You hear the mutterings of muffled voices outside -- a sound you have heard before in this warm dark place -- but, at this moment, the voices seem so close and inviting. You can’t make out what they are saying, but you have the feeling they are talking about you. A small tide of emotions comes over you, like gentle waves on a lake shore; this, of course, is all very new to you: emotions, cliché metaphors... it’s all so much, so quickly. Your heart begins to race. You realize for the first time that you are trapped. You have always been trapped, but it never bothered you until this very moment. Whether it is caused by acute claustrophobia brought on by your sudden awareness of your surroundings or the itching sensation of curiosity to explore what lies beyond the tiny world you have always known, you begin to wriggle. Wriggling turns to writhing; writhing to thrashing, and thrashing seems to do the trick. Small fractures appear in the darkness that surrounds you. Light begins to poke through those fissures, while the voices outside grow louder and more excited. With some particularly robust twists and turns, you manage to free a few pieces of shell from your prison. You are blinded by the sudden flood of light, but you are not deterred. With a few more tosses and turns, you lay waste to the rest of the shell that was surrounding you. But as you leave your old home smashed to pieces beside on the ground, you notice you are surrounded by many other things.
Light, of course, is the first and perhaps most invasive thing to envelope you. You can move through the soft yellow light with ease, but it still feels wrong, touching you all over. Sounds aren’t completely knew to you, but they were never so vivid, so loud! Do sounds always sound like this? Smells are suddenly something you are aware of as well. You don’t know what you smell, but instincts tell you that it is good. The air wafts the smell of food and other living things into your nostrils, and that gives you a modicum of comfort.
The voices around you begin to quiet down as your eyes adjust, and you can see a plethora of wide-eyed faces staring at you displaying mixed emotions. Some are smiling, as if to greet you, while others seem puzzled, with brows furrowed in study of you, and a few, those with blank expressions, are difficult to ascribe any thoughts to at all!
One of the creatures approaches you. It has a look of youth about it, but it certainly isn’t as young as you are.
“Greetings," it says, "I am Fawb, the current lore-keeper of this tribe of Norns.” He speaks hesitantly, awaiting your reply patiently. Certainly your first words will be of extreme importance.
Attempt to:
[[Ask who you are|bibble]]
[[Ask where you are|bibble]]
[[Ask what you are|bibble]]
After a brief moment of contemplation, you craft an elegant reply:
“Eem, bibble!” you spurt out excitedly, though you aren’t quite sure yourself what you intended to say.
Though you don’t have any difficulty understanding him, forming a sentence in reply seems to be beyond you.
“My apologies. You are merely a baby; we will need to teach you a few words before you go off on your journey. Please, come with me,” he chirps warmly.
He shoes away the other curious creatures -- "Norns," you think he called them -- and leads you to a corner of the softly lit cavern. Before you stand several large, blank surfaces, each about half the size of Fawb. He gestures for you to come and stand before them.
“These machines will teach you all the words you need to know, and they will do it very quickly... so pay attention. We don’t have much time.” A hint of franticness lines his voice, so you stand where you are asked and your new friend reaches up to press something on top of one of the surfaces.
They all come alive at once, each displaying an image, then shouting a word. The cacophony is terrifying at first... you feel like turning away and running. Perhaps you could crawl back into your egg and hide until the noises stop. You stop yourself, realizing that you are actually learning the words that are being presented to you. You see items flash before you on one screen, actions on another, more abstract ideas demonstrated on yet another, and words to make all these elements come together into sentence are cryptically explained through flashing images and strange shouting sounds.
It is difficult to single out any one idea or word through the din of the machines, but a select few make an impression on you and fill you with wonder. They are:
Norn, Grendel, Ettin, and Shee.
The images on one screen finally die out and the noises being emitted cease as well. Relief. Another relents, then another. Soon you stand in silence before the machines. The silence doesn’t seem to last long, however, as Fawb interrupts your brief respite.
“Good! I think that should do it,” he says as he takes you by the hand and guides you away from the machines.
“Creatures like us do not have a very long lifespan and the task that you were born to do will take up most of yours.” A twinge of hardly-perceptible sadness echoes through that line.
