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<<run Dialog.close();>>
<<set $speaker to "">> <<set $sprite to "empty">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//You said that you had others to talk to, but to be perfectly honest, this is as far as your list goes. You've spent a decent amount of time talking to your friends, and maybe Celeste is calm enough to talk to now.//
<<cn>>
//Speaking of your friends... you think about everything that they've told you, despite all of them annoying you to some level. All of them have annoyed you in some form or fashion over the years you've known them, but they're not bad people.//
<<cn>>
//You know that they want the best for you. Obviously. Even if it's a little too much.//
<<cn>>
//You're the royal courier, the spymaster, the Verdant Reaper. You can take care of yourself.//
<<cn>>
//You ''do'' take care of yourself.//
<<cn>>
//...//
<<cn>>
//There's literally no point in standing in the middle of the path doing absolutely nothing.//
<<cn>>
[[> Quit stalling.|Celeste2]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">> <<set $sprite to "empty">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//Nobody is posted outside of Celeste's room, not even Kaamii. You found it odd that you had seen Kaamii by himself earlier today, although he's not always by Celeste's side. Had Celeste asked to be left alone by everyone?//
<<cn>>
//You don't hear anything from inside the room. You give the door a double // tap-tap//, and hear no response.//
<<cn>> <<update $speaker to "Ghost">>
...Glory?
<<cn>> <<update $speaker to "">>
//More silence.//
<<cn>> <<update $speaker to "Ghost">>
Glory? You in there?
<<cn>> <<update $sprite to "empty">> <<update $speaker to "Celeste">>
No.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "">>
//You whip around see Celeste, standing behind you. You hadn't heard him walk up.//
<<cn>> <<update $speaker to "Ghost">>
Oh. Hell, you scared me.
<<cn>> <<update $speaker to "Celeste">>
...
<<cn>> <<update $speaker to "Ghost">>
...Glory?
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Celeste">>
...
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Ghost">>
Can we... talk?
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
No. I have to speak with my mother soon.
<<cn>> <<update $speaker to "Ghost">>
Oh. Okay. Then, maybe later?
<<cn>> <<update $speaker to "Celeste">>
If I have the time.
<<cn>> <<update $speaker to "">>
//Down the hall, you spot Kamii waiting for Celeste. It must be an important conversation, then.//
<<cn>> <<update $speaker to "Ghost">>
Alright. I'll talk to y-
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
Goodbye, Lord Courier.
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//Celeste does the customary nod that the royal family does to its court, and moves on quickly. You're too flabbergasted at being called by your ''title'' instead of your name to properly respond back the way you're expected. However, you are paying enough attention to hear Kaamii's scandalized response.//
<<cn>> <<update $speaker to "Kaamii">>
''Celeste'', what the ''fuck''-
<<cn>> <<update $speaker to "Celeste">>
I'm not in a mood for a lecture from you, Kaamii-
<<cn>> <<update $speaker to "Kaamii">>
I did not just hear you dismiss your ''boyfriend'' like th-
<<cn>> <<update $speaker to "">>
//You don't hear the rest of their conversation, even though it sounds like both of them are about to start shouting at one another.//
<<cn>> <<update $speaker to "">>
//Well. Okay then. Celeste is ''very'' not happy.//
<<cn>> <<update $speaker to "">>
//It seems like you aren't going to get a chance to talk to him today, then. Maybe tomorrow. Or in a month.//
<<cn>> <<update $speaker to "">>
//''Fuck.''//
<<cn>>
[[> Go back to bed and leave this hell day behind you.|Celeste3]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">> <<set $sprite to "empty">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//You wake up the next morning, and your neck feels like it might be killing you.//
<<cn>>
//You were ''fine'' yesterday, why now? You groan and grit your teeth, trying to relax the muscles. It might be a cramp from your muscles finally moving after being violently severed, forcibly reconnected, and stagnant for a long period of time.//
<<cn>>
//You spend longer than you intended to let yourself rest, gripping your covers and trying to even your breathing. None of it works, unfortunately, and you can't even move your head to find a more comfortable position. It just... ''hurts.''//
<<cn>>
//Like that time before.//
<<cn>>
//Why can't someone reassure you and put you back to sleep now?//
<<cn>>
//You don't even realize that someone has entered the room until you realize that someone is speaking to you.//
<<cn>> <<update $speaker to "Celeste">>
Ghost?
<<cn>> <<update $speaker to "">>
//Aw, dammit.//
<<cn>> <<update $speaker to "Ghost">>
<span style="font-size:small;">Hurts.</span>
<<cn>> <<update $speaker to "Celeste">>
I know. I'm sorry. Relax your arm for me?
<<cn>> <<update $speaker to "">>
//You do your best to let the tension in your right arm go, and you feel Celeste's hands lift your forearm. There's a brief coldness rubbed in a little circle on the inside of your elbow.//
<<cn>> <<update $speaker to "Celeste">>
This'll pinch for a second.
<<cn>> <<update $speaker to "">>
//It does, but it's nowhere near as bad as the pain in your neck. The veins in your arm feel like ice, but the feeling abates slowly and seems to take the pain along with it.//
<<cn>>
[[> Open your eyes.|Celeste4]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">> <<set $sprite to "CelesteSad">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//You don't know how much time passes before you feel okay enough to open your eyes again, but when you do, Celeste is sitting by your bed, holding your right hand in both of his.//
<<cn>> <<update $speaker to "">>
//He lets it go after you blink a few times.//
<<cn>> <<update $speaker to "Celeste">>
Did that help?
<<cn>> <<set $sprite to "CelesteSad">> <<update $speaker to "Ghost">>
Yeah. I think. I don't feel like I'm dying.
<<cn>> <<set $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
Good.
<<cn>> <<set $sprite to "CelesteSad">> <<update $speaker to "">>
//A deeply uncomfortable pause follows.//
<<cn>> <<update $speaker to "Ghost">>
I'm sorry I made you come look for me.
<<cn>> <<update $speaker to "Celeste">>
You weren't in your office this morning, and nobody had seen you since yesterday. I was worried that-
<<cn>> <<update $speaker to "Celeste">>
[sigh] I was worried.
<<cn>> <<update $speaker to "">>
//The "you might be dead" goes unsaid.//
<<cn>> <<update $speaker to "Ghost">>
I'm sorry.
<<cn>> <<update $speaker to "Celeste">>
You're recovering from a heavily traumatic injury that nobody else can possibly recover from. Don't apologize.
<<cn>> <<update $speaker to "Ghost">>
Right.
<<cn>> <<update $speaker to "Celeste">>
And I'm sorry I was so cold to you yesterday. I was really upset, and I took it out on you.
<<cn>> <<update $speaker to "Ghost">>
No, I- I get it. Don't worry about it.
<<cn>> <<update $speaker to "Celeste">>
...Ghost? Can we... talk? About what we were talking about before I left yesterday? It doesn't need to be right now, not when you're in pain, but at some point-
<<cn>> <<update $speaker to "">>
[[> "Yes."|Celeste5A]]<br>
[[> "No."|Celeste5B]]
<</ctp>>
</div>
<<nav>><<set $speaker to "Ghost">> <<set $sprite to "CelesteSad">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "CelesteSad">> <<update $speaker to "Ghost">>
I think I should start.
<<cn>> <<update $sprite to "CelesteSurprise">> <<update $speaker to "Celeste">>
Huh?
<<cn>> <<update $speaker to "Ghost">>
I'm sorry for this entire... everything. This whole thing with charging in and getting my head cut off like a moron, but everything else too. I know that you're upset because of all of the times this has happened before this, not just this specific time.
<<cn>> <<update $sprite to "CelesteSurprise">> <<update $speaker to "Celeste">>
...
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Ghost">>
Celeste?
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
...I like it better when you call me Glory. You only call me Celeste when you're worried.
<<cn>> <<update $speaker to "Ghost">>
I mean- yeah, I am worried.
<<cn>> <<update $speaker to "Celeste">>
About me?
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Ghost">>
About hurting you.
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
...
<<cn>> <<update $speaker to "Celeste">>
So... you understand why I'm frustrated and upset?
<<cn>> <<update $speaker to "Ghost">>
I'm gonna be honest, I think you're worrying too much about me. But maybe that's not true. Maybe you're worrying exactly as much as you should about me, and I'm the one who isn't worrying enough about me.
<<cn>> <<update $sprite to "CelesteSurprise">> <<update $speaker to "Celeste">>
!
<<cn>> <<update $speaker to "Ghost">>
What do you think, Glory?
<<cn>> <<update $speaker to "Celeste">>
What?
<<cn>> <<update $speaker to "Ghost">>
Do you think I'm too... casual about dying?
<<cn>> <<update $sprite to "CelesteSurprise">> <<update $speaker to "Celeste">>
...
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
...Yeah, I do. I think you let yourself die too much. I think you don't care about yourself.
<<cn>> <<update $speaker to "Ghost">>
...
<<cn>> <<update $speaker to "">>
[[> "Maybe you're right."|Celeste6A]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">> <<set $sprite to "CelesteUpset">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//Celeste flinches.//
<<cn>>
//Maybe it was your tone of voice. Maybe it was the answer itself. You don't have anything to talk about with him.//
<<cn>> <<update $speaker to "">>
//You're fine.//
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Celeste">>
...
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
Okay.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
I should tell you, though. I spoke to my mother, and she agreed that you shouldn't be fighting right now.
<<cn>> <<update $speaker to "Ghost">>
What?
<<cn>> <<update $speaker to "Celeste">>
You need to recover.
<<cn>> <<update $speaker to "Ghost">>
//So it seems Celeste beat Solana to the punch, yesterday. Still...//
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Ghost">>
Okay... yeah, that's fair. I can't fight if I'm in too much pain, I guess.
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
...
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
You have no objection to her decision?
<<cn>> <<update $speaker to "Ghost">>
This isn't permanent, right? I'm still more useful as a battlefield boogeyman than a spy right now.
<<cn>> <<update $speaker to "Celeste">>
I don't know how long she wants to keep you on your normal duties. That's her decision to make, not mine.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Ghost">>
Well, that's vague.
<<cn>> <<update $sprite to "CelesteAngry">> <<update $speaker to "Celeste">>
I don't know how long she wants you off the field, Ghost.
<<cn>> <<update $sprite to "CelesteAngry">> <<update $speaker to "Ghost">>
...Sorry. I'll talk to her about it.
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
[sigh] It's fine. You're not feeling well right now anyway. I'll... I'll let you rest.
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
...I love you, Ghost.
<<cn>> <<update $speaker to "Ghost">>
I love you too, Glory.
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//Celeste leans down to give you a kiss, before walking toward the door. You squirm a little to get more comfortable in your bed. Celeste looks over his shoulder at you after he opens the door, but it's just a quick glance before he steps out and leaves you alone to sleep.//
<<cn>>
[[> Give yourself a desperately-needed rest.|Epilogue1]]
<</ctp>>
</div>
<<nav>><<set $speaker to "Celeste">> <<set $sprite to "CelesteSad">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
I think you care a lot about other people. But I think you don't like yourself much, and especially with this... pseudo-immortality you have, and fighting in this war, it's only given you an excuse to hurt yourself in increasingly more damaging ways.
<<cn>> <<update $sprite to "CelesteSad">>
From a tactical point of view, maybe someone like you is "better" to throw out against whatever enemy is out there.
