foreman, speaking to a man with a cart near the quarry entrance. She gives you a small, polite nod in greeting as you walk by.
]
(if: $museum is <4)[
Each day the fishing boats leave their harbours and sail out onto the open sea, where they drag their great nets through the water and bring them out brimming with silver fish. You like to watch them from the shore sometimes. From a distance the fish-filled nets look squirming and alive, the impression of it slightly unsettling.]
]
(if: $coastexplore is 10)[
As you walk down the path that borders a small cove you catch sight of a group of older children swimming a little way out to sea. They are splashing water on each other, shrieking, hair plastered to their brows. You remember what it was like to be that age, on the cusp of adulthood, the thrill and the fear of it.
]
(if: $coastexplore is 11)[
Only the hardiest of plants can survive in this rugged landscape. The trees grow at angles, bent low by the constant wind, boughs bare and gnarled. The moorland is covered in a blanket of sturdy heather, and snarls of sea buckthorn cling to the sandy parts of the shore.
The whole vista speaks of survival.
]
(if: $coastexplore is 12)[
When the tide is out you like to walk down and look at the rockpools. Each one its own self-contained world, with its own geography, its own inhabitants. Shanny camouflaged against the stone, barnacles in verrucous clusters, starfish stretching their arms ever-outwards.
]
(if: $coastexplore is 13)[
The tide is low, and the surface of the beach is covered in seaweed. Rust-coloured carrageen and slippery oarweed, great clusters of egg wrack, the deep purple shock of laver. The smell of it is overpowering, a sulphurous, iodine reek, savoury and stomach-turning all at once.
]
(if: $coastexplore is 14)[
You’re walking along the shoreline when you spot something squirming in the sand. At first it looks like a patch of nothing, the air writhing of its own accord. On closer inspection you realise what it is that you’re looking at; a translucent jellyfish, tentacles pulling uselessly through water that is not there.
]
(if: $coastexplore is 15)[
The wind on the cliffs is a powerful thing. You have to keep your coat pulled close around you, leaning into the shriek of it with your eyes squeezed almost shut. It howls past your ears and whips at your cheeks, tears the breath from your throat. Astonishing how something invisible can exert such a force.
]
(if: $coastexplore is 16)[
The cliffs here are almost completely sheer, a great, dark falling-away to nothing. Sea stacks stand proudly in the water, evidence of a land mass long gone, serving now only as a nesting place for the sea birds.
]
(if: $coastexplore is 17)[
You see an old man leading a donkey cart along the cliff path, and take a step up onto the embankment to let him pass. As the cart trundles by you get a good view of its contents; dozens of lobster pots, all occupied by snapping tenants, their carapaces the colour of the night sky.
]
(if: $coastexplore is 18)[
The houses nearest the coast are built broad and squat, as though bracing themselves against the sea wind. Salt air has eroded parts of the oldest buildings, leaving the mortar crumbling. The houses’ occupants match their surroundings; sturdy, wildblown folk, built to withstand the elements.
]
(if: $coastexplore is 19)[
Often when you’re walking on the beach you come across the intact shell of a crab. Every time you nudge it with the toe of your boot you discover a body lighter than it looks, hollowed out to nothing. You wonder where the meat went, the guts of it, that the hard exterior has remained so perfectly complete.
]
(if: $coastexplore is 20)[
You come across a strange pattern by the shore. Someone has taken pebbles, shells, handfuls of bladderwrack, formed them into a huge spiral in the sand. Whoever took the time to make this has dug a small channel around the edge, which fills with seafoam each time the waves roll in.
]
<br>
Return to the [[coast]]{=
(set: $riverexplore to (random: 1,20))
(set: $energy to it -1)
(if: $riverexplore is 1)[
(if: $cryptidchoice is 0)[
The cows are all lying down in their pastures today, huddled together next to the wall. You remember someone telling you that this meant rain was coming, but there are currently no clouds in the sky. You wonder whether the cows have access to some secret knowledge that you do not.
]
(if: $cryptidchoice is 1)[
You pass by the farmer from whom you first heard about the Grey Devil—or, at least, about a creature that was attacking his flock. He tells you that no more sheep have died since you and Huw set the trap for the beast, and thanks you kindly for your help in making the place safe again.
]
(if: $cryptidchoice is 2)[
You’re taking a shortcut through the pastures when you hear a sound that stops you in your tracks. A howl, echoing across the hills, making the nearby sheep bleat in alarm. Loud enough that it must belong to an animal of enormous size. A wild, free, triumphant cry.
]
]
(if: $riverexplore is 2)[
(if: $museumchoice is 0)[
A single magpie lands on a nearby wall, the light picking out shades of green and blue in its plumage. //One for sorrow//. You lift your hand in a salute almost without thinking, an old superstition remembered by your body. It lets out its mocking cry, and a moment later a second magpie joins it. //Two for joy//. That’s something, at least.
]
(if: $museumchoice is 1)[
You pass a group of young schoolchildren being led up a path by their teacher. Each is holding hands with the next, giggling and stumbling as they walk. You overhear the teacher telling them that it’s not far now, and they’ll be at the museum soon.
]
(if: $museumchoice is 2)[
You pass a trio of older women walking down the path towards town, and overhear a snatch of their conversation. They’ve just been to a painting class at the school, and are excited about coming back the following week.
]
]
(if: $riverexplore is 3)[
(if: $ivochoice is 0)[
It’s not the usual time of year for lambs, but one of the meadows is suddenly full of them. They gambol merrily around their fields, unsteady on spindly legs, crowding around their mothers to feed. One lopes over to the fence where you stand watching, stares at you through curious, eerie eyes.
]
(if: $ivochoice is 1)[
You spot Ivo walking along the riverbank with a smartly-dressed woman. His posture is stiff, and he is not gesticulating as wildly as usual. You guess that this is one of his sponsors from the university, come to check on the progress of his research. You hope the meeting goes well.
]
(if: $ivochoice is 2)[
You see Ivo crouched near the riverbank, carefully decanting samples of water into glass vials. His latest research, you know, concerns the life cycle of dragonflies in the area. He has great hope that the monograph he is writing on the subject will be the thing that earns him respect as a scholar in his own right.
]
]
(if: $riverexplore is 4)[
(if: $missingstory is <8)[
You spy a kingfisher sitting in a tree near the river’s edge. Before you can move any closer it leaves its perch, dropping to fly low over the water and out of sight. Your only impression is of shocking colour, a flash of cobalt wings and a streak of orange belly.
]
(if: $missingstory is >7)[
You see Walter Neathery, the old Cavendish School caretaker, herding his flock through a rusted gate. When he catches sight of you he starts a little. Then he casts his wary eyes downwards, hurries his sheep into the next pasture, and turns away.
]
]
(if: $riverexplore is 5)[
The cows are all lying down in their pastures today, huddled together next to the wall. You remember someone telling you that this meant rain was coming, but there are currently no clouds in the sky. You wonder whether the cows have access to some secret knowledge that you do not.
]
(if: $riverexplore is 6)[
A single magpie lands on a nearby wall, the light picking out shades of green and blue in its plumage. //One for sorrow//. You lift your hand in a salute almost without thinking, an old superstition remembered by your body. It lets out its mocking cry, and a moment later a second magpie joins it. //Two for joy//. That’s something, at least.
]
(if: $riverexplore is 7)[
It’s not the usual time of year for lambs, but one of the meadows is suddenly full of them. They gambol merrily around their fields, unsteady on spindly legs, crowding around their mothers to feed. One lopes over to the fence where you stand watching, stares at you through curious, eerie eyes.
]
(if: $riverexplore is 8)[
You spy a kingfisher sitting in a tree near the river’s edge. Before you can move any closer it leaves its perch, dropping to fly low over the water and out of sight. Your only impression is of shocking colour, a flash of cobalt wings and a streak of orange belly.
]
(if: $riverexplore is 9)[
(if: $museum is >3)[
You spot McIntosh, the clay pit foreman, heading down the lane in the other direction. She must be heading home for the evening, as her trousers and forearms are covered in pale slip. When she waves at you the dried clay cracks, giving her skin the appearance of grey stone.
]
(if: $museum is <4)[
There are two old women sitting down on the jetty today. They perch on the edge, bare feet dangling in the water, as they gossip about their neighbours. One is fishing, and already has a good catch in the basket she’s brought with her. The other is cracking cobnuts in her palm, chewing on the flesh.]
]
(if: $riverexplore is 10)[
The hedgerows are heavy with blackberries at this time of year. You pluck several to eat as you walk, savouring the sharp-edged sweetness as they burst on your tongue. The smear of juice dyes your fingers a shocking red.
]
(if: $riverexplore is 11)[
Some of the trees near the river are growing almost horizontally from the bank. They sag precariously over the water, leaves nearly brushing its surface, like a child on a dare. As you walk past you hear the deep creak of the boughs.
]
(if: $riverexplore is 12)[
The bees are out in force today. They buzz ponderously from flower to flower, furry legs brushed with pollen, lifting into the air as though it costs them a great effort to do so. The flowers are in bloom, every stem and blossom giving out its heady scent.
]
(if: $riverexplore is 13)[
You catch sight of the smallest movement in the grass along the bank. You turn to see a tiny creature, perhaps a shrew or a water vole, dart out of the reeds and scurry down to the river’s edge. Its long tail flicks once, then disappears.
]
(if: $riverexplore is 14)[
As you walk further from the river’s edge you enter larger swathes of farmland. Long, bobbing stalks of golden wheat, blindingly yellow colza, tall trellises covered with hop bines. The borders of each field delineated with wooden fences and drystone walls, kissing gates between them.
]
(if: $riverexplore is 15)[
You spy a shepherd eating his lunch beneath the shade of a tree. He is chewing on a ripe apple, the movement of his jaw slow and unhurried. A brindle-coloured sheepdog lays next to him, her head resting on his knee as she dozes. The shepherd raises a lazy hand in greeting as you pass.
]
(if: $riverexplore is 16)[
The sky is a little overcast today. What little sun there is catches the edges of each cloud, accentuating the lines of them in aching detail. There’s a smell in the air, heavy and damp, like the ghost of a rainstorm.
]
(if: $riverexplore is 17)[
There is a sturdy bridge that crosses the river, wide enough for a cart to pass over it with ease. Today there are three children leaning over the stone railings. They each drop something into the water—a leaf, a stick, a flower—then dash over to the other side to see which one emerges first.