“What do I need to do that is so important that I would spend my entire life pursuing it?” you say, with a mixture of anxiety about your fate and pride that you were able to form a full sentence on the first (well... second) try.
As Fawb leads you through the cavern, you see the faces of other Norns. Though they all look slightly different, you can pick out one thing they all have in common: when they look at you, they seem to have a look of hope in their eyes.
You get to wondering and, before you think better of it, you blurt out, "Am I a Norn like you?"
Fawb stops walking, and for a moment the air in the cavern seems very still. He turns to look you directly in the eyes and, with a puzzled look, he says, "Of course you:
[[are!"|more exposition]]
[[aren't..."|nornsplain]]
(Set: $race to 1)
Fawb smiles as you pick up the tomato. “A wise choice,” he beams. “Food will be scarce on your trek and you would be lucky to find something to scavenge out there. This particular tomato is the largest and most nutrient-packed we could find.”
You turn the fruit over in your hand and examine it. It certainly looks delicious.
(if: $race is 1)[You love food... this item definitely feels right to you.]
(Set: $item to 1)
[[With your tomato held tightly in hand, you exit the cave...|path to tomb]]
Fawb's expression turns stern when he sees you pick up the spear. “The journey will be rife with peril, but you must understand that our tribe is a peaceful one, and cannot condone someone committing acts of violence on our behalf. Please, only use that in self-defense and, even then, only if you absolutely need to.
You turn the worn spear in your hand. It is surprisingly sturdy for being covered in such intricate scrimshaw. Depictions of Norns in every stage of life, from eggs to bones, spiral around the wooden shaft. The tip of the spear, made from actual bone, is inscribed with strange runes. This must have taken several Norns their entire lives to create.
“What is the significance of the runes?” you ask, entranced.
“Forgotten to history, I’m afraid. That spear has been in our tribe since our earliest recorded history. We are loath to part with it but, aside from its obvious practical uses, you may find it useful in your study of the Shee Tombs,” Fawb replied, lightening up a bit.
(if: $race is 2)[You grin, a wide toothy grin, at the Norns who you have just noticed have taken a few small steps away from you. This item feels so right in your claws.]
(Set: $item to 2)[[With your spear held tightly in hand, you exit the cave...|path to tomb]]
Fawb looks amusedly on as you select the clockwork toy. “I suppose a child needs to have a plaything to comfort them if they are to be out in the world alone.”
You twist the key atop the tripod and listen as a spring inside whines under the strain. After a few winds, you set the tripod on the sandstone surface, expecting it to do some silly trick (like a flip.) Instead, to your astonishment, the tripod seems to look up at you. You lock eyes... or, rather, your eyes lock on its strange, single lens; then, it excitedly scuttles around the other items, hopping over the spear, then perching itself on the tomato for a moment, until finally leaping onto your shoulder.
“What? What is this thing?” you ask, bewildered.
“It’s not truly alive, if that’s what you’re asking,” Fawb droned. “It’s a Shee toy... programmed with some sort of artificial intelligence, I assume. A testament to what they were capable of. Perhaps even a sort of test on their way to creating us?”
The toy looks at you one last time before running down your arm, returning exactly where you had set it down and folding its legs to lay in a compact egg shape. The key on its back slows to a halt.
(if: $race is 3)[You have never wanted something more in your several minutes of life as you want this toy. Just holding it makes you happy. There is something inside of you that feels like you were meant to have this.]
(Set: $item to 3)
[[With your toy held tightly in hand, you exit the cave...|path to tomb]]
You step out of the cavern into a small caldera; the light of the afternoon sun is a bit harsher than that of the cavern, but your eyes quickly adjust. Above you, moss and grass hang down in a ring from the surface. You can make out a tree branch a little further up than that, a small platform suspended from it by a system of ropes and pulleys.