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Celeste">>
But you still get hurt. You still feel pain. And you might still die.
<<cn>> <<update $speaker to "Ghost">>
I know.
<<cn>> <<update $speaker to "Celeste">>
You don't deserve to suffer more than other people, Ghost.
<<cn>> <<update $speaker to "Ghost">>
...I know.
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Celeste">>
I guess I can say things like that all day, but it takes time to actually believe that.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
You might be mad at me for this, but I talked to my mother, and... she agreed with me that you shouldn't be out fighting anymore.
<<cn>> <<update $speaker to "Ghost">>
What? Glory, not you too-
<<cn>> <<update $speaker to "Celeste">>
You're not even a soldier. You're a courier and a spy, and the only reason why you're fighting is because you convinced my mother that the fact that you can be healed from death would make you incredibly useful as a scare tactic.
<<cn>> <<update $speaker to "Ghost">>
I mean, it is-
<<cn>> <<update $speaker to "Celeste">>
It is. You've got all sorts of rumors on the other side about how even a glance from you means a soon-approaching death. Or something like that. You don't do enough recon on them for me to know.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Ghost">>
It's boring.
<<cn>> <<update $sprite to "CelesteHappy">> <<update $speaker to "Celeste">>
I think it's funny. Mainly because I know you're all caw, no peck.
<<cn>> <<update $speaker to "Ghost">>
That is... one way to modify that saying.
<<cn>> <<update $sprite to "CelesteHappy">> <<update $speaker to "Celeste">>
I think it's a good way. Anyway...
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
You should keep resting. No work, no playing soldier. I'll ask Hazard and Riley to make sure you don't try to sneak out. I'm serious about resting.
<<cn>> <<update $speaker to "Ghost">>
I promise I'll stay put.
<<cn>> <<update $speaker to "Celeste">>
[sigh] Okay.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
...
<<cn>> <<update $sprite to "CelesteHappy">> <<update $speaker to "Celeste">>
I love you, Ghost.
<<cn>> <<update $speaker to "Ghost">>
I love you too, Glory.
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//Celeste leans down to give you a kiss, before walking toward the door. You squirm a little to get more comfortable in your bed. Celeste looks over his shoulder at you after he opens the door, but it's just a quick glance before he steps out and leaves you alone to sleep.//
<<cn>>
[[> Give yourself a desperately-needed rest.|Epilogue1]]
<</ctp>>
</div>
<<nav>><<set $sprite to "empty">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//A few months later, the castle gets hit.//
<<cn>>
//This was going to happen eventually. No matter how many spies the Queen has working under her, not everything can be caught. Infiltrators enter and wait to strike. Now was the time for that, apparently.//
<<cn>>
//Several spies posing as new recruits managed to get into the castle. You kick one of them in the stomach and tear down the hallway toward the royal chamber, where the other spies replaced themselves in the guard posts.//
<<cn>> <<update $speaker to "">>
//You shove open the doors and find Kaamii blocking a spear thrust with his axe, pushing Solana away with his back. Behind Solana is Celeste, gripping his sister by the back of her shirt. You react without thinking.//
<<cn>> <<update $speaker to "Ghost">>
OVER HERE, FUCKERS!
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//Your arm-mounted crossbow works wonders in catching the attention of the infiltrators. They dodge your bolts as expected, and you use the moment to run to aid Kaamii.//
<<cn>> <<update $sprite to "KaamiiArmed">> <<update $speaker to "Kaamii">>
Ghost, ''get them out of here.''
<<cn>> <<update $speaker to "Ghost">>
You can't take them one on two!
<<cn>> <<update $speaker to "Kaamii">>
Yes, I can! Get them out of here ''now''! Do ''not'' try to help me!
<<cn>> <<update $speaker to "">>
//You don't know how many others will show up if you leave Kamii here. He might be strong, but you're unsure if he really can handle this by herself. You know that you can't hold your own against these soldiers, but you can run fast enough to get away from them, with Celeste and Solana in tow.//
<<cn>>
//You don't have time to argue right now. Celeste and Solana are in ''danger''.//
<<cn>>
[[> Move.|Epilogue2]]
<</ctp>>
</div>
<<nav>><<set $sprite to "empty">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "">>
//Solana doesn't need to be told twice to run. She grabs you by the arm and runs, Celeste clutching her shirt to keep up. Your feet stumble from being dragged but you regain your footing. It seems that the decision was already made for you.//
<<cn>>
//The three of you don't get very far. It seems like some of the outside forces have managed to get inside. You skid to a stop and arm yourself with your sickle as two enemy knights block your path forward. You recognize the one on the right from his armor's markings. //
<<cn>> <<update $sprite to "BastardConfident">> <<update $speaker to "That Bastard">>
...I guess I didn't do as good of a job as I thought.
<<cn>> <<update $speaker to "Ghost">>
Next time, finish off my mount too.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Solana">>
''Ghost''.
<<cn>> <<update $sprite to "BastardConfident">> <<update $speaker to "That Bastard">>
I see you're on guard duty now. I'm shocked that the queen would let you anywhere near her precious babi-
<<cn>> <<update $speaker to "Ghost">>
Say one more word about any of the royal family, and Bones will be eating your marrow for dessert.
<<cn>> <<update $sprite to "BastardConfident">> <<update $speaker to "That Bastard">>
Bold words from someone I already killed once.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Solana">>
Ghost, you can't take on two people, even with us backing you up.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Ghost">>
You're not backing me up. You two are running.
<<cn>> <<update $sprite to "CelesteHorror">> <<update $speaker to "Celeste">>
Ghost, you can't. You can't do this. You'll end up dead.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Solana">>
He's baiting you, and you know it. Don't fall for it.
<<cn>> <<update $sprite to "BastardConfident">> <<update $speaker to "">>
[[> Retreat.|Epilogue3A]]<br>
[[> Hold your ground.|Epilogue3B]]
<</ctp>>
</div>
<<nav>><<set $sprite to "BastardConfident">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//It would be so easy to take advantage of his overconfidence. The last time you fought, he had the advantage because of your disorientation. He thinks this will end the same way again this time, that he still has the advantage over you.//
<<cn>> <<update $sprite to "BastardConfident">>
//It would be so easy, to dance around him and put your sickle in his neck, just like he did to you.//
<<cn>> <<update $sprite to "CelesteHorror">> <<update $speaker to "Celeste">>
Ghost-
<<cn>> <<update $speaker to "Ghost">>
Stay back.
<<cn>> <<update $sprite to "SolanaAngry">> <<update $speaker to "Solana">>
''Ghost!''
<<cn>> <<update $sprite to "BastardConfident">> <<update $speaker to "That Bastard">>
Come on, what are you waiting f-
<<cn>> <<update $speaker to "Ghost">>
//You are a courier, an information gatherer, and a spy. You are not a direct combatant. You learned how to fight to get out of situations, not to win them. You are fully aware of what you are capable of, and what you are not.//
<<cn>> <<update $speaker to "Ghost">>
Get ''back!''
<<cn>> <<update $sprite to "smoke">> <<update $speaker to "">>
//You're thankful that you thought to grab one of the lab's little experiments when you ran to join the defending forces. You lob the glass-bottle grenade at the two knights. The both jump back as the bottle cracks against the floor and throws a massive plume of smoke into the air.//
<<cn>> <<update $speaker to "">>
//You can't see anything on the other side, but you do hear shouting and heavy soles stomping all over the floor.//
<<cn>> <<update $sprite to "smoke">> <<update $speaker to "Ghost">>
C'mon, we gotta move-
<<cn>>
[[> Run.|Epilogue4]]
<</ctp>>
</div>
<<nav>><<set $sprite to "empty">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "empty">> <<update $speaker to "">>
//You turn and run, grabbing Solana and Celeste each by the arm. After a lot of running, the three of you finally reach the safety of the castle undercroft. Solana slams the doors shut, eyeing the stairwell entrance through a hidden peephole in the door. You and Celeste sit down on the ground to catch your breath.//
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
This is a decent place to hide for now. Everyone knows to regroup in here. What timing, though... Mother and Father happen to be away unannounced when those bastards chose to strike.
<<cn>> <<update $speaker to "Ghost">>
They had bad intel. Looks like my plans are working exactly as intended.
<<cn>> <<update $speaker to "Celeste">>
Yeah... Ghost?
<<cn>> <<update $speaker to "Ghost">>
Hmm?
<<cn>> <<update $speaker to "Celeste">>
I was- no, never mind. I'll tell you when we're in a little less danger.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Ghost">>
Tell me now, we have time.
<<cn>> <<update $sprite to "CelesteHappy">> <<update $speaker to "Celeste">>
No, it really is okay.
<<if hasVisited("Celeste5b")>>I'm glad you didn't try to fight. <</if>>
Just stay close so I can tell you later, okay?
<<cn>> <<update $speaker to "Ghost">>
Yeah, of course.
<<cn>> <<update $speaker to "">>
//You don't quite understand why Celeste is smiling, right now of all times, but you quietly remind yourself to ask him later what all of this was about. There's only one thing to do right now, while you wait to see who shows up to regroup and push back.//
<<cn>>
[[> Stay alive.|Credits]]
<</ctp>>
</div>
<<nav>><<set $sprite to "BastardConfident">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//He's overconfident. The last time you fought, he had the advantage because of your disorientation. He thinks this will end the same way again this time, that he still has the advantage over you.//
<<cn>> <<update $sprite to "BastardConfident">>
//You can't wait to put your sickle into his throat, just like he did to you.//
<<cn>> <<update $sprite to "CelesteHorror">> <<update $speaker to "Celeste">>
Ghost-
<<cn>> <<update $speaker to "Ghost">>
Stay back.
<<cn>> <<update $sprite to "SolanaAngry">> <<update $speaker to "Solana">>
''Ghost!''
<<cn>> <<update $sprite to "BastardConfident">> <<update $speaker to "That Bastard">>
Come on, what are you waiting f-
<<cn>> <<update $sprite to "BastardShock">> <<update $speaker to "">>
//You feint into a dash forward, and pull your arm up to shoot the other knight. The bolt pings off of his armor uselessly, but the distraction is a good enough one that it makes the shitheel who took your head turn around. Given the distraction, you take aim at him, right in the junction of his helmet and collar.//
<<cn>>
//It's an incredibly difficult shot to take. Nobody could reasonably aim for it and hit that small gap. Most injuries in enemy knights that land there come from wide, blunt force trauma. Still, it's the fact that you know that weakness is there that will scare him.//
<<cn>> <<update $sprite to "BastardShock">>
//You go for the knight's throat. He's too preoccupied with the sudden projectiles to properly defend himself. His sword arm is too low, too far back, and the other knight is standing too far away to be able to keep you away. You yank the bastard's helmet off. You owe him at least that much, to know who he was before killing him.//
<<cn>> <<update $sprite to "BastardUnmasked">>
//You ignore Celeste and Solana's screaming, and go for his throat.//
<<cn>> <<update $sprite to "empty">>
//You ignore the pain in your upper abdomen, and revel in your revenge against the bastard who couldn't even stay alive long enough to properly fight you.//
<<cn>>
//You ignore the other knight's sword impaling you through your left arm, and think about how this knight's death will only reinforce the "curse" that the enemy whispers in frightened, hushed tones about.//
<<cn>>
//You have to ignore it.//
<<cn>>
//It hurts too much if you don't.//
<<cn>>
//You yank on the sickle, but it's caught in the knight's throat. The other knight succeeds in freeing their blade, though, and comes at you for a second strike. You don't bother blocking it; you'd rather save yourself the pain than try to stay alive. You stumble and hit the ground, wide open to be stabbed.//
<<cn>>
<<run $("#bg-div-1").removeClass("active")>>
//Well, you would be. There's an icicle impaling the knight. Two icicles. One through the outstretched arm, the other through the abdomen. One coming up from the ground, the other coming from the opposite wall. You see purple wisps float from the ice, leftover magic energy from its summoner evaporating away from the powerful blast.//
<<cn>>
<<run $("#bg-div-1").addClass("active")>>
//There's so much blood everywhere.//
<<cn>>
//You think Celeste might be crying.//
<<cn>> <<update $speaker to "">>
//You're being dragged. You can feel yourself fading out. You can't breathe right. Maybe one of your lungs is collapsed. You leak like slaughtered livestock. Everything hurts so much. You can't see clearly anymore.//
<<cn>> <<update $speaker to "Celeste">>
I told you not to! Why did you do that?!
