Your browser lacks required capabilities. Please upgrade it or switch to another to continue.
Loading…
<<audio mainsong stop>>
<<audio outsidesong play>>
The wind stings your face, your vision impaired, and the cold is unforgiving. You've never known the Blue Peril in your previous life, and wished it would've stayed that way. It's seems as dangerous a territory as any of the Perils in Ethereal. The only [[path|Unkempt Path]] you can make out is covered in dark blue vegetation.You arrive in the town to the site of constructs and their mirror-masters: towering, silver things with finely carved faces like one would see in the theatre, moving in tandem with their with a handler. The town has vibrant banners with swords, striping and the like. Bustling townspeople of Kaapriad and Human ancestery run about and towards the gates. The Kaapriad must own this city, what with the third eye as the city's owner's seal. Kaapriad with their third eye on their forehead, defined cheekbones, blueskin and orange hair. People of trade.
In the distance, you see a couple a great stretching towers admist other buildings and spirals sprouting up above the large stone battlements. As you approach the gates, the guards stop to [[inspect you.|City Proper]]<<cacheaudio "mainsong" "music/A Link To The Past - 11 - Select Screen.mp3">>
<<cacheaudio "outsidesong" "music/A Link To The Past - 23 - Crystal.mp3">>
<<cacheaudio "wagonarch" "music/A Link To The Past - 17 - Church.mp3">>The woman gestures to the tree's hole. You peer inside to see a fur-lined suit of loose armor, a sword, and a canteen. You equip your gear and present yourself to her.
She smiles, and ash engulfs you. You wake up on the crest of a [[hilltop|Hilltop]].Once bone but now reborn of flesh, you wake up at the foot of a great glowing tree. Blue and yellow blossoms light the damp cave. A [[woman|Sylvony]] in blue robes and leather plating stands before you. Her face is masked by her hood's shadow.
<<audio mainsong play>>
<!--Objects/Loot-->
<<set $key to false>>
<<set $sword to false>>
<<set $orb to false>>
<<set $painting to false>>
<<set $guantlets to false>>
<<set $sylvonyblade to false>>
<<set $suitofarmor to false>>
<!--Character Abilities-->
<<set $assassin to false>>
<<set $tinkerer to false>>
<<set $sylvonyknighthood to false>>
<<set $muscletap to false>>
<<set $sylvonysorse to false>>
<!--Quest Related Objects-->
<<set $orbarmoraugment to false>>
<<set $septrearmoraugment to false>>
<<set $penarmoraugment to false>>
<!--Plot Elements-->
<<set $campknowledge to false>>You approach the mysterious woman. "My child, you have slept for too long. The hour of your awakening has arrived at last, thanks to me. You've caught me at an opportune time. I will grant you another gift, the gift I am known for, knowledge. Rise, Knight of my name! Your journey is ready to begin.
[[Accept your Sylvony Knighthood! |Sylvony Knighthood]]You notice there are scolding hot coals in the divets lighting the way. That explains the steam. As you get closer, you see a finely engraved stone sign towering out of the ground like a monolith. It reads, "Sanctuary City of Jakyl". Above that, a Divine's family-insignia of pure gold in the shape of an eye. Below all that, indicators of what business is found here. It looks to be a Reigning City. You [[proceed|Sanctuary City of Jakyl]] towards the city with your company and their stand close-by.<<audio outsidesong stop>>
<<audio wagonarch play>>
Blue Ice vines and barbs bleed onto the path. A sea of blue trees with razor flora obscure everything beyond the comfort of the path, eroded and neglected as it is. As you advance further down, you can make out the shapes of something just at the bend in a clearing. You [[proceed,|Wagon Scene]] but have a sinking feeling about doing so.The trek took longer than intended. The Sun is setting and the temperature bites a little harder. You're wishing you turned back as you come upon a grisly scene. A trade wagon's been turned on it's side. It looks like an ambush took place here. Kaapriad and Human blood color the snow orange and red. Not a living soul seems to be here anymore. Off to the left beyond the wagon, you spot what look to be foot prints leading off into the [[woods.|Camp Scene]]
<<set $sylvonysorse to true>>
You make your way through a carved path until you stumble upon a camp. As soon as you walk a few meters into battle-readied area, a soldier approaches you. "You seem to be lost traveler. Unfortunately for you, you took a wrong turn." Instinctively, you draw your sword and slay the soldier. You cut them down quickly enough to not arouse too much attention, but you need to act fast. You check a near by tent before dragging the body inside and taking their clothes to blend in.