The other Norns gather in the cavern’s entrance, peering out at you with hope, fear, and excitement mixed together on their faces. Fawb follows you closely, pressing a button inlaid in a waist-high stone pillar nearby which sets the platform above into motion. As the suspension system creaks and lowers the lift, Fawb leans in to whisper a few final words:
“It is highly unlikely that you will see me again when you return. I am a few hours older than you and, if I am correct in calculating the time it will take you to make this trip, there will be a new Lore Keeper in this tribe. I will pass my knowledge on to that Norn, and they will receive you just as I would have.”
Fawb turns his back to the onlooking Norns as the platform touches ground with a thud. He looks directly into your eyes. With no machinery to mask his words, he whispers even more softly, with tears in his eyes, and says, “Keep the tribe in mind when you return.” With those cryptic words, he nudges you onto the platform and presses the button.
As you ascend skyward, the Norns rush from the entrance, cheering, whooping, dancing. But, in the crowd, Fawb never takes his eyes off of you... even as you reach the [[surface.|surface]]
The desert it is.
After the first few minutes of walking through the arid landscape, you are feeling confident. This isn’t so different from the grassy plains and the view is terrific! A few more minutes in and the heat is starting to make itself known; the whole seeing for miles thing has sort of lost its charm. At the hour mark, you are downright exhausted... and, maybe worse, bored! You have been trudging through this landscape for longer than you ever spent in the cavern and you <i>still</i> haven’t seen anything interesting.
The heat must be playing tricks on your eyes -- you think you see a figure marching around to the left of you. It is too far away to make out precisely; you would have to deviate from your route in order to check it out. Is that something you want to do?
[[Yes, I want to see if there is someone else out here.|ettins]]
[[No, I can’t waste time on hallucinations.|no ettins]]
The ruins it is.
You march forward through the ruins of the ancient Shee civilization. As you progress, you find yourself stunned by the sheer magnitude of what was once a great city. Partially destroyed stone structures crumble into piles of loose bricks and stones along your path; you can imagine that some type of sentient being could have had a magnificent home here if these buildings had remained intact. Row after row of destroyed structures pass you by and your mind begins to wander. Did the Shee create these dwellings themselves or did they use Ettins to create their city for them? The magnitude of the mossy ruins would lead you to believe there had been a great number of Shee living here, but where did they all go? What cataclysm could have caused something like this to have happened in the first place? You ponder these and other mysteries under the graying sky. While you are lost in thought, you spot movement up ahead. You could have sworn you saw something peer out at you and then dart behind a ruined stone wall.
[[Investigate, something is up there!|norns]]
[[Avoid whatever that was... it could be dangerous -- or, at the very least, a waste of time!|no norns]]
The swamp it is.
Something about the path less traveled seemed to appeal to the adventurer in you. While the transition from the grassy field to the muddy bog is a fairly gradual one, you soon find yourself trudging through several inches of dark water as you pass row after row of twisted trees. The path is far from lonely; you can feel the place teeming with life. Above you, a lone raven caws in the trees, echoing through the submerged forest (along with your sloshing.) At one point, you swear something slithered past your leg and that makes you pick up the pace a bit. The smell of rotting foliage below the surface, coupled with the persistent buzz and bite of the local insects, has got you questioning your choice of path. However, there is a haunting beauty to this place; you tell yourself that it is worth the small inconveniences.
After a little over an hour of mashing around barefoot in the swamp, you think that you hear movement behind you. You pause, and the water around your legs goes still for a moment... but the rhythmic sloshing that you had grown so accustomed to does not cut out when your legs stop...
[[Something is behind you! Make a break for it!|no grendels]]
[[Something is stalking you, and you're going to find out what!|grendels]]
You stagger forward through the desert heat. A dust storm is picking up and, while your vision is becoming obscured, you enjoy a few moments in out of the sun. Determined to track the mysterious figure on the horizon, you close the gap faster than you expected. You aren’t too stealthy with your approach. The figure stops next to a lone stone pillar jutting out of the sand. Sand whirls through the air, stinging your eyes.
“HELLO!?” you call out to the form... but whatever it is doesn’t move.
You make a few more steps forward. “HELLO!?” you call, still with no response.
You step closer, shielding your face from the blinding winds. The pillar provides a modicum of relief from the dust devil, and you find yourself staring at an Ettin.