<<cn>> <<update $speaker to "Ghost">>
Glory...?
<<cn>> <<update $speaker to "Celeste">>
Why do you keep doing this to yourself? Why do you keep letting yourself be killed like this?
<<if hasVisited("Celeste5A")>>I thought- I thought you understood-<</if>>
<<cn>> <<update $speaker to "">>
//You try to answer him, but there's blood choking you.//
<<cn>> <<update $speaker to "">>
[[> Wait for Celeste to revive you again.|Credits]]
<</ctp>>
</div>
<<nav>><<run Dialog.close();>>
<<set $sprite to "empty">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "empty">>
//You knock on the door of the laboratory, and hope you're not interrupting anything. Entering without warning is a bad idea, as one never knows what volatile chemical reaction is being tested at the moment. The sound of footfalls is followed by the door swinging open, and Hana leans out with her hand braced on the doorknob.//
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Hana">>
Oh, hey.
<<cn>><<update $speaker to "Ghost">>
What are you doing in here? Where are Trinn and Nata?
<<cn>> <<update $speaker to "Hana">>
Holding down the fort, and out.
<<cn>> <<update $speaker to "Ghost">>
''Hana.''
<<cn>> <<update $speaker to "Hana">>
What, they're out right now. Maybe they're testing a grenade outside.
<<cn>> <<update $speaker to "">>
//As if on cue, a dull reverberating reaches your ears. It sounds like a series of distant explosions. Both of you move to the windows facing the outdoor testing area, and see a few plumes of smoke.//
<<cn>> <<update $speaker to "Hana">>
Maybe several grenades.
<<cn>> <<update $speaker to "">>
//Hana is... you're actually not sure how to describe her. She's not exactly Celeste's daughter, but it's not that she isn't, either. Her dads are dear friends of Celeste, except the way that Celeste says "dear friends" makes you think that he's in love with them. You haven't asked, nor do you particularly worry about it.//
<<cn>> <<update $speaker to "">>
//Hana's been living in the castle for her protection from... actually, you don't know. There's a lot about Hana that you don't know, but she's a good kid and you get along with her just fine. You imagine she might be what you were like as a teenager, if you could remember being a teenager.//
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
Why did two adults who, as far as I remember, are very responsible and know laboratory safety let you into their lab alone?
<<cn>> <<update $sprite to "HanaBleh">> <<update $speaker to "Hana">>
I already told you, I'm guarding it.
<<cn>> <<update $sprite to "HanaBleh">> <<update $speaker to "Ghost">>
From what?
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Hana">>
You, probably.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
Nice of them to predict when I would wake up, and not tell Celeste.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Hana">>
...
<<cn>> <<update $speaker to "Ghost">>
Okay okay okay, sorry. Bad joke. Seriously though, Trinn and Nata left you here in their lab?
<<cn>> <<update $speaker to "Hana">>
It's not like I'm gonna touch anything. I got bored waiting for you to wake up.
<<cn>> <<update $speaker to "Ghost">>
...Oh.
<<cn>> <<update $speaker to "">>
//She's angry at you.//
<<cn>> <<update $speaker to "">>
[[> Try to get in her good graces again.|Hana2]]
<</ctp>>
</div>
<<nav>><<set $sprite to "HanaNeutral">> <<set $speaker to "Ghost">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "Ghost">>
Hey, uh... Hana? Did anyone tell you what happened?
<<cn>> <<update $speaker to "Hana">>
What, to you? Yeah, Kaamii told me. You got yourself killed.
<<cn>> <<update $speaker to "">>
//You rub your temples. Hearing Hana say it makes it feel a lot worse, somehow.//
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
Please tell me that he didn't word it like that, and you're only saying that because you're mad at me.
<<cn>> <<update $sprite to "HanaQuestion">> <<update $speaker to "Hana">>
What, you want me to go into detail?
<<cn>> <<update $sprite to "HanaQuestion">> <<update $speaker to "Ghost">>
I- No, I don't want you to go into detail. G-d, you didn't see, did you?
<<cn>> <<update $sprite to "HanaBleh">> <<update $speaker to "Hana">>
Of course not. I said I wanted to see you and Celeste told me I couldn't. He said he didn't want me to see you like that.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
Well, that's... reasonable, I guess.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Hana">>
...
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Hana">>
That's it? "That's reasonable"? Wow. Kaamii said you weren't afraid of dying, and he wasn't exaggerating at all.
<<cn>> <<update $speaker to "Ghost">>
You need to stop talking to Kaamii.
<<cn>> <<update $speaker to "Hana">>
You need to stop dying, I think.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
Hana, listen-
<<cn>> <<update $speaker to "Hana">>
Yeah yeah yeah, there's a war going on and people are dying every single day and there's no problem whatsoever going on here.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
...Dude. Come on.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Hana">>
What, like I'm wrong?
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Ghost">>
You are ''so'' good at oversimplifying things.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Hana">>
Maybe you want to undersimplify it for me, then?
<<cn>> <<update $speaker to "">>
//Hmm. You're not sure that you want to explain about death during war to a sixteen-year-old, but you ''could''.//
<<cn>> <<update $speaker to "">>
[[> "Okay, listen..."|Hana3A]]<br>
[[> "This really isn't a good topic..."|Hana3B]]
<</ctp>>
</div>
<<nav>><<set $sprite to "HanaNeutral">> <<set $speaker to "Ghost">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "Ghost">>
I can be healed and come back to life. Other people can't do that. There's no reason to sacrifice other people who ''definitely'' can't come back, if I might have a better chance of returning at all.
<<cn>> <<update $speaker to "Hana">>
That's it?
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
I mean... yeah. It's true in any sense, no matter how you look at it.
<<cn>> <<update $speaker to "Hana">>
That isn't fair to you.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
Why not? I have a better chance at coming back alive, right?
<<cn>> <<update $sprite to "HanaQuestion">> <<update $speaker to "Hana">>
Okay, but you still need someone to heal you, right? Doesn't that mean it doesn't really matter if you can be healed? If you get left alone for long enough, you'll stay dead.
<<cn>> <<update $speaker to "Ghost">>
Well, sure, but imagine if someone else went through what I did. They wouldn't come back. They'd be gone forever.
<<cn>> <<update $speaker to "Hana">>
This really sounds like you're just trying to make up a good reason why you keep dying.
<<cn>> <<update $speaker to "Ghost">>
Hana...
<<cn>> <<update $speaker to "Hana">>
Maybe you're getting yourself into bad situations when you don't need to.
<<cn>> <<update $sprite to "HanaQuestion">> <<update $speaker to "Ghost">>
Listen, I know it was my fault this time, you don't need to rub it in-
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Hana">>
You've died four times since I came here.
<<cn>> <<update $speaker to "Ghost">>
What?
<<cn>> <<update $speaker to "Hana">>
You've died four times since I started living here. I wasn't really keeping count at first, but after the second time, I realized that you might not even realize how often you die.
<<cn>> <<update $speaker to "">>
//Hana has lived in the castle for around nine months, you realize.//
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
...There's a war going on. People die. Some of the castle guards have died too. I understand that it's a lot to deal with people you know being here one day and gone the next. It'll keep happening, and... I wish there was something I could say that would help.
<<cn>> <<update $sprite to "HanaAngry">> <<update $speaker to "">>
//Hana doesn't look satisfied with an explanation like that. Actually, she seems even ''angrier'' than before.//
<<cn>> <<update $speaker to "Ghost">>
What's wrong?
<<cn>> <<update $speaker to "Hana">>
Don't talk down to me like that.
<<cn>> <<update $speaker to "Ghost">>
I... wasn't trying to. I'm sorry that I sounded like I was.
<<cn>> <<update $speaker to "Hana">>
Just... y'know what? Nevermind. I'm just a kid, I don't get it, right? It's fine that you keep dying over and over again and I don't ''get'' it because I'm too young to know anything about dying. Whatever. Feel free to ignore me.
<<cn>> <<update $speaker to "Ghost">>
Hana-
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//She stomps past you and slams the door of the lab shut, rattling several cabinets on the walls. The doors stay closed, thankfully, and you check to make sure nothing is in danger of falling before running to the hallway. You catch a glimpse of Hana storming off, very audibly trying not to sob.//
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//There's no point in waiting around in the lab.//
<<cn>> <<update $speaker to "">>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<set $sprite to "HanaGlare">> <<set $speaker to "Hana">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "Hana">>
You know I'm not a baby, right? I can understand big words.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Ghost">>
Hana, you're sixteen. I don't think this is a good conversation for me to have with you.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Hana">>
I think you just don't want to.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
You're right, I don't want to have this conversation with a sixteen-year-old.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Hana">>
Come on, you've never babied me before. I don't know why suddenly you need to treat me like I can't possibly understand now.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Ghost">>
I don't think that you can't understand. I'm saying that you shouldn't ''need'' to understand. I don't want you to get involved in something as awful as fighting and dying in a war.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
I'm sure your parents aren't exactly happy that this didn't turn out to be as safe of a place as they thought it would be. I don't want to make them more upset before I even meet them.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Hana">>
They aren't mad about things being a mess with this war. It's still safer for me here than at home. And you're trying to change the subject.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
I already told you that I don't want to talk about this. It's not about treating you like a baby, it's about not talking about things that give full-grown adults nightmares.
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Hana">>
...Fine. Whatever.
<<cn>> <<update $sprite to "HanaQuestion">> <<update $speaker to "Hana">>
Shouldn't you avoid dying as much as possible then, if it's giving people nightmares?
<<cn>> <<update $sprite to "HanaNeutral">> <<update $speaker to "Ghost">>
Being alive to have nightmares is far better than being dead.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Hana">>
Yeah, I'm sure giving Celeste nightmares is really good.
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Ghost">>
''Hana!''
<<cn>> <<update $sprite to "HanaAngry">> <<update $speaker to "Hana">>
What? Apparently you think there's nothing wrong with the completely excessive amount of times you die, over and over and over again like some sort of bad nightmare.
<<cn>> <<update $speaker to "Ghost">>
Hana, ''please''-
<<cn>> <<update $speaker to "Hana">>
Remember when you bled out and you literally kept dying until they could get enough blood into you? Or the time that you were poisoned and someone had to force-feed you the antidote? Or when your chest got split open with an a-
<<cn>> <<update $sprite to "HanaAngry">> <<update $speaker to "Ghost">>
That's ''enough.''