You come back out in the new acquired green chain mail and green fur overcoat. Banners with the pelt of a Nickerman creature, hairy, wirey, but pristine across emrald backdrop flaps throughout the camp. The line stretches for what feels like miles. Although what this encampment is there for you can't tell. You see amongst all the thick canvas tents one of particular guilded quality. You [[investigate. |Ruhul Furian's Tent]]Heavily plated men, along with a few Kaapriads, stand around a large wooden table running almost the length of the tent. Blaziers' fires shine off their golden signets of the same image on the banners outside. On the table, battlement strategies, indicated by wooden and stone carvings, are being shuffled by the men. One stands out to you, as he's larger than everyone else in the room and seems to be leading the discussion. [[You listen in.|Ruhul Furian's Plan]]You wander around for hours on the long cobble-stone streets. The hotcoals orange glow illuminated the journey through the encroaching nightfall. Avoiding guards when you can, you come upon the largest tower you can find. It has two black grates for doors with 6 guards standing firm.
[[You call to them.|The Meeting]]You bring your hands to Lady Harra's. As you do so, the room's gravity takes you towards Lady Harra, landing sharply on the stone siding next to a window. A wave of ice and snow lifted up a mile high above the city seems to have severed the ground below! Furians and Jakyl alike are being swallowed by the giant chasms. The flames of torches lighting their flailign bodies. You realize the city was lifted along with the snow and ice beneath it. The snow and ice begins to fall upon those not inside, piercing through friend and foe into ribbons of shredded, bloody cloth or armor. Bodies of women, children, and soldiers are strewn about the blue frozen wasteland protruding through the gates. You remember much too late that Sorse cannot be controlled.
You should've read the [[game manual.|Fourth Wall]]"Ruhul, we need to strike while we have the element of surprise. Their gates are open, as trade season is upon us. We've gotten by their scouts undetected thusfar. We're on their doorstep. This could be the turning of the tide if we take Jakyl, but we have to do it now!"
The largest man in the room looked about him and scoffed. "I know what's at stake. However, going in there, swords-a-swinging, isn't going to cut it. Their constructs alone would cut down half of our men. We need a quieter approach. Something to lessen our losses, if we can help it."
Just as you go to duck away, you are spotted by the Kaapriad speaking with Ruhul, "No grunts allowed! Why aren't you at your post?"
Ruhul's gruff voice interjects, "What are you doing here?"
[["I was just patrolling and wandered in here. Must've been the ale." |Mission]]Ruhul squints his eyes, sniffs, then looks you and down and lets out a raspy laughter.
"Well, soldier, I've got a proposition for you. Since you're clearly so eager for something to do."
Ruhul surveyd the table. Grabbing a small handful of his designated figurines, he pushed them towards a tower piece.
"You and 4 other men and women will head into the city as traders. We were able to "relieve" a travelling merchant of his wares. Once inside, wait 'till nightfall, then find and open the city's gates.
With little choice, you say [[yes.|Outskirts]]The guards check your made up stand and don't seem to fret over the handful of weapons on your person or in your shop's inventory. The tradesmen your company slain had proper licenses to sell these arms.
The sun is beginning to set, turning the sky into a clash of colorful ether tethers, wisping in the yellowed clouds. Your company needs to look the part, and so they book a trader's inn for you and a spot for their merchandise in the barred rooms.
Once inside, they hand you a map of where the gate you need to sabotage is and leave you alone in your cramped closet-like rooming to get ready. Now that you have time to reflect, you realize the possible implications of what you're about to do. You haven't spent a whole lot of time in the city, but it's clear these men aren't looking to just rob a city with the siege weapons you saw on the way out of the camp.
Your conscious gets the better of you, and you decide you want to inform the authorities. You remember hearing something about the crown, the Jakyl family, of which the city is named. You go out into the blistering cold on [[your own mission.|Castle Jakyl]]"Who are you and what is your business?"