(If: $race is 1)[The Ettin stares at you with a blank look on its face. You attempt to communicate with it, but it turns away and begins to wander into the distance. [[That was a waste of time, better get back to the quest.|no ettins]]
(If: $item is 3)[“WAIT!” you call out, holding up the toy. The Ettin pauses for a moment, then locks its eyes on the mechanical contraption in your hand. It rushes back to you, waiting to see what you will do with the tripod. You wind it up and it scurries around in the sand. The Ettin claps its hands in excitement. You share a moment playing with the toy. When it finally folds itself up again, the Ettin looks at you with conviction.
“I am just a nomad in these wastes. Please take me with you!” the Ettin pleads.
[[“I would be happy to have you join me!”|tomb]]
[[“I need to make this journey alone.” You turn and begin back on your quest.|no ettins]]]]
(If: $race is 2)[The Ettin stares at you with a terrified look on its face. You attempt to communicate with it, but it turns away and begins to run into the distance. [[That was a waste of time, better get back to the quest.|no ettins]]
(If: $item is 3)[“WAIT!” you call out, holding up the toy. The Ettin pauses for a moment, then locks its eyes on the mechanical contraption in your hand. It rushes back to you, waiting to see what you will do with the tripod. You wind it up and it scurries around in the sand. The Ettin claps its hands in excitement. You share a moment playing with the toy. When it finally folds itself up again, the Ettin looks at you with conviction.
“I am just a nomad in these wastes. Please take me with you!” the Ettin pleads.
[[“I would be happy to have you join me!”|tomb]]
[[“I need to make this journey alone.” You turn and begin back on your quest.|no ettins]]]]
(If: $race is 3)[The Ettin stares up at you with wonder. “I have never met another of my kind!” it exclaims. Wide-eyed, it waits for you to speak.
You fill the silence: “I am on a very important quest to find the secrets of the Shee.”
“I am just a nomad in these wastes. Please take me with you!” the Ettin pleads.
[[“I would be happy to have you join me!”|tomb]]
[[“I need to make this journey alone.” You turn and begin back on your quest.|no ettins]]]
(Set: $companion to 3)
You reason that this is the best course of action. You can’t be slowed down by these types of distractions.
After almost another entire half-hour of marching, you see something in the distance. Could it be the [[tomb|tomb]]?
(Set: $companion to 0)
You pick up the pace and give chase to the fleeting form you just saw. As you turn the corner, prepared for a long and difficult chase, you practically stumble over a small Norn about your age. The Norn isn’t quite like the rest of the Norns in the tribe where you were raised. This one is mottled and purple, with a confused expression on its face.
(If: $race is 1)[“I can’t believe it!” the Norn says with a gasp. “Another Norn!” It gets to its feet.
“I thought I was the last Norn left. The others of my tribe have all passed away. Our food supply ran out and I have been living off of moss and bugs.”
“I come from an entire tribe of Norns,” you explain. “They have plenty of resources and I am sure they would take you in.”
“Please bring me there,” the Norn pleads.
You briefly consider taking your new companion back to the cavern, but you remember the quest.
“I am on an important quest. I will return to my tribe when I am finished. The Norn looks at you expectantly...
[["I must do this alone."|no norns]]
[["You are welcome to join me."|tomb]]]
(If: $race is 2)[The Norn’s look of confusion quickly becomes one of terror. It stumbles to its feet and flees with a whimper. [[“Norns...” you grumble under your breath.|no norns]](If: $item is 1)[The Norn gets to what it must consider a safe distance away, then pivots in the dirt. Its eyes lock onto your tomato, then back at you. You both stare at each other for a moment.
[[You offer the food to the Norn.|feed]]
[[You roar out a terrifying howl, and the Norn scampers off in fright into the woods.|no norns]]]]
(If: $race is 3)[You feel just about as confused as the Norn does. What could this poor child be doing out here all alone?
“Hello...” You put on your softest voice in an attempt to get some answers. The Norn stares back at you, silent. The expression of confusion has dissipated and is slowly being replaced with one of disgust.
“What are you doing out here alone?” you implore.