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "">>
//This conversation is getting wildly out of hand. Hana usually isn't this insistent on getting into your business, but for whatever reason, she's determined this time.//
<<cn>> <<update $speaker to "Hana">>
...
<<cn>> <<update $sprite to "HanaGlare">> <<update $speaker to "Hana">>
Fine.
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//Hana brushes past you angrily, and out the door. You let her go without a word. There's nothing for you to say, anyway. She's far too young to be hearing about all of this anyway.//
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//You make a mental note to find out who the hell told her all the disgustingly gory details of your other deaths, and shout some sense into them.//
<<cn>> <<update $speaker to "">>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<set $sprite to "empty">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//You awaken with excruciating pain in your throat and neck. You can't lift or turn your head. The smallest amount of air through your vocal cords causes sharp agony. You have no idea where you are, who is with you, or why you're being grabbed suddenly.//
<<cn>><<update $sprite to "empty">><<update $speaker to "">>
//In your confusion and panic, a hand touches your cheek.//
<<cn>><<update $sprite to "SPEAKER">><<update $speaker to "???">>
I got you. It's okay. Go back to sleep, love.
<<cn>><<update $sprite to "empty">><<update $speaker to "">>
//You don't recognize the voice, but you trust it anyway.//<br>
<<cn>>
[[> Don't fight the drowsiness.|Intro2]]
<</ctp>>
</div>
<<nav>><<set $sprite to "empty">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//The second time you wake up, you aren't in pain anymore. However, you are aware of quite the sinking feeling in your chest.//
<<cn>>
//Your name is ''Ghost'', and you have, as the saying goes, ''fucked up''//.
<<cn>>
//The thing is, you're cursed. You can't die, with some caveats. A fatal blow can kill you, but if the wound is healed quickly enough after your "death", you can survive. Bleeding out, suffocating, punctured heart, all of it is "survivable" with speedy healing.//
<<cn>>
//It wouldn't be so bad if this time hadn't been such a spectacular fuck up. Maybe it's not completely your fault, but you admit that you fucked up big time. You don't get up yet; you have to think about what you did until you feel sufficiently awful about it, and only then are you allowed to feel other emotions.//
<<cn>>
//Starting from the beginning://
<<cn>>
//1. You didn't instruct Bones, your bearded vulture mount, to dodge out of the way of a ballista shot in time, which tore through her wing.//
<<cn>>
//2. You crash-landed in an area the enemy had overtaken.//
<<cn>>
//3. You got off of Bones to have a one-on-one fight with a knight, despite you being sorely unequipped for direct combat, because you were angry.//
<<cn>>
//4. You got knocked to the ground.//
<<cn>>
//5. The knight raised his sword up, and stabbed it straight down over you.//
<<cn>>
//6. ???//
<<cn>>
//7. Somebody had to put your head back onto your neck and heal all of the bone, muscle, blood vessels, nerves, and tissue together correctly.//
<<cn>>
//The poor bastard who had to do Bullet Point No. 7 deserves more guilt out of you.//<br>
[[> Get up once you feel shitty enough to deserve it.|Intro3]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">><<set $sprite to "empty">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//You're in your own bedroom, in the housing quarter of the castle grounds. Interesting. If you aren't being kept in the infirmary, then it means you must be physically recovered for a decent amount of time now. You wonder how much time you lost to sleep, but without much of a reference for the time required to heal from a decapitation, you have no idea.//
<<cn>> <<update $sprite to "empty">>
//Better you than some poor random soldier, though. Or one of your friends. They'd be long dead by now if their heads got chopped off. You, on the other hand, can still manage to lift your head.//
<<cn>> <<update $sprite to "Ghost">>
//You get out of bed and check your mirror. You're all in one piece, although there's a red-brown line around your neck. It's fading, and you imagine that eventually it'll disappear, but for now it's a visible reminder of what happened to you.//
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//The door opens. You wince at some lingering pain when you turn your head. The person who opened the door nearly drops what they were holding.//
<<cn>> <<update $sprite to "CelesteSurprise">> <<update $speaker to "Celeste">>
Ghost?!?
<<cn>> <<update $speaker to "Ghost">>
Glory? ...How long was I out?
<<cn>> <<update $speaker to "Celeste">>
I-
<<cn>> <<update $speaker to "">>
//This is His Royal Highness Prince Celeste Mitsuki Asagao: a combat medic, one of the brightest minds in all of the nation of Keigin in the field of magic, son of Her Royal Majesty Queen Callisto and His Royal Majesty King-Consort Telus, and also your boyfriend. Many people call him many names; you call him Glory.//
<<cn>> <<update $speaker to "">>
//Currently, Celeste is trying to regain his grip on several bottles full of drab gray liquid and talk to you at the same time.//
<<cn>><<update $sprite to "CelesteSurprise">><<update $speaker to "Celeste">>
You-
<<cn>><<update $sprite to "CelesteSurprise">><<update $speaker to "Ghost">>
Here, lemme help you with that-
<<cn>><<update $sprite to "CelesteAngry">><<update $speaker to "Celeste">>
YOU-
<<cn>> <<update $speaker to "">>
//The sudden raised voice makes you freeze before you can even move one foot.//
<<cn>> <<update $speaker to "Celeste">>
You. You..... YOU......
<<cn>> <<update $sprite to "CelesteAngry">> <<update $speaker to "Ghost">>
...Me?
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Celeste">>
[deep sigh]
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "">>
//Celeste regains his grip on his bottles and his words. He pushes the door closed with his foot.//
<<cn>> <<update $speaker to "Celeste">>
Sit down. Please.
<<cn>> <<update $speaker to "">>
[[> Do as you're asked.|Intro4]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">> <<set $sprite to "CelesteSad">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//You move back to your bed and sit down on your mattress. Celeste sets his bottles down on the little table next to it, then turns to you.//
<<cn>> <<update $speaker to "Celeste">>
Two weeks.
<<cn>> <<update $speaker to "Ghost">>
What?
<<cn>> <<update $speaker to "Celeste">>
You were out for two weeks.
<<cn>> <<update $speaker to "Ghost">>
Oh.
<<cn>> <<update $speaker to "Celeste">>
We weren't sure if you would wake up after the first few days.
<<cn>> <<update $speaker to "Ghost">>
...
<<cn>> <<update $speaker to "Ghost">>
I... I'm sorry I worried you so much.
<<cn>> <<update $speaker to "Celeste">>
Ghost.
<<cn>> <<update $speaker to "Celeste">>
Do you even remember how you died?
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Ghost">>
I got decapitated.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Celeste">>
Yeah, you did. You really did.
<<cn>> <<update $speaker to "Ghost">>
Who healed me?
<<cn>> <<update $speaker to "Celeste">>
''Me.''
<<cn>> <<update $speaker to "">>
//Celeste fills you in on the earlier unknown Bullet Point No. 6. You mentally amend your list to include the following://
<<cn>>
//6. Bones had to grab your head in her beak, grab your body with her talons, then throw herself several times into the air before she could get a decent glide.//
<<cn>>
//7. Bones crash-landed in front of your boyfriend with your decapitated head held in her beak.//
<<cn>>
//8. Your boyfriend had to put your head back onto your neck and heal all of the bone, muscle, blood vessels, nerves, and tissue together correctly.//
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "">>
//You think about the entire ordeal again for a few more loops to make up for this completely unthinkable horror. Or, at least, you try.//
<<cn>> <<update $speaker to "Celeste">>
Stop that.
<<cn>> <<update $speaker to "Ghost">>
Stop what?
<<cn>> <<update $speaker to "Celeste">>
I know what you're doing. Quit trying to hurt yourself.
<<cn>> <<update $sprite to "CelesteNeutral">> <<update $speaker to "Ghost">>
That's- I'm not doing anything.
<<cn>> <<update $sprite to "CelesteAngry">> <<update $speaker to "Celeste">>
Yes, you are!
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
Is this... why you keep dying?
<<cn>> <<update $speaker to "Ghost">>
What?
<<cn>> <<update $speaker to "Celeste">>
Is this why you keep dying?
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Ghost">>
What are you talking about?
<<cn>> <<update $sprite to "CelesteAngry">> <<update $speaker to "Celeste">>
Don't avoid the question!
<<cn>> <<update $sprite to "CelesteAngry">> <<update $speaker to "Ghost">>
...
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
Is this happening on purpose? Are you trying to die?
<<cn>> <<update $speaker to "">>
[[> "Better me than someone else."|Intro5A]]<br>
[[> "No."|Intro5N]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">><<set $sprite to "CelesteUpset">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "">>
//Uh oh.//
<<cn>> <<update $speaker to "Celeste">>
You...
<<cn>> <<update $speaker to "Ghost">>
......Glory?
<<cn>> <<update $speaker to "Celeste">>
How can you say something like that?
<<cn>> <<update $speaker to "Ghost">>
Other people can't come back to life!
<<cn>> <<update $speaker to "Celeste">>
You still ''die!'' You can still die for good if you're not healed in time!
<<cn>> <<update $speaker to "Ghost">>
And anyone else has ''no'' chance of possibly surviving!
<<cn>> <<update $speaker to "Celeste">>
That doesn't mean you need to get yourself killed!
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Ghost">>
If someone else dies, then they're gone for good! Glory-
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "">>
//You lean forward and grab Celeste's hands, hoping to make him understand.//
<<cn>> <<update $speaker to "Ghost">>
Why should someone else die if I can do the same thing as them and have an actual chance of surviving? Isn't it better to keep as many people alive as possible?
<<cn>> <<update $sprite to "CelesteSad">> <<update $speaker to "Celeste">>
You don't get it, do you? I can't do this, I can't-!
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//Celeste pulls his hands out of your grip, and dashes for the door. You jump to your feet, but he wrenches the door open and slams it shut before you can get a word out, leaving you all alone.//
<<cn>>
[[> Chase after him.|Intro6]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">><<set $sprite to "CelesteSad">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "">>
//It seems like Celeste doesn't believe you.//
<<cn>> <<update $speaker to "Celeste">>
Can you at least see that you're... dying an awful lot?
<<cn>> <<update $speaker to "Ghost">>
What do you mean?
<<cn>> <<update $speaker to "Celeste">>
You die. A lot.
<<cn>> <<update $speaker to "Ghost">>
And you always bring me back.
<<cn>> <<update $speaker to "Celeste">>
That's not the problem! You realize that I keep a close eye on you when you go out there to fight, right?
<<cn>> <<update $speaker to "Ghost">>
And I'm grateful that you do, but I don't get wh-
<<cn>> <<update $speaker to "Celeste">>
I have to keep a close eye on you, because I'm afraid that if I don't, you wont come back!
<<cn>> <<set $sprite to "CelesteSad">> <<update $speaker to "Ghost">>
Glory-
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Celeste">>
And sometimes it feels like you're trying to get killed!
<<cn>> <<update $speaker to "Ghost">>
What? Of course I'm not, I'm just as careful as anyone else!
<<cn>> <<update $sprite to "CelesteUpset">> <<update $speaker to "Celeste">>
You aren't! And I don't know if you're lying to me, or if you don't realize!