]
(if: $riverexplore is 18)[
A bevy of swans is out on the water today, bobbing proudly near the riverbank. You admire the shocking whiteness of their feathers, the elegant curve of their necks. When you move closer to get a better look at them one hisses a warning at you, spreading its wings wide. You make a hasty retreat.
]
(if: $riverexplore is 19)[
Butterflies flutter about the wildflowers, their bright wings jewel-toned in the afternoon light. You remember painting butterflies in the schoolroom as a child; dropping paint onto paper and folding it in two, opening symmetrical wings.
]
(if: $riverexplore is 20)[
You pause to rest on a wall next to a meadow for a moment. The view from here is stunning; the green slope of the hills, the reflection of the trees on the river’s surface, yellow cowslips and orange poppies. For now, at least, you feel at peace.
]
<br>
Return to the [[river]]{=
(set: $sanvivisit to (random: 1,5))
(set: $energy to it -1)
(if: $sanvivisit is 1)[
There’s a game that some of the older folk like to play at the inn sometimes, a complicated-looking pastime involving placing brightly-painted matchsticks into slots on a wooden board. Sanvi teaches you how to play one rainy afternoon, explaining the rules as you sit at the end of the bar.
<br>
Once you start playing the game is surprisingly intuitive. Though it takes some time for you to get the hand of it, it isn’t long before you’re winning as many games as you’re losing.
<br>
Soon you start getting drafted into tournaments with the locals, who are delighted to have a new face to play with. Sometimes you catch Sanvi watching from behind the bar, chuckling quietly to herself.
]
(if: $sanvivisit is 2)[
Sanvi is experimenting with brewing some of her own wine for the inn, and today she recruits you to taste test her most recent batch. She’s brewed it with elderflowers gathered from the nearby hedgerows, and the smell when she uncorks the bottle is astonishingly floral.
<br>
It’s sweet on your tongue, with the slightest citrus tang, smooth going down. You congratulate Sanvi on a job well done.
<br>
You end up finishing the bottle over the course of an afternoon, and discover in the process that it’s actually quite strong. Before long your cheeks are flushed, both of you falling about laughing at the slightest thing.
]
(if: $sanvivisit is 3)[
As you’ve started to spend more time with Sanvi you’ve gotten to know Agnes, the bar girl, much better too. She’s a forthright young woman of eighteen or nineteen, with hair the colour of a bonfire and the personality to match.
<br>
It’s always entertaining to watch Agnes griping at the customers, Sanvi unable to keep the amusement from her face as she reprimands the girl. There’s a comfortable, easy patter between all of them, Sanvi and Agnes and the locals, an unspoken balance of teasing and affection.
<br>
It’s a while before you realise that you’re part of it, too.
]
(if: $sanvivisit is 4)[
(if: $sanvistory is >11)[
There’s a party being held at the inn today, to wet the head of a new baby. Sanvi and Agnes are rushed off their feet getting things ready, and you’re quickly drafted in to help.
<br>
You and Sanvi spend a pleasant few hours in the kitchen, you peeling and coring apples for a pie while she rolls the pastry, talking about small things.
<br>
When Sanvi slides the pie dish into the oven you notice that she has flour smudged across her cheekbone. You brush it away with your thumb, stroking down to the line of her jaw. She closes her eyes and smiles, leans into your touch.
]
(if: $sanvistory is <12)[
Sanvi and Agnes are run off their feet tonight. You do what you can to help, clearing empty mugs from tables, taking them through to the kitchen, helping Peter, the kitchen boy, get on top of the pile of dishes.
<br>
Sanvi is grateful for your help, and when things have quietened down a bit she shares a drink with you at the end of the bar. When you try and pay she waves you off, saying it’s the least she can do for your assistance.
]
]
(if: $sanvivisit is 5)[
(if: $sanvichoice is 1)[
Sanvi has taken down some of the framed pictures on the wall, and is dusting them off before returning them to their rightful places. She talks you through them as she goes, telling you the stories behind each—a landscape showing the town the year the inn was first built, a group of stern old people who she informs you were the first Council of Islanders, a picture of a bird painted by a now-deceased regular.
<br>
She pauses when she reaches one picture. You recognise it—the portrait of Erik she brought to his grave that day. Sanvi takes a breath, then tells you a story about him, the same way she would have about any of the pictures. Doing so doesn’t seem to dampen her spirits as it once did.
]
(if: $sanvichoice is 2)[
You arrive at the inn to find Sanvi sitting at one of the corner tables, the surface in front of her scattered with dozens of pieces of fabric. She gestures for you to sit with her, and informs you that she’s planning to spruce up the inn a little.
<br>
It’s time for a change, she says, though no doubt the locals will have something to say about it. But she’s determined—new upholstery on the seats, new curtains, new pictures on the walls. After ten years here, she’s ready to make this place her own.
]
]
<br>
Return to [[town]]{=
(set: $jonahvisit to (random: 1,5))
(set: $energy to it -1)
(if: $jonahvisit is 1)[
Jonah has been fixing up the charcoal burner’s hut recently. He no longer seems content to treat the place as only a dry place in which to sleep, and has made a number of improvements to the structure. Holes in the mortar have been patched up, the shutters over the window repaired, and sturdy reed matting now covers the bare floor.
<br>
Given your own skills in craftsmanship, you often help him with these tasks when you come to visit. Together you make some serviceable furniture from sanded wood, and even manage to build a brick oven behind the hut. To celebrate the completion of this last project Jonah prepares a feast for you one night, roasting snared rabbits and foraged mushrooms over the coals.
<br>
You eat with relish, ravenous after a long day’s labour. Jonah seems happy, satisfied with the work that you’ve done together. Pleased that this place is starting to look like a home.
]
(if: $jonahvisit is 2)[
You find Jonah, as you sometimes do, sitting alone in the forest. While he nods at you in greeting, his eyes are a little distant. You’ve come to learn than this means his mind is elsewhere, perhaps communing with some other power.
<br>
It doesn’t mean you have to leave, though. You join him in the cool shade of the trees, grateful for the opportunity to rest your legs and enjoy some peace and quiet. A breeze rustles the leaves above, the gentle susurrus a backdrop for the melody of birdsong.
<br>
There is nothing strange or uncomfortable about this. Not any more. You are happy enough to enjoy Jonah’s company in silence, each of you occupied with your own thoughts.
]
(if: $jonahvisit is 3)[
Jonah is heading out when you arrive. He tells you that he’s going to the river to fish, and invites you to join him. You walk down to a small tributary where rainbow-scaled trout swim lazily in the shallows, and Jonah shows you how, if you’re careful, you can reach in and pull them from the water.
<br>
It’s a warm, pleasant afternoon, and the two of you laugh often at your frequent, unsuccessful attempts to catch your slippery quarry. Despite your early failures, by the time you leave you have a respectable haul. Jonah guts and cleans the fish in the clear water, filleting the firm, pink flesh.
<br>
When you return to the hut he hangs the fish for smoking, filling the clearing with the rich smell of burning cedar wood. For such a productive day, it’s been a surprisingly pleasant one, too.
]
(if: $jonahvisit is 4)[
(if: $jonahstory is >11)[
You love the way that Jonah smiles when he sees you walking across the clearing. Once he might have glared at you, irritated by the interruption. Now it’s as if your arrival is the finest thing he could have imagined. You put your arms around him, and he rests a hand in the small of your back.
<br>
You pass the afternoon doing very little, enjoying the simple pleasure of each other’s company as the forest sighs around you.
]
(if: $jonahstory is <12)[
Jonah is in a spirited sort of mood today. He wants to talk more than usual, to ask questions about your life and how you came to be here, about what you are planning for the future. He seems very interested in your answers, brow furrowed as he listens.
<br>
You wonder if he’s taking notes. Trying to puzzle out his own purpose by listening to yours. You hope that what you’ve told him helps him find his way.
]
]
(if: $jonahvisit is 5)[
(if: $jonahchoice is 1)[
You arrive at the hut one day to find the clearing once again decorated with strange totems. Jonah is tracing out a pattern in the earth with a long stick, a strange, labyrinthine shape.
<br>
You express some surprise at this—you’d thought his ritual complete. He tells you that, while his first attempt was a failure, he feels as though he should continue trying. That perhaps, if he is being tested, whatever speaks to him in the woods will reward him for his persistence.
<br>
Whether his efforts are in vain or not, it is good to see him so determined.
]
(if: $jonahchoice is 2)[
One day Jonah asks you if there’s a church on the island. The question comes out of nowhere, and surprises you—it seems both like something he should already know and something he would have no interest in.
<br>
You tell him that there’s one near town, but you’re unsure whether it’s still used. You’ve never seen anyone coming in or out, and the doors have been locked on the few occasions you’ve tried to visit. The bells still ring, but that’s all you know.
<br>
He thanks you. He is, he says, weighing up his options.
]
]
<br>
Return to the [[forest]]{=
(set: $dagmaravisit to (random: 1,5))
(set: $energy to it -1)
(if: $dagmaravisit is 1)[
Dagmara has taught you how to play a card game, one that was popular with her crew when she was still at sea. The rules are deceptively simple, and victory requires luck and cunning in equal measure.
<br>
With her years of practice, she is maddeningly good at it. She keeps her face perfectly impassive when she is required to bluff, only allowing a smile to spread across her lips when she knows beyond all doubt that she has won.
<br>
You’re getting better at it, though, and starting to learn her tells. The way she tugs on her earlobe when she knows she’s in trouble, the slight lift of her eyebrows when she picks up a good card. Soon you could be a match for her—or, at least, a little more of a challenge.
]
(if: $dagmaravisit is 2)[
When you arrive Dagmara is writing letters to old friends from her time at sea. She conscripts you to help her with her errand, asking if you’ve heard any news from the island that she should include.
<br>
She’s always animated when carrying out this task, her pen light on the paper as she writes neat lines of script.
<br>
Dagmara mentions that one of her old crewmates is due some shore leave soon, and might come to visit her if they have the time. She says that, if they do, she’d love to introduce you to them—that it would mean a lot to her, to have a friend from her past meet someone so important to her new life.
]
(if: $dagmaravisit is 3)[
When you get to the sitting room Dagmara already has a pot of tea brewing. There’s a wind picking up outside, and as you sit together by the window you watch the waves crashing against the cliffs below.