“Go back to the desert, Ettin,” the Norn says as it lifts itself from the ground. “You aren’t welcome here.”
You’re shocked by this sudden display of hostility. Your whole life, you have always been met with civility and even hospitality. Weakly, you ask, “why?”
“It’s your people’s fault we ran out of food here. When the rooftop gardens began to collapse, the Ettins were the only ones who could fix them, but your people decided to go live in the desert and abandon the Norns.” The Norn brushes itself off, and begins to walk back the way you came from.
“There are other Norns who have built a life for themselves back that way; I could take you there!” you plead, desperately trying to make amends for something you never did.
“Our Lore Keeper told us about those traitors as well,” the lone Norn spat. “They abandoned us, just like you Ettins did. Starvation and Grendels were our fate... I hope you suffer the same.”
[[You let the bitter Norn trek away as you stare, puzzled.|no norns]]
(If: $item is 1)[[You call out to the Norn: “I have food, if you want it!” You extend the tomato in the air above your head.|feed2]]]
(Set: $companion to 1)
You turn to face your pursuer. The swamp is silent for an eerie moment. You can’t see anything, but you can feel a pair of eyes watching you. You continue to scan the forest behind you, to the left, and to the right. Every few moments you hear a soft splash, but you can’t determine where it is coming from. It always seems to be getting closer.
Now, you can see ripples in the water where you think you heard the last sound. The ripples lead up to a tree. Another sound. You turn to investigate and when you turn back there is another set of ripples, nearer to you this time. Still, the producer of the ripples hides behind a tree. You take a step towards the tree; you reason you would rather face this thing head-on than be ambushed. Taking small steps in an attempt to move stealthily, you approach the tree. Placing your hands on the trunk, you thrust your head to one side, expecting to see someone standing behind the tree. There is no one, but the water looks like it had just been disturbed. Before you can react, the water behind you explodes. A scaly green Grendel emerges from the water and pushes you to the ground. It looms over you with teeth bared in a deadly smile.
“Well well well, what have we here?” The guttural accent makes it sound more like a cacophony of barks and growls than actual words.
[[I’m getting out of here!”|no grendels]]
(if: $race is 2)[You stare up at the Grendel. It is no bigger than you. It takes a step back from you, allowing you to rise to your feet. It lets out a low, clicking groan as you right yourself in an attempt to frighten you. You let out a groan of your own, imitating the style, but adding a little extra flair at the end with a sort of low-pitched bark.
The other Grendel looks impressed... but then, it charges you.
Grabbing you mid-lunge, you both tumble to the swamp floor. You each wrestle for supremacy, trying to pin the other under the water until they give up. The ritual feels so natural, so right. Your instincts are guiding you. You know, deep down, this isn’t a battle of life or death. This is a greeting, and you are thrilled to be meeting another like yourself.
The wrestling match goes on for some time. The intensity wanes as each of you begin to get exhausted. Finally, you both just crawl a few feet from each other and nod.
“Nice moves. If I hadn’t been up all night hunting, I would have had you,” the other Grendel says with a toothy grin.
“Are you out here all alone?” you ask while catching your breath.
“Yeah... raised myself, out here. I’ve never seen another Grendel before, but I know there must be others out here, just like you. What brings you into my territory anyway?” It leans against a tree to stretch a scaly arm.
“I’m not from around here; I’m just passing through on my way to the Tomb of the Shee to find out why we were created,” you explain.
The Grendel grumbles out a laugh. “We were created to live and die in these swamps.”
You are skeptical of the simple explanation but, before you can speak, the Grendel adds:
“There might be some fun things we could fight together along the way...”
[[“I’m sorry, but I must make this journey alone.”|sad grendel]]
[[“Yeah, come along!|tomb]]]
(if: $race is 1)[(If: $item is 2)[[[You remember the spear, and point it at your attacker as you get to your feet.|fight]]]]
(if: $race is 3)[(If: $item is 2)[[[You remember the spear, and point it at your attacker as you get to your feet.|fight]]]]
(set: $companion to 2)
“You sure you want to do that, little one?” the Grendel taunts as it approaches you, attempting to call your bluff.