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//Celeste turns around, and dashes for the door. You jump to your feet, but he wrenches the door open and slams it shut before you can get a word out, leaving you all alone.//
<<cn>>
[[> Chase after him.|Intro6]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">><<set $sprite to "empty">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//You reach for the door handle, and notice that there's a scorch mark in the shape of a hand grasping it. Eep. You conjure up a little layer of frost on your palm to avoid burning yourself, and open the door. You manage to catch a glimpse of Celeste running up the path, heading back toward the royal family's quarters.//
<<cn>>
//He follows the twisting path and disappears, and you give chase.//
<<cn>> <<update $speaker to "Ghost">>
Glory, Glory! Hey, come back!
<<cn>> <<update $speaker to "">>
//He doesn't heed your calls. Eventually you run out of steam and lag behind; he's got endurance where you have agility, and your skill in sprinting doesn't help you on long chases. Eventually you get to the royal family's home, rushing up wooded stairs as Celeste continues to evade you.//
<<cn>>
[[> Keep going.|Intro7]]
<</ctp>>
</div>
<<nav>><<set $speaker to "">><<set $sprite to "empty">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//Somehow, you manage to just barely keep up. You hear the slamming of a gate, and a sliding door being shoved closed.//
<<cn>>
//You walk up to the door in question; it leads to Celeste's personal quarters. You put your ear up to the door before knocking, and hear sobbing.//
<<cn>>
//You have really, really fucked up this time.//
<<cn>>
//It's going to be a while before Celeste opens that door again. You can either sit here all day, hoping that maybe he will have calmed down enough to talk to you in a few hours, or spend your time wisely and find one of your friends to talk to while you give your boyfriend some space.//
<<cn>>
//You make the wise decision, lest you cause yet another problem. The only question is, where to?//
<<cn>>
<<popup 'Map' 'Navigation'>>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<run Dialog.close();>>
<<set $speaker to "">><<set $sprite to "empty">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "empty">>
//You can see for quite a distance out from the battlements, past the big moat surrounding the castle. For the most part only the patrols ever come up here, but sometimes people who need a moment away from the reality of everything find solace here.//
<<cn>> <<update $sprite to "KaamiiBack">> <<update $speaker to "">>
//Apparently you're not the only one, since you see a familiar face leaning against the stone walls and looking out into the landscape. He doesn't turn to face you or make any indication that he's noticed you, but you know that hes aware of your presence.//
<<cn>><<update $speaker to "Kaamii">>
His Highness let you out?
<<cn>> <<update $sprite to "KaamiiBack">> <<update $speaker to "Ghost">>
He yelled at me.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "">>
//Kaamii makes a noise of acknowledgement in the back of his throat.//
<<cn>>
//Kaamii is Celeste's personal guard, although he doesn't do very much guarding within the castle. He also happens to be haunted by about a dozen restless vengeful souls whom he has promised revenge for, carrying them with him like some sort of living mausoleum.//
<<cn>> <<update $speaker to "">>
//You like him, in the way that a functionally deathless person can like a man who carries the dead with him in his soul.//
<<cn>> <<update $speaker to "Kaamii">>
What did His Highness say?
<<cn>> <<update $speaker to "Ghost">>
I don't really know, he said "I can't do this" and ran away.
<<cn>> <<update $speaker to "Kaamii">>
I'm not surprised. He's been a wreck ever since you died.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Ghost">>
Yeah, I know. I didn't come here for a lecture.
<<cn>> <<update $sprite to "KaamiiAnnoyed">> <<update $speaker to "Kaamii">>
You walked up to His Highness's personal guard after upsetting His Highness, and didn't expect a lecture?
<<cn>> <<update $sprite to "KaamiiAnnoyed">> <<update $speaker to "Ghost">>
Uh.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Kaamii">>
I'm joking. But to be serious, do you actually understand why he's upset?
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Ghost">>
I mean, I died and he had to put my head back on. That's reasonable enough to get upset over. I know I fucked up pretty bad this time.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Kaamii">>
[sigh] You don't get it.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Ghost">>
What are you talking about?
<<cn>> <<update $sprite to "KaamiiAnnoyed">> <<update $speaker to "Kaamii">>
You think you fucked up because of the way you died.
<<cn>> <<update $speaker to "">>
[[> "Isn't that the reason?"|Kaamii2]]
<</ctp>>
</div>
<<nav>><<set $speaker to "Kaamii">><<set $sprite to "KaamiiNeutral">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "KaamiiNeutral">>
I don't blame you for not understanding.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Kaamii">>
I get it, somewhat. You use your ability for what it's good for, and it doesn't bother you how unnatural it is. That's just how things work for you.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Ghost">>
What are you talking about?
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Kaamii">>
Dying. You don't see it as the same kind of horror that everyone else does.
<<cn>> <<update $speaker to "Ghost">>
It's... it's not a horror. I mean, not to me.
<<cn>> <<update $speaker to "Kaamii">>
Of course it isn't. Especially now, in all of this war, it's as normal as limping back to camp covered in bruises.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Ghost">>
What are you trying to tell me, Kaamii? You're never this roundabout with your words.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Kaamii">>
I was hoping you would realize on your own. My point is that your death is horrifying to everyone except yourself.
<<cn>> <<update $speaker to "Ghost">>
...So?
<<cn>> <<update $sprite to "KaamiiUnhappy">><<update $speaker to "Kaamii">>
That's the problem.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Kaamii">>
The ability to survive anything from a pike through the chest to your head being removed from your neck has distorted your view of death. Death is a tool to you.
<<cn>> <<update $speaker to "Kaamii">>
To everyone else, death is to be avoided at all cost. Well, I suppose some people are willing to die for a good reason. But most people avoid death, and they want the people they care about to avoid death as well.
<<cn>> <<update $speaker to "Ghost">>
So everyone else is worried about me dying. We've gone over this before. I'm not //trying// to die without a good reason.
<<cn>> <<update $speaker to "Kaamii">>
You're not trying to stay alive, either.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Ghost">>
Yes I am?
<<cn>> <<update $sprite to "KaamiiAnnoyed">> <<update $speaker to "Kaamii">>
Then why are you so quick to put yourself in deadly situations?
<<cn>> <<update $speaker to "Ghost">>
Because there are people who will die //permanently// if I don't.
<<cn>> <<update $speaker to "Kaamii">>
Alright. But you do understand that every time you die, that still //feels// like a real death to everyone else, right?
<<cn>> <<update $speaker to "">>
[[> "But it's not a real death."|Kaamii3A]]<br>
[[> "It's better that someone else doesn't die."|Kaamii3B]]
<</ctp>>
</div>
<<nav>><<set $speaker to "Kaamii">><<set $sprite to "KaamiiAnnoyed">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "KaamiiAnnoyed">>
That doesn't matter.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Kaamii">>
It feels real to everyone else. It might be a real death, if you aren't healed in time.
<<cn>> <<update $speaker to "Ghost">>
But it's not. I mean, I understand why everyone is worried, but if I'm fine, then I'm fine, right?
<<cn>> <<update $speaker to "Kaamii">>
Are you?
<<cn>> <<update $speaker to "Ghost">>
If I wake up, I'm fine. Like right now. I'm //fine//, right?
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Kaamii">>
Not to burst your bubble, but there's still a lot to worry about with your neck.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Kaamii">>
His Highness performed healing magic that no record exists for. For all we know, you could still die from a complication that nobody knew of.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Ghost">>
I'm up and walking around, right? If I was going to die for good, I'd already be dead.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Kaamii">>
And you almost did, several times. Whether or not you remember it, I don't know.
<<cn>> <<update $speaker to "Ghost">>
I... I think I might. I'm not sure.
<<cn>> <<update $speaker to "Kaamii">>
So you understand exactly how much danger you were in.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Ghost">>
Listen, I realize that my head ended up detached from my neck. I'm not downplaying how bad a //decapitation// was.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Kaamii">>
So then, you understand why you shouldn't downplay how severe every one of your deaths is, in the eyes of other people who can't be brought back from the dead?
<<cn>> <<update $speaker to "Ghost">>
...
<<cn>> <<update $speaker to "Kaamii">>
I hope you'll at least consider it.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Ghost">>
...
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Ghost">>
Sure. I'm gonna go, I gotta go talk to the others too.
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//You step away from Kaamii before you get a response from him. You know he won't have anything to say to you anyway. Even with your back turned to him, you feel his eyes following you.//
<<cn>> <<update $speaker to "">>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<set $speaker to "Kaamii">><<set $sprite to "KaamiiUnhappy">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
Don't say that.
<<cn>> <<update $speaker to "Ghost">>
It's true!
<<cn>><<update $speaker to "Kaamii">>
It's not. Not in the way you mean it.
<<cn>> <<update $speaker to "Ghost">>
I can come back, other people c-
<<cn>> <<update $speaker to "Kaamii">>
Ghost, ''don't.''
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "">>
//You stop talking.//
<<cn>> <<update $sprite to "KaamiiDowncast">>
You don't realize how upsetting it is to hear you say that. And you're not talking about your immortality when you say that. You're not talking about war tactics.
<<cn>> <<update $speaker to "Ghost">>
...
<<cn>> <<update $sprite to "KaamiiDowncast">> <<update $speaker to "Kaamii">>
You don't need to tell me everything you feel about yourself.
<<cn>> <<update $sprite to "KaamiiUnhappy">> <<update $speaker to "Kaamii">>
But I'd like it if you didn't speak about yourself like that to me.
<<cn>> <<update $speaker to "Ghost">>
...You're misunderstanding what I mean. But I won't bring it up again.
<<cn>> <<update $speaker to "Kaamii">>
I'm not going to argue with you any further, but my thoughts haven't changed.
<<cn>> <<update $speaker to "Ghost">>
I kind of hoped that you of all people could understand.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Kaamii">>
I do, to an extent.
<<cn>> <<update $speaker to "Ghost">>
Then why-
<<cn>> <<update $speaker to "Kaamii">>
The extent that we agree ends at the point where you consider your life disposable, and I don't.
<<cn>> <<update $sprite to "KaamiiNeutral">> <<update $speaker to "Ghost">>
You still don't understand, then. I'm... gonna go. I gotta talk to the others, let them know I'm up and about.
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//You step away from Kaamii before you get a response from him. You know he won't have anything to say to you anyway. Even with your back turned to him, you feel his eyes following you.//
<<cn>> <<update $speaker to "">>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<run Dialog.close();>>
<<set $sprite to "empty">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//It's hot. It's always hot over here. The smithy is a short walk away from the castle proper, closer to the moat surrounding the grounds. The sound of metal on metal, stoked fires, and red-hot iron sizzling in water fill the air while the blacksmiths are hard at work.//
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//You spot your favorite fellow bastard perched on a chair near the fencing, probably waiting for the latest abuse upon her shield to be remedied.//
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "Ghost">>
Hey Goldie.
<<cn>> <<update $sprite to "RileySurprise">> <<update $speaker to "Riley">>
!
<<cn>> <<update $sprite to "RileySmile">> <<update $speaker to "Riley">>
...Hey, dumbass.
<<cn>> <<update $speaker to "">>
//Riley is one of your favorite people, mainly because both of you are the same kind of person. A bit of an asshole, a definite smartass, a good person despite denying it. At least, ''Riley'' is a good person.//
<<cn>> <<update $speaker to "Ghost">>
You're awful.