<br>
Your conversation eventually turns to Dagmara’s time at sea. She tells you of some of her adventures, the places that she visited and the people that she met, the occasional dangerous situation she found herself in.
<br>
She has a knack for storytelling. You’re so absorbed in her tales that you don’t notice your tea has gone cold until you take a sip.
]
(if: $dagmaravisit is 4)[
(if: $dagmarastory is >11)[
Dagmara puts her arms around you when you walk into the parlour, and you breathe in the warm, familiar scent of her. Her leg is troubling her today, so you help her with a few tasks around the lighthouse before you come to rest by the fire.
<br>
Dagmara asks how you’ve been, and listens closely to your answer. She’s attentive, in this way; always wants to know how you are, always cares. Her hand rests lightly over yours as you speak.
]
(if: $dagmarastory is <12)[
Dagmara’s leg is troubling her today, so you help her with a few tasks around the lighthouse before you come to rest by the fire. It’s hard work, but satisfying. Once it’s done you’re grateful to take the weight off your feet.
<br>
Dagmara asks you what you’ve been occupying yourself with, and listens closely as you tell her about your week. She takes a genuine interest in your life, even the parts that seem a little mundane.
]
]
(if: $dagmaravisit is 5)[
(if: $dagmarachoice is 1)[
Dagmara is in the process of sorting through the old lighthouse keeper’s belongings, and you spend part of your afternoon helping her with the task.
<br>
There are all sorts of treasures and curiosities among his old possessions; letters from friends in other countries, sketches of seabirds, fine brass tools and cheap glass gewgaws, a hundred other things besides.
<br>
Dagmara selects the items she wants to display in the sitting room, then makes sure that the others are packed away safely so the damp and the moths won’t get to them. (if: $museum is 9 and $museumchoice is 1)[She suggests that, perhaps, she could bring some of the boxes over to (print: $ghname), in case you’d like to put their contents on display.]
]
(if: $dagmarachoice is 2)[
Dagmara is busy redecorating her sitting room, and you spend part of the afternoon helping her with the task.
<br>
She’s really starting to put her own stamp on the place; the old furniture has been freshly sanded and polished, and you recognise some new items around the room that she must have purchased recently.
<br>
After you’ve finished you stand back to admire your handiwork. The sitting room is looking very fine now, lighter and airier than before. More like a home.
]
]
<br>
Return to the [[coast]]{=
(set: $ivovisit to (random: 1,5))
(set: $energy to it -1)
(if: $ivovisit is 1)[
When you arrive at the windmill Ivo is in the middle of one of his experiments. He has a number of slides, each with a small cutting of vegetation on it, and is observing how each specimen responds to the introduction of some chemical compound.
<br>
Once Ivo might have dismissed you while he was so occupied, but today he invites you to join him. You look through the eyepiece and observe how the different plants react; some curling up like salted molluscs, some fizzing violently, some remaining completely inert.
<br>
Ivo explains that he’s still trying to puzzle out what the different reactions mean, but says he’s excited to find out. He seems pleased to have someone to share this with.
]
(if: $ivovisit is 2)[
Ivo is just heading out as you arrive. He tells you he’s going off in search of a rare bird, one that has been sighted near here on occasion, and invites you to come along with him.
<br>
After half an hour’s walking you post up in a marshy area near the river, a wide, flat wetland under a huge, grey sky. You find a place to sit with a good view of the reed bed, and wait.
<br>
As Ivo warned you, you’re there for a long time. He’s brought a flask of tea to ward off the chill, and you spend a companionable few hours making conversation while watching for movement in the water.
<br>
Eventually Ivo lets out a short gasp, pointing to a spot in the middle distance. There is the bird he described to you. It is elegant and long-legged, like a heron, only smaller, its feathers a delicate mottled brown. It picks its way carefully through the reeds, lets out a low, chittering song. Beside you, Ivo is beaming.
]
(if: $ivovisit is 3)[
You find Ivo sitting in his makeshift parlour, looking despondent as he flicks absently through a book. He tells you that he is not making great progress with his work today, and is feeling a little jaded.
<br>
You decide some fresh air is needed. The two of you walk out to the riverbank, and find a spot to sit where you can look out across the water. Ivo asks you how your own occupations are getting on, and you tell him. (if: $museumchoice is 1)[The museum has been keeping you busy recently.](if: $museumchoice is 2)[The school has been keeping you busy recently.]
<br>
After a while Ivo seems in much better spirits. He thanks you for your company.
]
(if: $ivovisit is 4)[
(if: $ivostory is >11)[
Ivo smiles as you walk into the windmill, getting up from his desk and pulling you into an embrace. For a few moments you just enjoy the closeness of him, the familiar warmth of his cheek against yours.
<br>
You sit together in the shade outside, catching up on your days. Ivo draws absent patterns on your forearm with a fingertip, the light touch lulling you to a state of calm.
]
(if: $ivostory is <12)[
Ivo is rearranging his laboratory setup today, discarding old specimens and clearing out drawers, shifting tables to a spot that gets more of the daylight.
<br>
You help him with this for a while, and by the time the task is finished you’re both breathing hard. You sit outside to cool off, and Ivo offers you one of the bottles of cider given to him by a neighbouring farmer. It’s sharp and refreshing, perfect after your afternoon’s exertion.
]
]
(if: $ivovisit is 5)[
(if: $ivochoice is 1)[
You arrive to find Ivo unpacking his most recent delivery from the university. Along with his stipend, they have sent equipment, books and materials—though, he is quick to point out, only a fraction of what he requested.
<br>
You help Ivo to sort through the boxes, placing some of the new titles—A Paleontological Primer, Riddell’s Advanced Entomology, Towards A New Flora—on his shelves. He seems well-pleased when you are finished, excited to begin the next stage of his work.
]
(if: $ivochoice is 2)[
Since breaking ties with the university, Ivo has been struggling to find new sources for the texts and materials he needs for his work.
<br>
Today, though, there seems to have been a breakthrough. He has received a package containing a few rare books, volumes he has been seeking for a while now. He shows you the covers—An Island Anatomy, The Alternative Ornithologist, Markham’s Glossary of Moths—and tells you excitedly of the progress they will allow him to make with his research.
]
]
<br>
Return to the [[river]]{=
(set: $sanviromance to (random: 1,10))
(set: $energy to it -1)
(if: $sanviromance is 1)[
Sanvi spends many of her working hours in the kitchen, so when she comes to visit you tend to take care of the cooking. It’s only a small thing, but you know that she appreciates the reprieve. While you slice onions and chop herbs Sanvi sits at the table near the stove, watching you work with a smile on her face.
<br>
Occasionally she comes to stand behind you, resting her chin on your shoulder while she slides her arms around your waist. It turns even this mundane task into something special.
]
(if: $sanviromance is 2)[
One of the benefits of Sanvi’s work at the inn is that she always knows the best morsels of gossip. Often when she comes to visit she’ll give you a run-down of the latest stories from town, telling you who’s been stepping out with who and who’s feuding with their neighbours. It amuses you that she always prefaces this with //now I’m not telling tales, but//, even when she clearly is.
<br>
You love listening to her talk, to the familiar way she refers to people on the island, the way she understands the complex webs of their life, how much affection she has for them even when she complains. It makes you feel more a part of the community here; to be with her, the beating heart of it.
]
(if: $sanviromance is 3)[
(if: $hascat is true)[
(print: $catname) is in love with Sanvi, and it seems that the feeling is mutual. Every time Sanvi walks into the cottage she’s crouching down to stroke the cat before she’s given you so much as a ‘hello’, and you can’t help but think that (print: $catname) looks a little smug every time.
<br>
Not that you’re complaining, really. It’s sweet, the way they are with each other, the affectionate nonsense sounds that Sanvi makes when she’s playing with (print: $catname). You’re glad that they’re both a part of your little home.
]
(if: $hasdog is true)[
(print: $dogname) is in love with Sanvi, and it seems that the feeling is mutual. Every time Sanvi walks into the cottage she’s crouching down to stroke the dog before she’s given you so much as a ‘hello’, and you can’t help but think that (print: $dogname) looks a little smug every time.
<br>
Not that you’re complaining, really. It’s sweet, the way they are with each other, the affectionate nonsense sounds that Sanvi makes when she’s playing with (print: $dogname). You’re glad that they’re both a part of your little home.
]
(if: $hascat is false and $hasdog is false)[
Sanvi feeds the birds outside the cottage. She takes leftovers from your suppers—bread crumbs, scraps of fat, vegetable peelings—and leaves them in a dish on the garden wall.
<br>
In the mornings she stands on the step and watches them squabble over the choicest morsels, tutting disapprovingly whenever one of the sparrows or dunnocks gets a little too rough. You often watch the birds with her, though more often than not you just end up watching her face.
]
]
(if: $sanviromance is 4)[
(if: $kiss is true)[
You’re working in the garden today, pulling up weeds from between cracks in the paving slabs. Sanvi joins you, pruning back the plants that need it, showing you which ones will soon come into fruit or flower.
<br>
It suits her, being out in the sun and the fresh air, the plants staining the tips of her fingers green. You crouch beside her, reaching up to tuck her hair behind her ear. She smiles and leans in to kiss you.
]
(if: $kiss is false)[
You’re working in the garden today, pulling up weeds from between cracks in the paving slabs. Sanvi joins you, pruning back the plants that need it, showing you which ones will soon come into fruit or flower.
<br>
It suits her, being out in the sun and the fresh air, the plants staining the tips of her fingers green. You take one of her hands in yours and lift it to her mouth, brush your lips across her knuckles. She smiles, brighter than the sun.
]
]
(if: $sanviromance is 5)[
(if: $intimate is true)[
As often happens these days, you spend much of Sanvi’s visit in bed. So often your plans to make supper or go for a walk will fall through, pushed out of mind the moment you feel the brush of her lips on your neck.
<br>
None of this is to say that you’re complaining. You can think of no better way to pass the time than this; learning the rhythms of her body, her firm hands and soft skin, the ways to make her purr with delight. You still can’t quite believe how lucky you are.
]
(if: $intimate is false)[
It’s been busy at the inn recently, and Sanvi is tired and sore from hours spent on her feet. You curl up together on top of your bedcovers, letting her rest. She sighs with relief, curling her toes in her cool sheets.
<br>
You drape one arm loosely across her waist, and the two of you discuss small matters in quiet voices. After a while Sanvi falls silent, and you realise she is sleeping soundly. The gentle, even sound of her breath is soothing to your ears.