You aren’t backing down from this bully. As the Grendel approaches, you whack it across the side of the head with the shaft of the spear.
It stumbles, shocked. As it shakes its head to regain its senses, you attempt to position yourself for another strike. The Grendel surprises you as it rakes a claw through the air and catches a few pieces of fur off your left arm. Spinning around to avoid the full claw, you carry the momentum on to the end of the spear, which you whip around. You catch the Grendel again, this time in the ribs.
It grabs the spear, trying to pull it from your grasp. You twist and pull simultaneously, freeing the weapon as you take a few steps back. The Grendel is now off balance and stumbles forward, landing on all fours in the shallow murk.
You level the tip of the spear to the prone Grendel’s throat. Unsettlingly, it begins to chuckle deeply: “I guess you have some fight in you after all, little one...”
“... but you're soft. I can tell.” The Grendel begins to stand up. You feint a strike at its throat, but it doesn’t react.
“You don’t have it in you to kill me,” it says with a wide grin.
You hold the spear up to its throat again, but you are visibly shaking now, terrified that you will need to either take a life or lose your own.
With a gentle push of its claw, it nudges the spear away. It moves forward still, its face so close you can feel its breath as it says, “You got some good moves there, but you won’t get far in life if you don’t follow through.” With that, it turns its back on you and walks a few steps away before asking a question. “What is a soft little creature like you doing out here all alone?”
“I’m on a quest to find and explore the Tomb of the Shee,” you reply, trying to be tough (but still shaking a little.)
“Tomb of the Shee, eh? Don’t know why you would want to go there.” Before you can interject to explain the nature of your quest, the Grendel adds, “It could be dangerous. Best to take someone along who knows how to defend themselves.”
Is this Grendel trying to invite itself along on your journey?
[[“I’m sorry, but I must make this journey alone.”|sad grendel]]
[[“Yeah, come along!|tomb]]
(unless: $companion is 0)[With your new companion in tow, you head towards the structure in the distance.]
As you approach, the earth changes beneath your feet, morphing into a more solid and loamy soil spotted with tufts of grass and outcroppings of weeds. The structure in the distance grows closer and closer as you walk. You can make out a stone figure sitting on a giant throne and, as you get closer, you can begin to make out the impressive details.
You stand awestruck before the structure. The monolithic throne leads up to a sedentary figure unlike any creature you have ever seen. Could this be a Shee? With a long and expressionless face, the stone giant sits with two palms outstretched and open. On the left, high above your head, there grows a tree... roots like tentacles have outgrown their original home and wrap around the stone wrist, on a quest of their own. The sturdy tree in the left hand directly contrasts the right, which lies crumbling on the ground. Inspection of this hand reveals that a sconce is hidden in the palm. Had this hand originally held a plant as well? It appears that there is a small tube implanted in the bottom of the sconce, and you reason that this may have been to provide fuel for a fire, or water for another plant. Either way, the mystery befuddles you.
(if: $companion is 2)[“Look upon my works, ye mighty, and despair,” the Grendel mumbles as it heads towards the entrance.]
The entrance, a wide opening between the feet of the statue, leads down into inky blackness.
This trip has changed you. You realize you are an adolescent now, and you feel a bit invincible.
[[“Time to explore this place while I’m still young!”|monster]]
(if: $finished is 1)[You have the strange sensation that you have been here before...]
(Unless: $companion is 0)[You and your companion descend into the depths of the tomb. “Stay close,” you add nervously as you take the first of the ancient steps down into the abyss.]
The stairway downward isn’t bad at first but, as you continue to descend, the air gets more difficult to breathe. Spores and dust hang in the void, having lay undisturbed for so long. The damp stone walls are slimy to the touch, growing all sorts of lichens and molds. The stairs themselves seem to have been spared these treacheries, due to a fine layer of sand that sits atop each step. As you progress ever downward, you notice the light from the surface begins to fade... but yet you can still see. Above you, there are a series of small, dull grey orbs mounted into the ceiling, shedding pitiful light every ten or fifteen steps. Perhaps they had been more robust at some point, but right now they barely allow you to see a few feet ahead of you.