<<cn>> <<update $sprite to "RileySmile">> <<update $speaker to "">>
//You sit on the floor next to Riley because you don't really care. She decides to rest her elbow on the top of your head, although she doesn't lean like she usually does.//
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Riley">>
So... everything back to normal? Y'know, around here.
<<cn>> <<update $speaker to "">>
//She gestures to her throat, and you nod. She narrows her eyes at you suspiciously.//
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Ghost">>
Yeah, it's fine. Seriously, Celeste healed it just fine. If something's wrong, I'll say so.
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Riley">>
Ugh, ''maybe''. You're notorious for not asking for help.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "">>
//Maybe that's a fair accusation. You frown while Goldie takes her elbow off of your head and starts messing with your hair instead.//
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Riley">>
Oh, they cut it a little. In the back, right here.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "">>
//Sure enough, when you put your hand on the back of your head, your hair there is shorter than you last remember. Your hand bumps into Riley's in the process, and she doesn't move when your fingers lay over hers.//
<<cn>> <<update $speaker to "Ghost">>
It'll grow back. This scar will fade too.
<<cn>> <<update $speaker to "Riley">>
Yeah, I guess.
<<cn>> <<update $speaker to "Riley">>
//Riley pushes up hair at your nape when you drop your hand, presumably to inspect the line left on your skin where the axe blade bisected it. She could easily do it from the front, looking at your throat, but she seems more concerned with your spine from the way she keeps poking around it but not touching it.//
<<cn>> <<update $speaker to "">>
[[> "What are you doing?"|Riley2]]
<</ctp>>
</div>
<<nav>><<set $sprite to "RileyNeutral">> <<set $speaker to "Riley">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "Riley">>
Making sure none of your vertebrae are fused.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Ghost">>
You do realize Celeste is a doctor, and would know how bones are supposed to sit?
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Riley">>
His Hightness was a little bit panicked, and was too busy trying to figure out how to reattach your head at all to be worrying about if he accidentally fused your bones together. It doesn't hurt to check. You're such a snippy bastard about that, you know?
<<cn>> <<update $speaker to "Ghost">>
I don't think it's necessary to check in the first place. I would have noticed if my neck bones were suddenly combined into one big bone.
<<cn>> <<update $speaker to "Riley">>
How do you know the stiffness in your neck is because the muscle there is still healing from being severed, and not because your bones healed wrong?
<<cn>> <<update $speaker to "">>
//You don't actually know that, but on g-d, you will not be admitting that to Riley. You just trust Celeste enough not to do something like that and then not notice later.//
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Ghost">>
You're being very annoying and I think Celeste does a better job at healing than you're insinuating.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Riley">>
His Highness isn't perfect. And he asked us to keep an eye out on you when you get up.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Ghost">>
I'm not going to overexert myself immediately. I still ache.
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Riley">>
He meant making sure his work didn't fuck up your neck more than worrying about you doing cartwheels.
<<cn>> <<update $speaker to "">>
//Riley pokes the top of your head harshly with her metal-fingertipped gloves.//
<<cn>> <<update $speaker to "Ghost">>
Ow, fuck!
<<cn>> <<update $speaker to "">>
//You smack her arm away from you and rub your head with real annoyance, hoping that she didn't leave a bruise.//
<<cn>> <<update $speaker to "Ghost">>
You know he doesn't need to worry about that, everyone knows he's the best healer in the army anyway-
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Riley">>
He's the best healer because he's had experience, Ghost. You set a broken forearm fifty-thousand times and you get to be an expert in setting broken forearms. This is the first time he's reattached a head, so I think it's fair to worry about potential issues arising from mistakes.
<<cn>> <<update $speaker to "Ghost">>
Listen, I think you're all blowing this a bit out of proportion. If he fucked something up, it would be obvious. I wouldn't be able to move my head, or breathe, or talk, or something.
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Riley">>
Sometimes this shit isn't obvious at first glance. Don't use that excuse on me, I know enough medicine to know what's what.
<<cn>> <<update $speaker to "">>
//You forget that Riley's father was also a doctor more often than you should.//
<<cn>> <<update $speaker to "">>
[[> "Everything's fine, for g-d's sake."|Riley3A]]<br>
[[> "I appreciate the concern, but it's alright."|Riley3B]]<br>
[[> "Worrying won't fix any theoretical fused bones."|Riley3C]]
<</ctp>>
</div>
<<nav>><<set $sprite to "RileyNeutral">> <<set $speaker to "Riley">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "Riley">>
We'll know for sure in a few days. Anyway, that's your warning that everyone's gonna be hovering around you once they know you're awake.
<<cn>> <<update $speaker to "Ghost">>
I'll hide in my room then.
<<cn>> <<update $speaker to "Riley">>
Yeah, I'm sure that'll go over well.
<<cn>> <<update $speaker to "">>
//You'd roll your eyes if she didn't have a point. You've holed up in your room before, and the first time it had been for almost a week. Various people came to your door trying to get you to open up, a few people left food, an anonymous someone started slipping letters silently under the door...//
<<cn>> <<update $speaker to "">>
//It had been a whole endeavor by anyone who knew you in any capacity, which had been awful. The second time was when you tried to die for good, and you woke up to one of the medic mages sobbing over your body while she healed the gashes on your arm.//
<<cn>> <<update $speaker to "">>
//That had also been awful. You would like to recreate neither event.//
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Riley">>
Oh well. I'm sure you'll find some creative way to avoid everyone anyway.
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "">>
//Riley sighs, and looks back toward the anvils where a blacksmith is flattening the edge of a shield. It must be hers.//
<<cn>> <<update $speaker to "Ghost">>
I'm not going to worry anyone. I'm not running off.
<<cn>> <<update $speaker to "">>
//Her silence could be either her affirmation or her skepticism. Either way, she's not bothering you about this whole thing anymore, so you'll take that as a small victory. You wait a little longer to see if she'll respond.//
<<cn>> <<update $speaker to "Riley">>
…hey, Ghost? Don't, y'know. Take this the wrong way. But when you hide from people, I kind of feel like that's not really what you want to do.
<<cn>> <<update $speaker to "Ghost">>
What makes you say that?
<<cn>> <<update $speaker to "Riley">>
Personal experience.
<<cn>> <<update $speaker to "Ghost">>
Huh. And?
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "Riley">>
Don't cut yourself off.
<<cn>> <<update $speaker to "">>
//Her eyes have a bit of a distant look to them. You decide to leave Riley be, for now.//
<<cn>>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<set $sprite to "RileySuspicious">> <<set $speaker to "Riley">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
...
<<cn>> <<update $speaker to "Riley">>
Your head came off, dude. Like, detached from your neck.
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Ghost">>
Well, my head's pretty solidly stuck on now, so...
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Riley">>
Yeah, I can see that, but... seriously. Be careful. I'm not worried about your head coming off like a kid's toy. I'm worried about lasting damage. Being able to talk, or move your head, or being able to move at all.
<<cn>> <<update $speaker to "Riley">>
And, I know you like to stay quiet when you're hurting, so. Y'know. Don't do that.
<<cn>> <<update $speaker to "Ghost">>
Dude, if I can't move my head, I'm gonna let ''someone'' know.
<<cn>> <<update $speaker to "Riley">>
I'm talking about before that. If something goes wrong, it's not that you don't say something's wrong, it's that push yourself way too hard before things go wrong.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Ghost">>
That's not tr-
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Riley">>
Yes, it is.
<<cn>> <<update $speaker to "Riley">>
Just to remind you, your tough reputation is something you maintain for the ''enemy'', not us.
<<cn>> <<update $speaker to "Ghost">>
...
<<cn>> <<update $sprite to "RileySuspicious">> <<update $speaker to "Ghost">>
I'm not gonna hide like that one time.
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "Riley">>
Which time?
<<cn>> <<update $speaker to "">>
//She's talking about the two times you holed up in your room. The first time, various people came to your door trying to get you to open up, a few people left food, an anonymous someone started slipping letters silently under the door...//
<<cn>> <<update $speaker to "">>
//It had been a whole endeavor by anyone who knew you in any capacity, which had been awful. The second time was when you tried to die for good, and you woke up to one of the medic mages sobbing over your body while she healed the gashes on your arm.//
<<cn>> <<update $speaker to "">>
//You're not keen to have a repeat of either one.//
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "Ghost">>
Both times. I promise I don't want either one.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Riley">>
I don't think you wanted either one while they were happening, either.
<<cn>> <<update $speaker to "Ghost">>
...Fair enough.
<<cn>> <<update $speaker to "Riley">>
Don't be a stranger, Ghost. You need something, you let me know.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Ghost">>
Yeah, I will.
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "">>
//You get up from your spot on the floor, and Riley nods to you before looking toward the blacksmith repairing her shield. You get the feeling that she's still watching you as you leave the smithy, wiping the sweat from your neck.//
<<cn>> <<update $speaker to "">>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<set $sprite to "RileySuspicious">> <<set $speaker to "">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "RileySuspicious">> <<update $speaker to "">>
//Riley narrows her eyes at you, and you get the feeling that you've annoyed her even more than usual.//
<<cn>> <<update $speaker to "Riley">>
No, it won't, but worrying about it will probably catch it ''faster'' than not giving a single shit about the fact that your neck bones had to be healed back together from literal ''bone shards''.
<<cn>> <<update $speaker to "Ghost">>
Okay, but-.
<<cn>> <<update $speaker to "Riley">>
Listen to me, Ghost. I get it. I really and truly do. You want to be fine. You think that if you say you're fine, you'll be fine. But that hardly works when it's in your head, and it ''definitely'' doesn't work when it's your actual head.
<<cn>> <<update $speaker to "Riley">>
Forget your spine for a second, which I'll say again ''was in pieces that had to be replaced''. How long was your heart completely still, and not pumping blood? How long were your lungs empty? How long did the rest of your body spend not connected to your brain? How do you know you're still "fine" after that?
<<cn>> <<update $speaker to "Ghost">>
Because I'm not-
<<cn>> <<update $speaker to "Riley">>
Hurting? Dying? How do you know something isn't wrong somewhere without you or anyone else knowing?
<<cn>> <<update $speaker to "Ghost">>
...
<<cn>> <<update $speaker to "Ghost">>
Riley, I'm fine.
<<cn>> <<update $speaker to "Ghost">>
I know why you're worried, and I don't want to pretend like I didn't almost just die.
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "Riley">>
...
<<cn>> <<update $speaker to "Ghost">>
If something happens, if something feels wrong, I promise I'll say something.
<<cn>> <<update $speaker to "Riley">>
You better tell Celeste.
<<cn>> <<update $speaker to "Ghost">>
I will. I promise.
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "Riley">>
[sigh]
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Riley">>
I meant it when I said I get it, Ghost.
<<cn>> <<update $sprite to "RileyNeutral">> <<update $speaker to "Ghost">>
I know you did. I... appreciate it.
<<cn>> <<update $sprite to "RileySideways">> <<update $speaker to "">>
//The two of you sit in a slightly uncomfortable silence, until the heat of the smithy starts to get to you. You get up and leave for cooler air, feeling Riley's eyes on your back as you go.//
<<cn>>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<run Dialog.close();>>
<<set $speaker to "">><<set $sprite to "empty">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
//It's quiet in the garden, which is funny because you spot Princess Solana tossing fish feed at the koi. You're far too used to hearing her raise her voice on the battlefield, shrieking or howling and stabbing her naginata into the closest enemy knight.//
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//Solana is the heir apparent, but being adopted has caused endless fighting among the court. She learned how to command the respect she deserves, although you wonder if she will always have someone questioning the legitimacy of her eventual ascension to the throne. The politics of royal inheritance are very fucking annoying.//
<<cn>> <<update $sprite to "SolanaTilt">> <<update $speaker to "Solana">>
Ghost?