You tell them the plot that's about to unfold, but they seem skeptical. They take you inside to meet one of the Divine Blood, while the other guards mobilize to the gates.
They take you to a candle lit living room with engraved, heavy, well-padded furniture with fruit and nuts on an adjacent table. You wait for a while under the scornful eyes of the guards, until a female Kaapriad in a diamond headdress cascading down her face enters in a woolen night gown.
"My protectors addressed me of your group's plot. But why have you come here now? Are you guilty of what you've done?"
[[You try to explain.|Catch-up]]You inform her of how you woke up in a cave and wandered out into the frozen wasteland of the Blue Peril. With little sense of proper direciton, you wandered aimlessly into the encampment who is plotting the city's demise. The only reason you went walong with it, you say, was for the sake of survival.
"The Furians. I recognize the description of their banner. Ruhul is their military leader. One I wish not near the people of Jakyl. Since you are one of the Sylvony Knighthood though, you have a duty to defend any of the Divine's from those who wish to harm us. These Mortals will regret this night. If they live to regret. [[Come.|Climax]]"She leads you up the tower into a alchemy and Sorse lab. Blue, dirty cylinders of Sorces hang on chains or on weapons on display, like crossbows with Sorse on their bolts. Quickly she reaches for a white, razor-vine embroidered tome.
"I've been reading about how Sorse Spells can be conducted. You've spoken with the only Divine to have ever controlled Sorse Spells successfully. I think-"
Guards rush into the door and [[interrupt.|Climax Pt. 2]]
"Lady Harra! Your parents were worried about you."
"I'm healthy. What's wrong? You have blood on you."
"It's the gates, my lady. Three of them were opened, and now the Furians have appeared out of nowhere! Most our forces are still getting out of bed. Your parents fear the city is lost and wish for you to flee."
"No! This city has been ours for centuries, ever since the first Divines established this Reigning city upon the wretched Perils. Stranger, assist me. Help me cast a Sorse Spell!"
The guards protest, but she has none of it. She opens the book, grabs blue, sticky Sorse in her hands and begins to chant. An uncanny instinct in you syncs your words with hers in a chorus-like fashion. You grab palms of Sorse, too. The voice of the woman whom you met earlier in the cave speaks to you, "My Knight, use your hidden [[gift.|Bad End for Everyone]]You grunt in disappointment and stew at dying again. This is the 5th time through, and the game is still much too complicated for your 12 year old brain.
Just as you go to start yet another playthrough, your Mom comes into your room, lit up like a ghost form the glare of your computer.
"Lisa, it's time for sleep. It's 3 o' clock in the morning."
"But, Mooooooooom. I'm so close to getting passed this one part-"
"You can beat it tomorrow, when you're fresh."
"But I have school."
"Exactly. Now get to bed."
With that, you turn off the computer and crawl into [[bed.|Reflection]]You're 23 now.
It's your sophomore year at college. You share a room with your significant other. The last three exams of the semester are coming up in the next week and nearly broke you with stress over the weekend, but you studied as hard as you could.
Going to college has taught you a lot. You never expected to get this far. You never thought things would change as they did. You can remember a time where all you wanted to do was game back then. Nothing else seemed to matter. As if the world around you stopped for you, living out a state of perpetual perfect harmony with your favorite pets, your go-to games, your one really-good friend. But, now time for those things is fleeting.
Games just aren't as fun as they once were. You cling to them like a dying principle, to the extent where you don't know why you do so anymore. Those pets have long passed. Your really good friend and you don't speak anymore, as they had a kid at 21, and you're on a campus 50 miles away, not that that was much of a factor before you left. Maybe the reason you still play is the time and money you've spent on them, as if a part of you will die like everything else you miss in the past has.
Or perhaps it's the memories of you crawling into bed later than you should've. Mom just wagged her finger at you for doing so on a school night. And you couldn't wait to waste more of your time the next day trying for a 6th time on that favorite gaem of yours, when you could've spent more time with Mom...while she was still here.
[[Try to beat that one part for a 6th time.|Abandoned Cave]]