]
]
(if: $sanviromance is 6)[
Sanvi brings you flowers often. She carries them over straight from the market then trims and arranges them at your kitchen counter, picking out the stems she thinks will best suit the cottage on that day.
<br>
As she works she tells you the meanings of each flower. Agrimony for gratitude, heliotrope for devotion, gladioli for generosity. When she’s finished she places the bouquet in the centre of the table, its colours the brightest thing in the room.
]
(if: $sanviromance is 7)[
You were already settling into the cottage, but since Sanvi has started visiting it feels even more comfortable. She has a knack for making things cosy, bringing over extra blankets or burning tall beeswax candles to fill the air with a honeyed scent.
<br>
She fills the quiet spaces too, with her easy patter, or else the quiet hums and whistles she lets out while she’s busy doing something else. Even when she isn’t there in person, knowing that she will be soon makes the place feel less empty.
]
(if: $sanviromance is 8)[
You talk about the future, sometimes. Never for long—Sanvi is still growing accustomed to the parameters of a new life, you think—but always with a little thrill of excitement, an eagerness to discover what could come next.
<br>
Sanvi’s father still plans to move to the island in the next few years. She would like you to come with her, the next time she visits the mainland. He’s already said he wants to meet you, Sanvi says, in his letters. You don’t miss the implication—that she’s already told her family about you.
]
(if: $sanviromance is 9)[
You and Sanvi take a slow walk through the surrounding countryside one day, just for something to do. A light rain has recently fallen, and the air feels fresh and light on your skin. She loops her arm through yours, and as you make your way down the lane she runs her other hand over the tops of swaying plants. Her fingers come away shining with dew.
]
(if: $sanviromance is 10)[
It’s raining heavily today, which makes a fine excuse to remain inside and do very little at all. You stack logs high in the hearth, and Sanvi spreads a blanket across both of your laps when she comes to sit on the couch.
<br>
Sanvi rests her head on your shoulder, her body fitting perfectly against your side. She lets out a slow sigh of contentment, and tells you she wouldn’t mind if the sun never came out again, so long as it meant staying here.
]
<br>
Return [[home]]{=
(set: $jonahromance to (random: 1,10))
(set: $energy to it -1)
(if: $jonahromance is 1)[
You’ve fallen into the habit of cooking with Jonah when he comes to visit. He brings you whatever bounty the forest has to offer that day; wild garlic and sorrel, smooth puffballs and golden chanterelles, meadowsweet and sour sloes. You supplement these gifts with produce from your own garden, and you always eat well.
<br>
You’ve just finished another fine meal, and Jonah is brewing tea with water mint and nettle leaves. The earthy, astringent scent of it rouses you a little from your sated torpor. You look up at him, share a smile. You can think of few better ways to spend an evening.
]
(if: $jonahromance is 2)[
Jonah has a knack for horticulture, and often helps you when you’re working in the garden. There was, he tells you, a large vegetable garden patch at the abbey. The monks grew all of their own produce, and he was often assigned the duty of tending the plants.
<br>
He does seem at home here, kneeling on the paving stones, his hands covered in clean, dark earth. You watch him as he works, the careful, methodical way he plants and prunes and waters, clearly finding satisfaction in this simple work. You brush the soil from your own hand and rest it at the nape of his neck. The skin there is warm from the sun. He leans back into your touch.
]
(if: $jonahromance is 3)[
(if: $hascat is true)[
(print: $catname) has hardly left Jonah alone since he started visiting you at the cottage. He pretends to be irritated by this, and makes a great show of sighing and rolling his eyes whenever the cat meows for his attention.
<br>
You’ve seen the way he behaves when he thinks you’re not looking, though. Scratching (print: $catname) behind the ears and feeding her morsels off his plate, the fond way he watches her when she purrs. He’s got a far softer heart than he’d like to admit.
]
(if: $hasdog is true)[
(print: $dogname) has hardly left Jonah alone since he started visiting you at the cottage. Jonah pretends to be irritated by this, and makes a great show of sighing and rolling his eyes whenever the dog whines for his attention.
<br>
You’ve seen the way he behaves when he thinks you’re not looking, though. Scratching (print: $dogname) behind the ears and feeding him morsels off his plate, the fond way Jonah watches him when he wags his tail. He’s got a far softer heart than he’d like to admit.
]
(if: $hascat is false and $hasdog is false)[
Jonah has an uncanny ability to know when there are animals around the cottage. Several times he’s called you over to the window to watch a deer pass by outside, or to catch a glimpse of a pine marten scurrying gracefully up the trunk of a tree. On most of these occasions you hadn’t even heard anything move.
<br>
Today he gestures you over and points into the garden. There, rooting around in a patch of dry leaves, is a squat, striped badger. You watch the animal trundle around for a few minutes before it wanders off. You wonder how Jonah knows how to look for these things.
]
]
(if: $jonahromance is 4)[
(if: $kiss is true)[
When Jonah turns up today he seems distant, a familiar sort of abstraction in his eyes. He tells you that, while walking here, the forest around him seemed stranger than usual. That it whispered in a way it hadn’t for a while. You ask if it bothers him and he says that it doesn’t. Only that it’s always hard to ground himself, once this feeling overcomes him.
<br>
You lean in and press your lips to his. He’s motionless for half a breath, then seems to relax as he kisses you back. When you finally break apart he looks more alert, more alive. He presses his brow to yours, as though reminding himself that you’re real. That he is real.
]
(if: $kiss is false)[
When Jonah turns up today he seems distant, a familiar sort of abstraction in his eyes. He tells you that, while walking here, the forest around him seemed stranger than usual. That it whispered in a way it hadn’t for a while. You ask if it bothers him and he says that it doesn’t. Only that it’s always hard to ground himself, once this feeling overcomes him.
<br>
You reach out and take his hand in yours. You stroke your thumb along the deeply-carved lines of his palm, and within moments he seems to come back to himself. As though your touch is enough to bring him back to this world.
]
]
(if: $jonahromance is 5)[
(if: $intimate is true)[
It’s a slow, languid sort of afternoon, and you and Jonah have yet to stray from your bed. Nothing seems as compelling as staying right here, finding new and interesting ways to indulge each other.
<br>
You keep watch for it, that tipping point where he gives himself to you; it’s in the arch of his spine, the rough gasp that escapes his throat, the way his teeth press into the curve of his lip. All of him, all for you.
]
(if: $intimate is false)[
Jonah sleeps better at the cottage than he does in his own home, and so you spend much of your time together doing just that. You den together like foxes, curled up on top of the covers, and while you rarely sleep in the day yourself it’s gratifying to see Jonah get some rest.
<br>
His eyes move rapidly behind their lids, and you wonder what he dreams of. Whatever the visions, they do not seem to agitate him. His arm is relaxed where it rests around your shoulders, his breaths steady and deep. You could listen to that slow rhythm forever.
]
]
(if: $jonahromance is 6)[
One evening Jonah tells you that he has something for you. He struggles to meet your eyes while he says this, the colour high in his cheeks. You have to prompt him before he remembers to actually show you what it is.
<br>
He presents you with a wooden token, around the length of your thumb, its surface carved with stylised leaves and other symbols. It is, he tells you, a good luck charm. He wants you to have it. He hopes it will keep you safe.
]
(if: $jonahromance is 7)[
You want Jonah to think of this place as another home, but it takes some time for him to settle into the idea. He’s afraid, you think, of overstepping, of intruding on your space. You have to be patient with him, letting him come to you like a wild animal feeding from your hand.
<br>
It’s all the more rewarding when he finally does start to relax, to come and go from the cottage more easily, to begin leaving his own mark on the place. The first time he lets himself in without waiting to be asked, you feel as though you’ve turned a corner.
]
(if: $jonahromance is 8)[
Little by little, Jonah is straying further from the forest. His visits to your cottage are growing more frequent, and you know that he’s returned to the coast on a few occasions. Once you even went into town, and shared a drink in the quiet corner of the inn.
<br>
All of this has emboldened him. Now he’s started talking about leaving the island altogether, of visiting somewhere new to the both of you. Not for good, not even for long, but for a while. He asks you if there’s anywhere you’ve always wanted to go, and you tell him.
]
(if: $jonahromance is 9)[
Sometimes, if the weather is on your side, you and Jonah leave the cottage and take walks around the surrounding countryside. You’ve come to know some of your neighbours since moving here, the scattered handful of smallholders in the nearby hills, and you occasionally pass one of them as you walk down the lanes.
<br>
Some of the looks they give you are odd, at first, but they seem to be getting used to the sight of Jonah now. You like seeing them nod to him politely, the way he’ll lift a cautious hand in return. Day by day, he’s becoming more a part of your world.
]
(if: $jonahromance is 10)[
There’s a great storm raging today, the kind that batters at the window shutters and howls through the trees outside. Jonah builds the fire up in the hearth while you check all the doors are bolted shut, then the two of you settle in and wait for it to pass. (if: $hascat is true)[(print: $catname) curls up on the flagstones, where the cottage is warmest.](if: $hasdog is true)[(print: $dogname) curls up on the flagstones, where the cottage is warmest.]
<br>
Though it’s blowing a gale outside, within the shelter of the cottage walls it’s calm and quiet. You rest your head on Jonah’s shoulder, and all seems right with the world.
]
<br>
Return [[home]]{=
(set: $dagmararomance to (random: 1,10))
(set: $energy to it -1)
(if: $dagmararomance is 1)[
Dagmara arrives at your cottage with several fish wrapped in newspaper, freshly caught that day and gifted to her by a neighbour. You roast them in the oven with some herbs from the garden, and the two of you have a fine supper. (if: $hascat is true)[(print: $catname) meows loudly until you toss a scrap of fish in her direction.](if: $hasdog is true)[(print: $dogname) whines until you toss a scrap of fish in his direction.]
<br>
You clean up together once you’ve eaten, Dagmara drying the dishes after you’ve washed them. Being with her makes even this dull chore worthwhile. You talk as you work, laughing often, smiling every time you catch her eye.
]
(if: $dagmararomance is 2)[
Dagmara has some skill of her own when it comes to making things, and today she spends the day with you in your workshop. It’s a comfortable way to pass the time, both of you focused on your own projects, occasionally pausing to ask the other one’s advice on how best to proceed.