<<cn>> <<update $sprite to "SolanaTilt">> <<update $speaker to "Ghost">>
Your Highness-
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Solana">>
Hey, stop that. I know you're still recovering. Or at least I assume you are. I hadn't heard anything in days about how you were doing.
<<cn>> <<update $speaker to "Ghost">>
Alive and well.
<<cn>> <<update $speaker to "Solana">>
Alive, at the very least.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
Solana, I'm fine.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Solana">>
Don't get snippy with me. You made my brother ''and'' my son cry. I hope you can explain yourself.
<<cn>><<update $speaker to "Ghost">>
...Ouch.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "">>
//She really knows how to hit you where it hurts. You have a soft spot for Orion, Solana's son and Celeste's nephew. Mainly because the kid hates being called "Prince" or "His Highness" and calls you "CROW!", very loud voice and all.//
<<cn>> <<update $sprite to "SolanaTilt">> <<update $speaker to "Solana">>
Anyway... how are you feeling?
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
Better than you would expect for waking up after being decapitated. A little sore. My voice is a little off, I guess.
<<cn>> <<update $speaker to "Solana">>
I can't believe you're worrying about your voice being a little weird right now.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
I'm not worrying, I'm just noticing. But, um... is it okay if I talk to you about something?
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Solana">>
What did you do.
<<cn>> <<update $speaker to "Ghost">>
I- Nothing! Oh my g-d, Solana-
<<cn>> <<update $speaker to "Solana">>
The only time you come asking me for advice is when you fuck something up with Celeste. Don't pretend like I can't figure that much out.
<<cn>> <<update $speaker to "">>
[[> Admit that you fucked up.|Solana2]]
<</ctp>>
</div>
<<nav>><<set $sprite to "SolanaSerious">> <<set $speaker to "Ghost">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Ghost">>
Okay, so when I woke up this morning, Celeste was the first person I talked to.
<<cn>> <<update $sprite to "SolanaTilt">> <<update $speaker to "Solana">>
Let me guess. You made him cry?
<<cn>> <<update $sprite to "SolanaTilt">> <<update $speaker to "Ghost">>
...Yeah.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Solana">>
[sigh] Again, huh? You amaze me in ways that are not good.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Ghost">>
I didn't mean to do it-
<<cn>> <<update $sprite to "SolanaAngry">> <<update $speaker to "Solana">>
We would have some ''serious'' problems if you did!
<<cn>> <<update $sprite to "SolanaAngry">> <<update $speaker to "Ghost">>
Okay, please, ''please'' listen me before you stab me with your spear?
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Solana">>
Talk fast.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Ghost">>
Very funny. Listen. I... Okay. So, you agreed with Her Majesty when she decided to put me on the front lines, right?
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Solana">>
Yes.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
Okay. So, you agree with my argument that I'm a good asset to have on the field as intimidation and the practicality of having a soldier who can't die very easily.
<<cn>> <<update $sprite to "SolanaUnhappy">> <<update $speaker to "Solana">>
...You can die just as easily as anyone else. You happen to be ''revivable''.
<<cn>> <<update $sprite to "SolanaUnhappy">> <<update $speaker to "Ghost">>
It's the same thing here, I'm simplifying a bit. So, if-
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Solana">>
Ghost. Ask me the damn question instead of running it in circles around me like a damn horse in training.
<<cn>> <<update $speaker to "Ghost">>
...
<<cn>> <<update $speaker to "Solana">>
Fine. You want me to tell you that you're not wrong about convincing my mother to let you fight on the front lines, right?
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
...Yeah.
<<cn>> <<update $sprite to "SolanaTilt">> <<update $speaker to "Solana">>
You're not gonna like this answer, but yeah, you're wrong. I think you're too protective of other people.
<<cn>> <<update $speaker to "">>
[[> "But you agree with the queen!"|Solana3A]]<br>
[[> "You're a hypocrite, Solana."|Solana3B]]
<</ctp>>
</div>
<<nav>><<set $sprite to "SolanaNeutral">> <<set $speaker to "Solana">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "Solana">>
Ghost, I need you to understand something. I shouldn't have agreed with my mother, and I don't agree with her anymore.
<<cn>> <<update $speaker to "Ghost">>
What?
<<cn>> <<update $speaker to "Solana">>
I was thinking in the exact way you were thinking. Pure tactics, pure war logic. Yes, of course a semi-immortal would cause fear in enemy ranks and be capable of doing what a normal knight can't. I wasn't thinking about what it would do to you. I know what goes through your head-
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
No you don't.
<<cn>> <<update $sprite to "SolanaUnhappy">> <<update $speaker to "">>
//You didn't mean for that to sound so snappish.//
<<cn>> <<update $speaker to "Solana">>
...You're right, I don't. I only have an idea of what goes through your head. But that should have been enough for me to tell my mother that it was a bad idea.
<<cn>> <<update $speaker to "Ghost">>
You're not-
<<cn>> <<update $speaker to "Solana">>
Don't make me cry too, Ghost.
<<cn>> <<update $speaker to "Ghost">>
...!
<<cn>> <<update $speaker to "Solana">>
Ghost, listen to me. I'm not stupid.
<<cn>> <<update $sprite to "SolanaUnhappy">> <<update $speaker to "Ghost">>
I don't think you're stupid.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Solana">>
Yeah, I sure hope you don't. But I know what you're doing. I do the same thing. I put myself in harm's way to keep it from happening to someone else. I put myself between the enemy and my mother, my father, my brother, my son. I keep them safe as best as I can.
<<cn>> <<update $speaker to "Solana">>
I also indirectly annoy the shit out of you, because I'm sure that Celeste vents to you about how excessively protective I am of him.
<<cn>> <<update $speaker to "Ghost">>
Yeah, he does that.
<<cn>> <<update $speaker to "Solana">>
Ths is the same thing. You're doing the same thing, Ghost. Not just to Celeste, but to everyone. You're putting yourself in harm's way for him, for me, for my family, for every single person who fights alongside you. Your allies are all in need of protection, to you. And when you do that, you end up dead. Every single time.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
That's the ''point''.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Solana">>
That's the ''problem''. The point of putting you on the field isn't to get you killed, but it's happening over and over again. That's why I think we were both wrong. It wasn't good for your own sake to suggest it, but my mother and I shouldn't have just taken it at face value.
<<cn>> <<update $sprite to "SolanaSerious">> <<update $speaker to "Ghost">>
So... what now? Are you gonna try and convince Her Majesty to put me back on spying?
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Solana">>
I don't know. I have to think about that.
<<cn>> <<update $speaker to "Ghost">>
Solana...
<<cn>> <<update $speaker to "Solana">>
I'm worried about your well-being.
<<cn>> <<update $speaker to "Ghost">>
Yeah. I know.
<<cn>> <<update $speaker to "Solana">>
You can't be dead to get married to Celeste, you know.
<<cn>> <<update $speaker to "Ghost">>
''Solana''.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Solana">>
Seriously. You might hate me for this, but there's no good to be had in you being dead. I don't mean that in a tactical way, either.
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//She takes a few steps closer to you and kisses the top of your head, just like she does with Celeste. Perhaps in her heart she's already determined that you two are going to be in-laws. Of course, you need to manage to talk to Celeste first, to get there.//
<<cn>>
//Sensing that you're thinking, she walks away silently. You're left alone in the garden, with only the birds and your thoughts.//
<<cn>> <<update $speaker to "">>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<set $sprite to "SolanaUnhappy">> <<set $speaker to "Solana">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>> <<update $speaker to "Solana">>
[sigh] I know.
<<cn>> <<update $speaker to "Ghost">>
You're so damn protective of Celeste, a grown adult with plenty of training at this point for him to be a perfectly good combat medic. He complains to me all the time about how you and Her Majesty trying to shelter him.
<<cn>> <<update $speaker to "Solana">>
I know.
<<cn>> <<update $speaker to "Ghost">>
And now I shouldn't be on the field because I'm too protective of other people? What kind of reasoning even is that?
<<cn>> <<update $speaker to "Solana">>
''I know'', Ghost. I know I'm being a hypocrite, but the way you're overprotective and the way I'm overprotective are different. I ''know'' that I'm overprotective. I'm trying not to be.
<<cn>> <<update $speaker to "Ghost">>
Why does it matter how we're doing it is different?
<<cn>> <<update $speaker to "Solana">>
Because Celeste is ''ranting'' about me and ''crying'' over you. If he thought you were just being overprotective like me, he'd be telling you that himself. But he isn't, right?
<<cn>> <<update $speaker to "Ghost">>
No, he doesn't tell me that I'm being overprotective in the first place.
<<cn>> <<update $speaker to "Solana">>
Yeah, because you don't do it to just him. You do it for who you think needs protecting, except that's somehow ''everyone'' in your eyes.
<<cn>> <<update $sprite to "SolanaUnhappy">> <<update $speaker to "Ghost">>
Excuse me?
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Solana">>
I made a huge mistake in agreeing with my mother and you in putting you on the field. You put yourself in danger to protect other people, thinking that they can't protect themselves.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
You can't protect yourself from ''dying''.
<<cn>> <<update $sprite to "SolanaUnhappy">> <<update $speaker to "Solana">>
And I can't protect Celeste from everything. You're getting angry at me for smothering him, why can't you understand what you're doing to everyone else? It's not even smothering, it's just- you're just ''dying''. Because you think trained soldiers need to be protected from everything.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
...
<<cn>> <<update $speaker to "Ghost">>
...So, what now? Are you gonna try and convince Her Majesty to put me back on spying?
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Solana">>
I don't know. I have to think about that.
<<cn>> <<update $sprite to "SolanaNeutral">> <<update $speaker to "Ghost">>
Now I'm kind of wishing I never had this conversation with you.
<<cn>> <<update $sprite to "SolanaUnhappy">> <<update $speaker to "Solana">>
I'm sorry, Ghost. You know I'm not doing this because of spite, no matter how much you don't like it.
<<cn>> <<update $sprite to "SolanaUnhappy">> <<update $speaker to "Ghost">>
Yeah. Whatever.