<br>
Neither of you feel obliged to fill the silence. It’s a pleasant quiet, punctuated by the sounds of your work; the tap of a hammer on a nail, wood being planed to smoothness. The air smells of pine resin and sawdust.
<br>
Partway through the afternoon you make tea, and you drink it together while you admire each other’s handiwork. All your labour is worth it, for the look of pride on her face.
]
(if: $dagmararomance is 3)[
(if: $hascat is true)[
(print: $catname) has taken such a shine to Dagmara that you’re starting to get a little jealous. The cat makes a beeline for her every time she comes in the door, mewling for attention as she rubs her ears against Dagmara’s legs.
<br>
It’s endearing, though, the way Dagmara fusses over (print: $catname). Though nowhere near as reserved as she used to be, she can still be taciturn at times. You enjoy seeing the way she softens around the cat.
]
(if: $hasdog is true)[
(print: $dogname) has taken such a shine to Dagmara that you’re starting to get a little jealous. The dog springs to his feet the moment she walks in the door, tail wagging furiously as he trots over and starts whining for her attention.
<br>
It’s endearing, though, the way Dagmara fusses over (print: $dogname). Though nowhere near as reserved as she used to be, she can still be taciturn at times. You enjoy seeing the way she softens around the dog.
]
(if: $hascat is false and $hasdog is false)[
Dagmara comments often on the contrast between the views here and the one she has from the lighthouse. She seems to enjoy the change of scenery, often going to stand on the doorstep while she looks out at the trees.
<br>
After years rarely spending time on dry land, she’s endlessly delighted by the wildlife here; exclaiming at the sight of a frog on the bank of the stream, getting out of bed in the early hours to watch fox cubs playing in the garden.
]
]
(if: $dagmararomance is 4)[
(if: $kiss is true)[
It’s a pleasant day, so you sit for a while on the low wall in front of the cottage. The sunlight is warm on your face, making you feel languid and sleepy. Dagmara’s eyes are half-closed, a lazy smile on her lips. The golden light picks out the silver in her hair, the freckles on her arms.
<br>
You lean over to kiss her. She strokes her thumb over the nape of your neck, the touch sending a pleasant shiver down your spine. You could happily stay here, just like this, for the rest of the afternoon.
]
(if: $kiss is false)[
It’s a pleasant day, so you sit for a while on the low wall in front of the cottage. The sunlight is warm on your face, making you feel languid and sleepy. Dagmara’s eyes are half-closed, a lazy smile on her lips. The golden light picks out the silver in her hair, the freckles on her arms.
<br>
You lace your fingers through hers. She squeezes your hand in acknowledgement, and you can feel her strength in that small touch.
]
]
(if: $dagmararomance is 5)[
(if: $intimate is true)[
You spend most of the day between the sheets of your bed, tangled up in one another. It’s still a new pleasure, feeling the shifting of her muscles beneath the palm of her hand, tasting salt at her throat.
<br>
You’ve never heard your name sound the way it does as she says it, sighed on an outward breath, her accent softening the syllables. White teeth grazing the pulse point at your wrist. Smiling.
]
(if: $intimate is false)[
Neither of you feel up to much activity today. You’re aching from your recent labours, and Dagmara’s leg has been troubling her.
<br>
Under the circumstances, simply resting is very appealing. You kick off your shoes and lay on top of the bedcovers, your head resting lightly against her shoulder. Neither of you fall asleep, but for the next few hours you enjoy the simple pleasure of laying still, speaking quietly, sharing warmth.
]
]
(if: $dagmararomance is 6)[
Dagmara arrives with a gift for you; a cunningly-carved piece of scrimshaw, made from a shell she found while walking along the beach. The lines of it are incredibly delicate. It must have taken her hours.
<br>
You thank her for the gift, and place it on the mantelpiece alongside some other keepsakes. You’re pleased to have her handiwork on display here, where you only have to glance at it to be reminded of her.
]
(if: $dagmararomance is 7)[
With every visit, Dagmara is becoming more at home here. She has started leaving things at the cottage, for convenience; a clean shirt, a comb, a package of the coal tar soap she favours.
<br>
It’s not only her possessions that speak to her comfort, but her behaviour; she moves around the house as though it were her own home, putting the kettle on for tea or opening the shutters to air the room when it’s warm, humming quietly under her breath. You’re glad she’s getting used to being here. You’re getting used to having her.
]
(if: $dagmararomance is 8)[
Your conversation with Dagmara turns to travelling, as it often does these days. Of all the parts of her old life, this is among those that she misses most; the thrill of new horizons, new landscapes.
<br>
The apprentice she is training is coming along well, she says. She hopes that soon he will be able to tend the lighthouse without her for a time. Then, she hopes, she will not be so tethered to it.
<br>
You discuss the places you might go together, the things you could see. In truth you would be happy anywhere, so long as she was with you.
]
(if: $dagmararomance is 9)[
As the weather is fine, you and Dagmara take a short walk around the countryside near your cottage. She holds her cane in one hand, loops her other arm through yours—though the latter is more for companionship than support.
<br>
Dagmara smiles as she breathes the fresh air, walking slowly to take in the view. She looks satisfied, vital. Content. You’re happy to be a part of it.
]
(if: $dagmararomance is 10)[
It’s raining today. You find yourself grateful for the excuse to stay indoors, curled up by the fire with Dagmara. Her arm rests across your shoulders, and there’s something reassuring about the solid presence of it. (if: $hascat is true)[(print: $catname) is sprawled out on the rug in front of you.](if: $hasdog is true)[(print: $dogname) is sprawled out on the rug in front of you.]
<br>
You turn to Dagmara, smiling. She smiles back.
]
<br>
Return [[home]]{=
(set: $ivoromance to (random: 1,10))
(set: $energy to it -1)
(if: $ivoromance is 1)[
You and Ivo have taken to having dinner together at the cottage some evenings. He has no real cooking facilities at the windmill, and is grateful for the opportunity to eat something hot for a change. In return he usually offers to cook, even though he doesn’t have much of a talent for it.
<br>
As he inexpertly slices vegetables for the pot he tells you about growing up back on the mainland, how his family always had a cook on their staff. He seems a little embarrassed that he never learned how to do this himself, and is eager to learn. You’re more than happy to eat a few slightly-burned meals for his sake.
]
(if: $ivoromance is 2)[
The first time Ivo visited your cottage he was delighted to see you had a well-stocked bookshelf. Now he often brings a book of his own along when he visits, usually something related to his work—though not always. You have seen him reading mystery novels from time to time, too.
<br>
The two of you are content to sit together by the fire, each reading your own book, for hours at a time. Often Ivo looks up from the page to smile at you, or else absently brushes your arm with his knuckles. As if he needs to remind himself that you’re really there.
]
(if: $ivoromance is 3)[
(if: $hascat is true)[
(print: $catname) has taken a particular liking to Ivo, which has proven unfortunate as he is mildly allergic to her. He bears this well, however. She mewls for attention often, and Ivo always indulges her despite his sneezes.
<br>
It’s actually very sweet, the way he is with her, scratching her on the spot behind the ears that makes her purr. That he’ll do this even when his eyes are red and streaming only endears you to him more.
]
(if: $hasdog is true)[
(print: $dogname) has taken a particular liking to Ivo, which has proven unfortunate as he is mildly allergic to the dog. He bears this well, however. (print: $dogname) demands attention often, and Ivo always indulges him despite his sneezes.
<br>
It’s actually very sweet, the way he is with the dog, scratching him on the spot behind the ears that makes his leg twitch happily. That Ivo will do this even when his eyes are red and streaming only endears you to him more.
]
(if: $hascat is false and $hasdog is false)[
Ivo starts leaving food out for the hedgehogs. Today he calls you to the window to show you the visitors—two round, spiny creatures snuffling at the china dish in the corner of your garden, little black noses twitching.
<br>
Ivo sketches them on a loose sheet of paper, more, it seems, for his own amusement than any scientific inquiry.
]
]
(if: $ivoromance is 4)[
(if: $kiss is true)[
You’re fixing a shutter over the cottage window today, with Ivo’s assistance. He holds the frame in place while you tighten the new screws, testing the hinges with a small push once the work is complete.
<br>
He looks very charming like this, sleeves rolled up and clearly proud of himself for his part in this accomplishment. You take his hand and pull him close, pressing your lips to his. He smiles into the kiss, his fingers squeezing yours tightly.
]
(if: $kiss is false)[
You’re fixing a shutter over the cottage window today, with Ivo’s assistance. He holds the frame in place while you tighten the new screws, testing the hinges with a small push once the work is complete.
<br>
He looks very charming like this, sleeves rolled up and clearly proud of himself for his part in this accomplishment. You pull him towards you by the hand, put your arms around him. He lets out a quiet, contented laugh.
]
]
(if: $ivoromance is 5)[
(if: $intimate is true)[
You’re certain that you had plans today, but as fate should have it you’ve not quite managed to get out of bed yet. You keep getting distracted by the feel of Ivo’s hair between your fingers, the way you can make him twitch under the palm of your hand.
<br>
He gets shy, sometimes. Cheeks flushed, struggling to meet your eyes. It only makes it better when he does. Heavy-lidded and long-lashed, dark and beautiful, brimming with adoration. All for you.
]
(if: $intimate is false)[
On particularly warm days you sometimes retire to bed during the hottest part of the day, lounging on top of the covers while you wait for the temperature to cool a little. Ivo is here today and so he joins you, dozing with his hand in yours. It’s a pleasure just to lie here with him, in the heat and the quiet, indulging in your afternoon torpor.
]
]
(if: $ivoromance is 6)[
Ivo has been living at the windmill for long enough that he’s on friendly terms with many of the local farmers, and he often brings over produce they’ve given him when there’s been a glut of something or other.
<br>
Today it’s a punnet overflowing with cherries, so purple they’re almost black, sweet where they split between your teeth. You sit with Ivo in the garden and toss the pits into the grass, laughing at the way the fruit has stained your lips.
]
(if: $ivoromance is 7)[
Ivo is delighted by the amount of wildlife that visits the area around your cottage. One night you sit in the garden for hours, trying to spot bats. The stone is cold against the backs of your legs, but it’s a good excuse to huddle together for warmth.
<br>
When he finally sees one, its silhouette impossibly quick against the evening sky, the expression on his face is priceless. You’re certain he’s seen bats before, but that doesn’t prevent him finding wonder in the experience. This capacity for joy is one of the many things you admire about him.