<<cn>> <<update $sprite to "empty">> <<update $speaker to "">>
//That is no way to talk to the Crown Princess, but you're too pissed to bother with propriety. Better that she know that you're angry, anway. You excuse yourself from the conversation without a word, and Solana doesn't try to stop you.//
<<cn>> <<update $speaker to "">>
<<link "> Decide where to go.">>
<<popup 'Map' 'Navigation'>>
<</link>>
<</ctp>>
</div>
<<nav>><<set $speaker to "">>
<<set $sprite to "">><<link "How to Play">>
<<dialog 'How to Play'>>
This game is a visual novel. Conversations are split up into sections which end in a decision/dialogue option for the player. Clicking on the [Next] button will advance the text. Clicking on the [Back] button will move the text back one step until the beginning of that section is reached.<br><br>
Choose an option by clicking the link text. Clicking the rewind button (⏪️) will take you to the beginning of the __previous__ section before the decision. To jump forward again past the decision without changing, click the fast-forward button (⏩️). Decisions cannot be undone by clicking the [Back] button. On desktop, once you click either the [Next] or [Back] buttons, hold down the ENTER key on your keyboard to skip through dialogue forward or backward. Doing so will not jump past a decision point. The rewind and fast-forward buttons will appear all through the game, allowing you to rewind to a previous conversation after leaving a location.<br><br>
NOTE: Clearing your browser cache or cookies will erase your saves and your game-complete status.<br><br>
Click the arrow button (>) on the top left to show the sidebar. There are several buttons here:<br>
- HOW TO PLAY - This popup.<br>
- SAVES - Save or load your game.<br>
- RESTART - Reset the game (without affecting saves). This does not erase a game-complete state.<br>
- SETTINGS - Toggle light/dark mode (text box background and text color).
<</dialog>>
<</link>>
<div class="preload">
<img src="images/bgCastle.jpg">
<img src="images/bgGarden.jpg">
<img src="images/bgLab.jpg">
<img src="images/bgPath.jpg">
<img src="images/bgRoom.jpg">
<img src="images/bgSmithy.jpg">
<img src="images/bgUndercroft.jpg">
<img src="images/bgWall.jpg">
<img src="images/BastardConfident.png">
<img src="images/BastardNeutral.png">
<img src="images/BastardShock.png">
<img src="images/CelesteAngry.png">
<img src="images/CelesteHappy.png">
<img src="images/CelesteHorror.png">
<img src="images/CelesteNeutral.png">
<img src="images/CelesteSad.png">
<img src="images/CelesteSurprise.png">
<img src="images/CelesteUpset.png">
<img src="images/Ghost.png">
<img src="images/HanaAngry.png">
<img src="images/HanaBleh.png">
<img src="images/HanaGlare.png">
<img src="images/HanaNeutral.png">
<img src="images/HanaQuestion.png">
<img src="images/KaamiiAnnoyed.png">
<img src="images/KaamiiArmed.png">
<img src="images/KaamiiBack.png">
<img src="images/KaamiiDowncast.png">
<img src="images/KaamiiNeutral.png">
<img src="images/KaamiiUnhappy.png">
<img src="images/RileyNeutral.png">
<img src="images/RileySideways.png">
<img src="images/RileySmile.png">
<img src="images/RileySurprise.png">
<img src="images/RileySuspicious.png">
<img src="images/Solana.png">
<img src="images/Solana.png">
<img src="images/Solana.png">
<img src="images/Solana.png">
<img src="images/Solana.png">
<img src="images/smoke.png">
<img src="images/SPEAKER.png">
</div><div class="center">
<h1>REVIVE</h1>
<<link "Start game">>
<<if recall('finish', false) is true or hasVisited("CW")>><<goto "Intro1">>
<<else>><<goto "Warning">>
<</if>>
<</link>><br>
[[How to Play|HtP]]<br>
[[Content Warnings|CW]]<br>
<<if recall('finish', false) is true>>[[Credits]]<br><</if>>
</div>//This game contains no graphic images, but frequently discusses a non-permanent death by decapitation and mentions other violent acts. Suicide, suicidal ideation, and depression are also discussed.//
<br><br>
//Please read the [[Content Warnings|CW]] before continuing.//
<br><br>
[[> Continue to the game|Intro1]]This game is a visual novel. Conversations are split up into sections which end in a decision/dialogue option for the player. Clicking on the [Next] button will advance the text. Clicking on the [Back] button will move the text back one step until the beginning of that section is reached.<br><br>
Choose an option by clicking the link text. Clicking the rewind button (⏪️) will take you to the beginning of the __previous__ section before the decision. To jump forward again past the decision without changing, click the fast-forward button (⏩️). Decisions cannot be undone by clicking the [Back] button. On desktop, once you click either the [Next] or [Back] buttons, hold down the ENTER key on your keyboard to skip through dialogue forward or backward. Doing so will not jump past a decision point. The rewind and fast-forward buttons will appear all through the game, allowing you to rewind to a previous conversation after leaving a location.<br><br>
NOTE: Clearing your browser cache or cookies will erase your saves and your game-complete status.<br><br>
Click the arrow button (>) on the top left to show the sidebar. There are several buttons here:<br>
- HOW TO PLAY - A shortened version of this page to visit while playing.<br>
- SAVES - Save or load your game.<br>
- RESTART - Reset the game (without affecting saves). This does not erase a game-complete state.<br>
- SETTINGS - Toggle light/dark mode (text box background and text color).<br><br>
<<return "< Return">>Please note that this game discusses how the main character's functional immortality and repeated deaths affects him emotionally, and how his friends handle the effects. The following content appears in this game (* denotes vague description or passing mention):<br>
- Injuries and gore<br>
<div class="indent">
+ Blood<br>
+ Death/near-death experiences<br>
+ Impalement<br>
+ Neck/throat trauma/decapitation<br>
+ Poisoning*
</div>
- Mental illness and neurology<br>
<div class="indent">
+ Amnesia/memory loss*<br>
+ Depression<br>
+ Suicide attempts/suicidal ideation<br>
</div>
- Ghosts/hauntings*<br>
- Needles/injections*<br>
- Strong language/swearing<br><br>
<<return "< Return">><<run memorize('finish', true)>>
<<run $("#bg-div-1").removeClass("active")>>
<<run $("#bg-div-2").removeClass("active")>>
Thanks for playing (and finishing) my game!<br><br>
If you've played my other game <a href="https://ghostchibi.itch.io/bring-back-a-for-me">Bring Back A ██████ For Me</a>, you'll probably recognize the names of the protag and a few other characters. If not, hey, here's your introduction to my oldest actively-used character! In another universe entirely, but it's still Ghost.<br><br>
Some credits and thanks, first:<br>
- Credit and lots of thanks to Cyrus Firheir, who made the Click to Proceed and Live Update custom macros that were the very foundation of me being able to make this game in Sugarcube/Twine.<br>
- Credit and thanks to TMEdwards/TheMadExile, who made the Sugarcube format for Twine and helped me end a wild goose chase on buttons and coding that were evading me terribly (that rewind/fast-forward button interface is thanks to TME). Also I'm sorry for using your story format to make something it was never meant to work for, TME.<br>
- Credit and thanks to Chapel, who made the simplified Dialog macro and saved me a decent amount of time when coding in the popups.<br>
- Thanks to charlmes, who set up the <a href="https://itch.io/jam/i-cant-draw-but-want-to-make-a-game-again">I Can't Draw But Want To Make A Game (Again) jam</a> which was what urged me to finish this game.<br>
- Credit for the backgrounds:<br>
<div class="indent">
+ <a href="https://unsplash.com/photos/OkvGjvyGNFc">Ghost's room</a><br>
+ <a href="https://www.pexels.com/photo/pathway-between-traditional-houses-2187662/">Outdoor path</a><br>
+ <a href="https://pixabay.com/photos/japanese-garden-stones-path-way-2046171/">Garden</a><br>
+ <a href="https://pixabay.com/photos/under-the-eaves-japanese-style-kyoto-673327/">Hallway</a><br>
+ Lab - photo taken by me<br>
+ <a href="https://pixabay.com/photos/blacksmith-workshop-equipment-500776/">Smithy</a><br>
+ <a href="https://pixabay.com/photos/osaka-castle-outer-moat-moat-castle-2403923/">Moat</a><br>
+ <a href="https://pixabay.com/photos/gang-dark-light-tunnel-gloomy-2353643/">Undercroft</a>
</div>
<br>
And some fun facts about this game:<br>
- This game originally started as interactive fiction, but I wanted to make it a VN with low-effort art. Finding the ICD jam helped me decide to go for it and finish the game.<br>
- All of the sprites were drawn with a mouse, and a lot of telling myself to let those tiny mistakes/uneven edges/weird squiggles go.<br>
- Hana is the same character as Iris from //Bring Back A ██████ For Me//. She has multiple names/pronouns. She's very purple and I love her so much.<br>
- Yes, for those of you who played //Bring Back//, Celeste's "good friends" mentioned in Hana's dialogue tree are Tsubame and Gray, and Ghost doesn't know them yet. For those of you who haven't played //Bring Back//, no, Ghost is not bothered by Celeste having crushes on his friends.<br>
- I didn't intend to have three feline characters in this, but I ended up adding Hana after I wrote Riley's dialogue. They're completely different theme colors though so it's fine. It's probably less fine that both Celeste and Hana are felines and purple, but this was made for a jam for games with bad art, not games with excellent choice in visual elements.<br>
- Ghow is a crow, Celeste is a lion, Kaamii is a ==pink== green sea turtle, Hana is a tuxedo cat, Riley is a tortoiseshell cat, and Solana is a ==bluish-==grey wolf. At least that's what they're supposed to be.<br>
- "Hey how come the enemy knight is a duck instead of something scarier," you say to me, having finished the game and expected a scarier enemy. Have you ever fought a duck, I say to you. Those things bite. Also I didn't have a specific character in mind for Ghost to face off against so I decided to add a duck as part of ICD jam's informal secondary theme. Sorry charlmes.<br><br>
Thanks for playing!
<br><br>
[[< Back to main menu|Start]]<<set $sprite to "SPRITE">> <<set $speaker to "NAME">>
<<live "<div class=\"sprite\"><img src=\"images/" + $sprite + ".png\"></div>">>
<div class="speaker"><<live $speaker>></div>
<div class="box">
<<ctp "ctpID" clear t8n>>
DIALOGUE TEXT
<<cn>> <<update $sprite to "SPRITE">> <<update $speaker to "NAME">>
DIALOGUE TEXT
<<cn>> <<update $sprite to "SPRITE">> <<update $speaker to "NAME">>
DIALOGUE TEXT
<<cn>> <<update $sprite to "SPRITE">> <<update $speaker to "NAME">>
DIALOGUE TEXT
<<cn>> <<update $sprite to "SPRITE">> <<update $speaker to "NAME">>
DIALOGUE TEXT
<<cn>> <<update $sprite to "SPRITE">> <<update $speaker to "NAME">>
DIALOGUE TEXT
<<cn>> <<update $sprite to "SPRITE">> <<update $speaker to "NAME">>
DIALOGUE TEXT
<<cn>>
[[> CHOICE1]]<br>
[[> CHOICE2]]
<</ctp>>
</div>
<<nav>><<widget "nav">>
<div class="center-button">
<<script>>$(setup.createBackwardButton()).appendTo(output)<</script>>
<<button "⏴Back">>
<<ctpBack "ctpID">>
<</button>>
<<button "Next⏵">>
<<ctpAdvance "ctpID">>
<</button>>
<<script>>$(setup.createForwardButton()).appendTo(output)<</script>>
</div>
<</widget>><<if not hasVisited("Riley1")>>[[> The smithy|Riley1]]<br><</if>>
<<if not hasVisited("Kaamii1")>>[[> The outer wall|Kaamii1]]<br><</if>>
<<if not hasVisited("Hana1")>>[[> The lab|Hana1]]<br><</if>>
<<if not hasVisited("Solana1")>>[[> The garden|Solana1]]<</if>>
<<if hasVisited("Riley1", "Kaamii1", "Hana1", "Solana1")>>[[> Celeste's room|Celeste1]]<</if>>