]
(if: $ivoromance is 8)[
Ivo talks about the future more often these days, now that he’s made his mind up to remain on the island. Now that he’s with you.
<br>
He tells you that he’s hoping his sister, Ilse, will come to visit soon. She’s quite a lot younger than him, but old enough now that she would be able to travel from the mainland alone. Ivo is excited for you to meet her. He’s certain that she’ll be fond of you, and grateful that you’ve given him some semblance of a life outside of his work. He is, he says, grateful for this too.
]
(if: $ivoromance is 9)[
You often go for walks in the countryside around the cottage, Ivo sometimes bringing along his sketchbook or binoculars in case he comes across something interesting.
<br>
You come across something interesting more often than not. Ivo is astonishingly observant, noticing the slightest variance in lichen growing on a drystone wall, picking up the faintest of bird calls in the tree tops. Consequently, even short walks often take a long time to complete, as he pauses every few paces to look at something new. He always apologises for this, but the truth is that you don’t mind at all.
]
(if: $ivoromance is 10)[
Since it’s raining this afternoon, you stay inside the cottage instead of venturing out. It’s cosy here. There’s a fire burning high in the hearth, and the quiet patter of raindrops on the window is soothing. (if: $hascat is true)[(print: $catname) is sprawled out on the rug.](if: $hasdog is true)[(print: $dogname) is sprawled out on the rug.]
<br>
Ivo lets out a sigh of contentment, leans against your shoulder. You wouldn’t be anywhere else.
]
<br>
Return [[home]]{=
(if: $humourread is true)[
''The Four Temperaments''
<br>
All folk are governed by the humours; the fluids within a person’s body that affect their character and temperament. Understanding one’s own humours can contribute to a better relationship with the mind, body and soul.
<br>
//Sanguine//<br>
Possessing a significant amount of blood, Sanguine people are sociable, warm and optimistic. They thrive in a crowd, and will commonly seek pleasure and company above all else. While often received well by others, their persistently hopeful attitude may grate at times.
<br>
//Melancholic//<br>
Governed by an excess of black bile, Melancholic individuals are reserved, quiet and pessimistic. They have a tendency towards introversion, but also creativity. Some of their peers may not appreciate their overly-cautious tendencies, but their thoughtful and sympathetic character can win them friends.
<br>
//Choleric//<br>
Choleric people have yellow bile in abundance, which makes for a forthright, excitable and confident personality. Leaders and risk-takers by nature, they have a tendency to act first and think later. At best they are seen as passionate and practical, and at worst may be considered aggressive and short-tempered.
<br>
//Phlegmatic//<br>
As the name suggests, Phlegmatic individuals have more phlegm than the other humours. They are calm, even-tempered and relaxed. Most people of this temperament are happy with their lot in life, though this may manifest as inertia and apathy. Usually easy to be around, on occasion their diplomatic nature can be interpreted as a lack of interest.
]
(if: $humourread is false)[
(set: $sanguine to it +5)
(set: $melancholic to it +5)
(set: $choleric to it +5)
(set: $phlegmatic to it +5)
(set: $humourread to true)
''The Four Temperaments''
<br>
All folk are governed by the humours; the fluids within a person’s body that affect their character and temperament. Understanding one’s own humours can contribute to a better relationship with the mind, body and soul.
<br>
//Sanguine//<br>
Possessing a significant amount of blood, Sanguine people are sociable, warm and optimistic. They thrive in a crowd, and will commonly seek pleasure and company above all else. While often received well by others, their persistently hopeful attitude may grate at times.
<br>
//Melancholic//<br>
Governed by an excess of black bile, Melancholic individuals are reserved, quiet and pessimistic. They have a tendency towards introversion, but also creativity. Some of their peers may not appreciate their overly-cautious tendencies, but their thoughtful and sympathetic character can win them friends.
<br>
//Choleric//<br>
Choleric people have yellow bile in abundance, which makes for a forthright, excitable and confident personality. Leaders and risk-takers by nature, they have a tendency to act first and think later. At best they are seen as passionate and practical, and at worst may be considered aggressive and short-tempered.
<br>
//Phlegmatic//<br>
As the name suggests, Phlegmatic individuals have more phlegm than the other humours. They are calm, even-tempered and relaxed. Most people of this temperament are happy with their lot in life, though this may manifest as inertia and apathy. Usually easy to be around, on occasion their diplomatic nature can be interpreted as a lack of interest.
<br>
//Your temperaments feel more robust for having read this book.//
]
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
''Our Island Through the Ages''
<br>
//This heavy tome is bound in stiff leather, the pages crowded with small, dense script. Occasionally the text is accompanied by an old-fashioned engraving.//
<br>
//Law of the Land//<br>
Though record-keeping in that era was poor, it is now believed that an ancestor of the Godalming family was gifted lands on the island following the deposition of the Archipelagan King. Much of the information concerning this monarch is now lost to time, and we know only that they were overthrown following a short and ruthless invasion from the mainland. The Godalmings’ ancestors were absent lords for much of history, ruling from afar, though they eventually took up a seat on the island itself. This attempt at assimilation was not to last, though, as a series of land enclosures eventually turned public opinion against the family for good.
<br>
//Black Gold//<br>
For many hundreds of years coal was one of the island’s largest exports, with freemining being a common profession among the populace. The mainland courts permitted this to continue—albeit reluctantly—for a long time, knowing that resistance would be profound if the practice were interfered with. This tentative truce eventually soured, however, when increased demand for coal led to the passing of a law compelling the freeminers to sell a portion of their stock to the mainland government for a reduced cost. Those who protested had their gales stripped from them, and soon the mainland authorities started work on digging their own, centralised mine on the coalfield. Accounts of what followed are conflicting. What we do know is that, within a decade, that mine had closed for good. While freemining is still practised by some on the island, the profession is far rarer than it was a century ago. Many consider the trade a dying art.
<br>
//The Council Acknowledged//<br>
The election of a Council of Islanders is a tradition dating back to ancient times. For the majority of mainland rule the Council’s authority was not formally recognised, but they were granted a degree of autonomy as a peace gesture during the last years of the Godalming Dynasty. When that family line died out, the ownership of their lands reverted to the island and its people once more. Much has been said about the years preceding this victory, of what was bargained and sacrificed to win our independence at last, and I will not repeat these rumours here. What we know for certain is that that Council took over de facto governance of the island at that time, and that in the intervening years no one from the mainland has ever challenged their position.
<br>
//Here there is an engraving of the first acknowledged Council of Islanders, along with their names: Malachi Hocking, Francis Rowe, Yvette Salter, John Bartlett, and Bernice McKenzie.//
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
''Blood on the Rocks: Horrifying Tales of Crime & Punishment''
<br>
//This book has been cheaply printed, the paper thin and coming away from its bindings. The ink is smeared in places, as though its previous owner thumbed through it often.//
<br>
//The Lawless Ocean//<br>
Maritime lawbreaking has been rife on the islands since the first man thought to build a boat. Though piracy and smuggling have always plagued our shores, these transgressions reached their pinnacle in one ‘Red Meg’ Cardinal, a local girl turned bandit of the waves. Red Meg terrorised the local waters for many years, looting and pillaging wherever she landed. Though many valiant attempts to capture her were made, she died at sea before she could ever face trial.
<br>
//Up in Flames//<br>
The tale of Annabell Tolliver is a strange one. A plume of smoke drew the attention of the townsfolk one autumn morning, and they soon realised that the Tolliver farm was up in flames. When they arrived they found Annabell Tolliver standing outside, wide-eyed and mute. The farmhouse doors had been barred from the outside, and once the flames abated the burned body of Annabell’s husband was discovered within. Many could not believe that Annabell was responsible—she was known to be, by all accounts, a quiet, mild-mannered woman—but a magistrate found her guilty of setting the fire and sentenced her to hang. Before she could face the gallows, however, Annabell Tolliver slipped away from her gaoler and jumped to her death from the belltower. She never spoke a word of why—or if—she did it.
<br>
//Murder Most Foul//<br>
The most recent atrocity to shake our community is undoubtedly the Tawny Lake murders of only a few decades ago. Five victims were found in the space of four months, their bodies so badly mutilated that some could only be identified by labels in their clothing. Eventually Isaac Samson, a wainwright who lived near the lake shore, was arrested and charged. He protested his innocence until his own execution, claiming that a monstrous beast was responsible for the killings.
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
''Ma Chisolm’s Collected Folk Tales & Legends''
<br>
//This covers of this book are new, but the pages are very old. Someone has lovingly hand-stitched them back into fresh bindings of soft green leather.//
<br>
//Things Behind the Trees//<br>
Every forest has its tales. Wherever trees grow men, too, sprout stories like so many branches. You have been to the pageant, I am sure. You have seen the masked ones take their steps. What does it convey, this slow dance? We stopped knowing the answer when we ceased to ask the question. In the silence a man remembers he is meat. The woods are lungs, they are the world breathing. There are some truths we were never meant to know.
<br>
//Things Beneath the Water//<br>
Not every creature of the ocean is what it seems. There are fish with the hearts of hanged men, beasts many times older than the world. There are seals who shed their skins and sit upon the rocks as maidens, straddling the border between worlds. What else makes its home in the fathomless depths? We are a people who live our lives upon the water. Its strangeness should come as no surprise to you.
<br>
//Things Under the Earth//<br>
They are saying now that, before we came to be as we are, monkeys walked this land instead. Before the monkeys, then, came the Crackle Men. Perhaps you have seen them. More likely you have a cousin, a neighbour, a grandmother who has. Stout bodies rustling in the dark, small footsteps in the soot. If you are not a fool you have left a tribute on your doorstep for them. We owe them much. We owe them for what they wrought in the dark places. How loudly we shriek our dominion, when this too is borrowed land. Forget that at your peril.
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
''Enclosing Her Ladyship’s Heart''
<br>
(if: $bookromance is 1)[
//1.//<br>
Sylvia let out a blood-curdling shriek as she was thrown from her horse. For a moment she felt nothing; she was suspended in mid-air, time slowing as she plummeted towards the ground. She braced herself for an explosion of pain, a cracking of bone, but the agony never came. Instead she felt herself caught in strong arms, her feet placed firmly back on solid ground.
<br>
Sylvia stumbled for a moment as she found her balance, then blinked up at her saviour; a broad-shouldered woman in roughspun, her dark hair pulled into a long, shining braid. There was a pendant around her tanned throat, a smooth stone with a hole through the centre, hanging from a leather cord.
<br>
‘Are you alright?’ the woman asked, her voice as rich and husky as woodsmoke. ‘You want to be careful jumping those stiles, miss. You could’ve broken your neck.’
<br>
It took Sylvia a moment to remember how to speak. Her heart was thundering in her chest, and she found herself unable to meet the woman’s hazel eyes.
<br>
‘I’m quite alright,’ she said at last. ‘Thanks to you. And what might I call my brave rescuer?’
<br>
‘My name is Constantine,’ the woman said. ‘Mary Constantine. I keep a flock here, miss.’ Constantine gestured to the pasture behind her, where two dozen sheep, perhaps spooked by the bucking gelding, huddled against a wall.
<br>
‘Sylvia.’ She held out her hand without thinking. ‘Lady Sylvia Brassington.’
<br>
‘Brassington?’ The shepherd’s eyebrows shot up. ‘Then you are—well. I see.’
<br>
Many folk would have begun to bow and grovel upon learning Sylvia’s identity. Constantine, however, just fixed her with a curious look. Inscrutable, almost stern. Oh, how she quailed under that look…
]
(if: $bookromance is 2)[
//4.//<br>
…knew she should not consider such a thing. Lady Sylvia was gentry, the heir to the very land Constantine was standing on. Each month she and her neighbours paid Lord Brassington for the privilege of living, and each night they cursed his very name.
<br>
His daughter would be more of the same. Monied, entitled, believing that her blood gave her dominion over all she regarded. And yet. And yet…
<br>
And yet Constantine could not be free of thinking of her; that heart shaped face and those artful curls, the defiant little tilt of her chin, the dignity with which she had recovered herself after her fall. The thrum of tension between them. Constantine had felt it again when they crossed paths at the island fayre, the day she caught Lady Sylvia staring over from her place at the head table.
<br>
Such an attachment was unthinkable. For reasons of principle, if not of circumstance. She would put it from her mind. She must.
<br>
Constantine was still failing to do that very thing when a knock came at the door of her cottage. She answered it, thinking it would be Mr. Rickard come down from the top field, and her heart leapt into her throat when she saw who was standing on the threshold.
<br>
‘Your Ladyship,’ she breathed. ‘You cannot be here.’
<br>
‘I had to come,’ Lady Sylvia said, gripping white-knuckled to the silk shawl about her shoulders. ‘I had to see you.’
<br>
Constantine felt a traitorous surge of heat in her belly. ‘You must go,’ she said, weakly. ‘You must.’
<br>
But she knew that Lady Sylvia would not. She knew that neither of them had the fortitude to resist the desires of their secret hearts…
]
(if: $bookromance is 3)[
//7.//<br>
…propped herself up on her elbow, took the cigarette from between Constantine’s fingers, and took a long, slow drag. Sylvia felt the smoke burn her throat, her lungs. She burned everywhere. The rough blanket they laid on rasped against her bare skin, but the sensation was not unpleasant. She wanted to feel everything, to luxuriate in all sensation.
<br>
‘They’ll be missing you up at the house,’ Constantine said, stroking a knuckle down the crease of Sylvia’s hip. ‘You should get back before anyone notices.’
<br>
‘No one will notice,’ she says. ‘Father has guests over from the mainland. Important ones, I daresay. He’s hardly spoken to me for days.’
<br>
Sylvia felt, more than saw, Constantine stiffen. Her lover, so languid just a moment ago, was suddenly tense as a harp string.
<br>
‘What guests?’ Constantine asked, toying with her stone pendant. ‘Do you know their names?’
<br>
‘No,’ Sylvia frowned. ‘I didn’t think to ask. What is it to you, anyway?’
<br>
‘I’m curious. That’s all. Can’t a woman be curious?’
<br>
Sylvia baulked at the sharpness in her tone. ‘Of course,’ she said. ‘Only I wish you’d be curious about me, instead. These moments we have together are so rare.’
<br>
Constantine sighed, her harsh expression softening. She pulled Sylvia into her arms, kissed her mouth, her forehead.
<br>
‘I’m sorry,’ she said. ‘You’re right. I’m here now.’
<br>
But Sylvia couldn’t shake the feeling that Constantine’s mind was somewhere else entirely. Her hazel eyes were distant, focused on something far away…
]
(if: $bookromance is 4)[
//10.//<br>
…not supposed to be like this. It was her own weakness that had brought her here, to Lady Sylvia’s balcony, when she should have gone straight to the forest to meet the others. She should have hardened her heart, kept her loyalty to her own folk, not to this woman who could never be hers. She cursed herself for it.
<br>
‘But I don’t understand,’ Sylvia said, clinging to the front of Constantine’s coat. ‘What is it that you plan to do? What is the danger you speak of?’
<br>
‘Do not concern yourself with it,’ Constantine said. ‘But leave the house tonight, Sylvia. That’s all I ask.’
<br>
‘Leave the house and go where?’ she said. ‘Stand in the gardens in the freezing cold all night?’
<br>
‘Go to my cottage. You can stay there until—until it’s safe.’
<br>
‘But //why//, Constantine?’ Sylvia pleaded. ‘What is going to happen?’ She paused, blinked hard for a moment. ‘Dear God. Is this something to do with father and that man? The one who was drowned off the packhorse bridge?’
<br>
Constantine said nothing. She kept her eyes low.
<br>
‘You—you didn’t have anything to do with that, did you?’ Sylvia’s voice was sharp with alarm. ‘No. No, no. You couldn’t do a thing like that. I won’t believe it.’
<br>
‘He was going to take our livelihoods from us, Sylvia. Him and your father both. They’d bar us from land we’ve farmed for centuries, jail us for putting food on the table. We can’t let that stand. We won’t.’
<br>
‘Let me talk to father,’ Sylvia said. ‘I’ll get him to see you. He’ll listen to reason, I’m sure of it. But you can’t—//please// don’t go out to the forest tonight, Constantine. Don’t make me choose between you and my family.’
<br>
Constantine shook her head. ‘You were always going to have to choose,’ she said. ‘Sooner or later, you were always going to have to choose.’
<br>
She turned on her heel and hauled herself onto the balustrade, ignoring Sylvia’s wail of desperation as she climbed down onto the trellis, into the night…
]
(if: $bookromance is 5)[
//13.//<br>
…led by the shoulders to a cell, which was little more than a corner of the constables’ station fenced off with iron bars. She was herded inside, the door locked tight behind her.
<br>
‘Water,’ Sylvia said. Her mouth was bone dry, her face and hands gritty. ‘Bring me water, please.’
<br>
‘You’re in no place to be making demands, Your Ladyship.’ The constable who had brought her in was a red-faced man with dark moustaches. The strap of his helmet was fastened too tight, and it cut into his chin. ‘Someone’ll be round to feed and water you later.’
<br>
Sylvia was taken aback by his tone. She was unaccustomed to people speaking to her in this manner, with such contempt. But, she supposed, she had brought that upon herself. She had made her choice.
<br>
The constable had made no move to leave. He was still staring at her, shaking his head. ‘I’ll never understand it,’ he said. ‘A woman like you, with your fortune. Everything you could ever want. Risking it all to help those filthy radicals. No, I’ll never understand.’
<br>
Of course he wouldn’t. One look at him told Sylvia he had never known passion. He could never comprehend the lengths one could go to in the name of love.
<br>
‘What happened to them?’ she asked. ‘The others?’
<br>
‘Our boys are after them,’ he said. ‘We’ll have them soon. Mark my words. If there’s any justice in the world, they’ll all hang for their crimes.’
<br>
Sylvia bit her tongue to keep from spitting at him. She sank down into the corner of her cell, and waited for him to leave. Only when he had closed the door behind him did she allow herself to cry. Not for shame over what she had done—it was strange, in the end, how little that part bothered her—but out of fear. Fear that Constantine was gone forever. That her sacrifices, the ones she had made to be with her heart’s desire, would all prove to be for naught.
<br>
She fell into a dreamless sleep. When she woke it was dark, and moonlight spilled through the small slit of a window set high into the wall. Sylvia sat up and rubbed her eyes, and her heart sank to discover that no one had brought her food or water after all.
<br>
She was about to lay down again when she noticed something. There, directly under the shaft of moonlight, as though it had been tossed through the small window. A smooth stone with a hole in the centre, strung on a leather cord. With it, a folded piece of paper.
<br>
Sylvia opened the note with shaking hands, her pulse rapid at her throat. Inside were written five words; //I am coming for you//.
<br>
The relief that coursed through Sylvia was like fire in her veins. She pressed the stone pendant to her lips, held the paper tight to her breast. Constantine had not forsaken her. She was coming. She was coming, and she would break her out of this awful place, and together they would flee into the wild, wild night.
<br>
Where they would go from there, Sylvia could not say. But that did not matter. So long as they were together, nothing would matter at all.
<br>
//The End//
]
(if: $bookromance is 6)[
//1.//<br>
Sylvia let out a blood-curdling shriek as she was thrown from her horse. For a moment she felt nothing; she was suspended in mid-air, time slowing as she plummeted towards the ground. She braced herself for an explosion of pain, a cracking of bone, but the agony never came. Instead she felt herself caught in strong arms, her feet placed firmly back on solid ground.
<br>
Sylvia stumbled for a moment as she found her balance, then blinked up at her saviour; a broad-shouldered woman in roughspun, her dark hair pulled into a long, shining braid. There was a pendant around her tanned throat, a smooth stone with a hole through the centre, hanging from a leather cord.
<br>
‘Are you alright?’ the woman asked, her voice as rich and husky as woodsmoke. ‘You want to be careful jumping those stiles, miss. You could’ve broken your neck.’
<br>
It took Sylvia a moment to remember how to speak. Her heart was thundering in her chest, and she found herself unable to meet the woman’s hazel eyes.
<br>
‘I’m quite alright,’ she said at last. ‘Thanks to you. And what might I call my brave rescuer?’
<br>
‘My name is Constantine,’ the woman said. ‘Mary Constantine. I keep a flock here, miss.’ Constantine gestured to the pasture behind her, where two dozen sheep, perhaps spooked by the bucking gelding, huddled against a wall.
<br>
‘Sylvia.’ She held out her hand without thinking. ‘Lady Sylvia Brassington.’
<br>
‘Brassington?’ The shepherd’s eyebrows shot up. ‘Then you are—well. I see.’
<br>
Many folk would have begun to bow and grovel upon learning Sylvia’s identity. Constantine, however, just fixed her with a curious look. Inscrutable, almost stern. Oh, how she quailed under that look…
<br>
<br>
//4.//<br>
…knew she should not consider such a thing. Lady Sylvia was gentry, the heir to the very land Constantine was standing on. Each month she and her neighbours paid Lord Brassington for the privilege of living, and each night they cursed his very name.
<br>
His daughter would be more of the same. Monied, entitled, believing that her blood gave her dominion over all she regarded. And yet. And yet…
<br>
And yet Constantine could not be free of thinking of her; that heart shaped face and those artful curls, the defiant little tilt of her chin, the dignity with which she had recovered herself after her fall. The thrum of tension between them. Constantine had felt it again when they crossed paths at the island fayre, the day she caught Lady Sylvia staring over from her place at the head table.
<br>
Such an attachment was unthinkable. For reasons of principle, if not of circumstance. She would put it from her mind. She must.
<br>
Constantine was still failing to do that very thing when a knock came at the door of her cottage. She answered it, thinking it would be Mr. Rickard come down from the top field, and her heart leapt into her throat when she saw who was standing on the threshold.
<br>
‘Your Ladyship,’ she breathed. ‘You cannot be here.’
<br>
‘I had to come,’ Lady Sylvia said, gripping white-knuckled to the silk shawl about her shoulders. ‘I had to see you.’
<br>
Constantine felt a traitorous surge of heat in her belly. ‘You must go,’ she said, weakly. ‘You must.’
<br>
But she knew that Lady Sylvia would not. She knew that neither of them had the fortitude to resist the desires of their secret hearts…
<br>
<br>
//7.//<br>
…propped herself up on her elbow, took the cigarette from between Constantine’s fingers, and took a long, slow drag. Sylvia felt the smoke burn her throat, her lungs. She burned everywhere. The rough blanket they laid on rasped against her bare skin, but the sensation was not unpleasant. She wanted to feel everything, to luxuriate in all sensation.
<br>
‘They’ll be missing you up at the house,’ Constantine said, stroking a knuckle down the crease of Sylvia’s hip. ‘You should get back before anyone notices.’
<br>
‘No one will notice,’ she says. ‘Father has guests over from the mainland. Important ones, I daresay. He’s hardly spoken to me for days.’
<br>
Sylvia felt, more than saw, Constantine stiffen. Her lover, so languid just a moment ago, was suddenly tense as a harp string.
<br>
‘What guests?’ Constantine asked, toying with her stone pendant. ‘Do you know their names?’
<br>
‘No,’ Sylvia frowned. ‘I didn’t think to ask. What is it to you, anyway?’
<br>
‘I’m curious. That’s all. Can’t a woman be curious?’
<br>
Sylvia baulked at the sharpness in her tone. ‘Of course,’ she said. ‘Only I wish you’d be curious about me, instead. These moments we have together are so rare.’
<br>
Constantine sighed, her harsh expression softening. She pulled Sylvia into her arms, kissed her mouth, her forehead.
<br>
‘I’m sorry,’ she said. ‘You’re right. I’m here now.’
<br>
But Sylvia couldn’t shake the feeling that Constantine’s mind was somewhere else entirely. Her hazel eyes were distant, focused on something far away…
<br>
<br>
//10.//<br>
…not supposed to be like this. It was her own weakness that had brought her here, to Lady Sylvia’s balcony, when she should have gone straight to the forest to meet the others. She should have hardened her heart, kept her loyalty to her own folk, not to this woman who could never be hers. She cursed herself for it.
<br>
‘But I don’t understand,’ Sylvia said, clinging to the front of Constantine’s coat. ‘What is it that you plan to do? What is the danger you speak of?’
<br>
‘Do not concern yourself with it,’ Constantine said. ‘But leave the house tonight, Sylvia. That’s all I ask.’
<br>
‘Leave the house and go where?’ she said. ‘Stand in the gardens in the freezing cold all night?’
<br>
‘Go to my cottage. You can stay there until—until it’s safe.’
<br>
‘But //why//, Constantine?’ Sylvia pleaded. ‘What is going to happen?’ She paused, blinked hard for a moment. ‘Dear God. Is this something to do with father and that man? The one who was drowned off the packhorse bridge?’
<br>
Constantine said nothing. She kept her eyes low.
<br>
‘You—you didn’t have anything to do with that, did you?’ Sylvia’s voice was sharp with alarm. ‘No. No, no. You couldn’t do a thing like that. I won’t believe it.’
<br>
‘He was going to take our livelihoods from us, Sylvia. Him and your father both. They’d bar us from land we’ve farmed for centuries, jail us for putting food on the table. We can’t let that stand. We won’t.’
<br>
‘Let me talk to father,’ Sylvia said. ‘I’ll get him to see you. He’ll listen to reason, I’m sure of it. But you can’t—//please// don’t go out to the forest tonight, Constantine. Don’t make me choose between you and my family.’
<br>
Constantine shook her head. ‘You were always going to have to choose,’ she said. ‘Sooner or later, you were always going to have to choose.’
<br>
She turned on her heel and hauled herself onto the balustrade, ignoring Sylvia’s wail of desperation as she climbed down onto the trellis, into the night…
<br>
<br>
//13.//<br>
…led by the shoulders to a cell, which was little more than a corner of the constables’ station fenced off with iron bars. She was herded inside, the door locked tight behind her.
<br>
‘Water,’ Sylvia said. Her mouth was bone dry, her face and hands gritty. ‘Bring me water, please.’
<br>
‘You’re in no place to be making demands, Your Ladyship.’ The constable who had brought her in was a red-faced man with dark moustaches. The strap of his helmet was fastened too tight, and it cut into his chin. ‘Someone’ll be round to feed and water you later.’
<br>
Sylvia was taken aback by his tone. She was unaccustomed to people speaking to her in this manner, with such contempt. But, she supposed, she had brought that upon herself. She had made her choice.
<br>
The constable had made no move to leave. He was still staring at her, shaking his head. ‘I’ll never understand it,’ he said. ‘A woman like you, with your fortune. Everything you could ever want. Risking it all to help those filthy radicals. No, I’ll never understand.’
<br>
Of course he wouldn’t. One look at him told Sylvia he had never known passion. He could never comprehend the lengths one could go to in the name of love.
<br>
‘What happened to them?’ she asked. ‘The others?’
<br>
‘Our boys are after them,’ he said. ‘We’ll have them soon. Mark my words. If there’s any justice in the world, they’ll all hang for their crimes.’
<br>
Sylvia bit her tongue to keep from spitting at him. She sank down into the corner of her cell, and waited for him to leave. Only when he had closed the door behind him did she allow herself to cry. Not for shame over what she had done—it was strange, in the end, how little that part bothered her—but out of fear. Fear that Constantine was gone forever. That her sacrifices, the ones she had made to be with her heart’s desire, would all prove to be for naught.
<br>
She fell into a dreamless sleep. When she woke it was dark, and moonlight spilled through the small slit of a window set high into the wall. Sylvia sat up and rubbed her eyes, and her heart sank to discover that no one had brought her food or water after all.
<br>
She was about to lay down again when she noticed something. There, directly under the shaft of moonlight, as though it had been tossed through the small window. A smooth stone with a hole in the centre, strung on a leather cord. With it, a folded piece of paper.
<br>
Sylvia opened the note with shaking hands, her pulse rapid at her throat. Inside were written five words; //I am coming for you//.
<br>
The relief that coursed through Sylvia was like fire in her veins. She pressed the stone pendant to her lips, held the paper tight to her breast. Constantine had not forsaken her. She was coming. She was coming, and she would break her out of this awful place, and together they would flee into the wild, wild night.
<br>
Where they would go from there, Sylvia could not say. But that did not matter. So long as they were together, nothing would matter at all.
<br>
//The End//
]
(if: $bookromance is <6)[(set: $bookromance to it +1)]
<br>
<br>
[[Return to bookshelf|bookshelf]]{=
(set: $endgame to true)
(set: $energy to 7)
(if: $forestgodchoice is 1)[
You dream that you are deep under the earth. No—that you //are// the earth. No—that the earth has sprung forth from you, has grown from a long slit in your belly.
<br>
You feel the island, every inch of it, as though it were your own flesh. Your skin turned to stone and your nerves to pulsing roots, your blood to water, your breath to air. You are everything and everything is you. There are monsters that are shadows and buildings that are ghosts. There are things beyond comprehension in the space between what is and what could be.
<br>
Each life glows within you like a star against the black sky. Every crawling thing beneath the soil and every bird that traverses the sky, every fox and rabbit and magpie and minnow, every fern and rowan and inkcap, every person in every home.
<br>
The lighthouse keeper is dreaming of a wide, calm ocean under a clear sky. The naturalist is up late reading, telling himself that he’ll go to bed after the next page. The anchorite is sleeping deeply for once. The publican woke in the small hours, and is gently drifting off once more.
<br>
They are a part of you, both the you that is impossibly vast and the one that is impossibly small. You have chosen the island and the island has chosen you. This is your place, now. Welcome [[home]].
]
(if: $forestgodchoice is 2)[
You dream that you are high above the island. Not flying, not exactly. Just suspended in the air, looking down on the craggy shape of it. You are not afraid of falling. The height does not frighten you at all.
<br>
You can see all of the island from here, from the slow snake of the river to the jagged edge of the coastline, from the dense green forest to the cluster of homes at its heart. There the lighthouse, there the shipwreck, there the mansion, there the hall. Patchwork fields and winding roads.
<br>
You see, too, the people who live here. The quarrymen and the loggers, the fishwives and the Council, parent and child, old and young, each going about their lives as they do every new day.
<br>
Sanvi is at the bar, laughing at the regulars quarrelling over their dominoes. Dagmara is walking along the cliff path, cane in hand, trading a //good morning// with her neighbour. Ivo watches a pair of butterflies spiral around one another, his eyes tracking their flight. Jonah lets his eyes fall closed as he prays to something, somewhere.
<br>
You came here for a reason. Searching. What you have found on the island may not be the same as what you were seeking, but it has a power entirely of its own. You feel the island open to you. This is your place, now. Welcome [[home]].
]
<br>
//You have now finished all of the storylines in Ataraxia. You are still free to explore the island as much as you wish.//