After descending the steps for what seems like ages, the corridor opens into a wide room. The grey spheres that pockmarked the ceiling have shifted to the floor. Before you lies what appears to be an endless expanse of darkness, with only a faintly lit stone bridge ahead, extending into oblivion. Unknown distances await those who jump or fall from the bridge, and blackness hangs above and to either side in an expanse which can, thankfully, not be observed or fathomed.
Deducing that this is the only way to progress, you begin to make the careful hike across the long and precarious bridge. You continue, periodically looking back, hoping that you can still see the point you entered from... but, after a few moments, it has faded out of sight.
Continuing on, two of the grey, glowing orbs begin to blink as you pass them. Before you can put together what that might mean, you hear gears creaking above you. You have triggered some sort of trap!
You begin to assess the benefits of running back the way you came or charging ahead when a form begins to lower itself from the unseen ceiling from a chain. As you hear the ratcheting of its decent, you can begin to see its awful shape taking forms. The only way you could describe it would be to liken it to a mechanical spider. With some amount of uncounted legs, the clockwork horror perches itself on the bridge. Engines whirl inside the monster as it takes a few steps towards you. A dozen glowing orbs on its “head” peer at you while its bear-trap jaw lowers to strike.
(unless: $companion is 0)[You turn to your companion in time to say: [[“Run, save yourself!” Then, you lunge towards the mechanical monster, propelling yourself directly into its jaws.|sacrifice self]]]
(unless: $companion is 0)[You turn to your companion, [[grab them by the shoulders and, with an adrenaline-fueled burst of strength, you set them off balance, pulling them towards you. You sidestep them as they fly forward, directly into the jaws of the mecha-spider.|sacrifice friend]]]
(if: $item is 2)[You remember the spear in your hand! Perhaps, with some luck, you could [[jam the tip into those two twisting gears there...|spear]]]
(if: $item is 3)[This contraption in front of you reminds you of something... yes! The toy in your hand! Perhaps if you [[wind it up...|aww]]]
There is a possibility that if you [[stand perfectly still it won’t see you...|bad plan]]
When in doubt...[[RUN AWAY!!!|good plan]]
Your companion screams in agony as the construct’s jaws begin to rotate like a table saw, slicing the hapless creature to ribbons. A few flecks of blood and flesh land on your face as you stare at the carnage.
The monster’s bloodlust seems be sated, as it is now slowly retracting up the chain from which it descended.
[[The coast is clear, time to push forward.|inner sanctum]]
(Set: $companion to 0)
(Set: $evil to 1)
You scream in agony as the construct’s jaws begin to rotate like a table saw, slicing your flesh to ribbons. A few flecks of blood and flesh land on your companion’s face as they stare on in terror. They wipe the blood from their face as they turn to run from the scene.
[[Thankfully, you bleed to death quickly|deaddeaddead]]
You hold your breath and stand as still as you possibly can. The monster stops its progress inches from your face; it then turns abruptly to climb back up the chain from which it descended.
The air in your lungs begins to burn and, before you can stop yourself, you exhale.
Chains rattle as the monstrosity drops the chain and scuttles back over to where you are standing. You attempt to fool it once again by standing still and trying not to breath, but it barrels right past you, knocking you into the inky depths below. As you plunge into oblivion, you wonder why the Shee would have placed that beast in your path. What secrets where they trying to protect?
[[Then you hit the ground with a wet <b>splat</b>.|deaddeaddead]]
You walk along the bridge carefully, trying to keep yourself calm after what had just happened.
It isn’t long until you reach an archway leading into a lighted chamber; you enter from the bridge.
Inside is the inner sanctum of the Tomb of the Shee, a pentagonal room with pillars shaped like Shee in each corner. A large orb in the ceiling emits dull yellow light on the stonework, which captivates you. Between each set of pillars is an archway, including the one you have just entered from. The archways are unlabeled, but you determine that the Shee statue to the left of each must indicate what the room beyond contains. You come to this conclusion because the Shee statue to the left of the archway you just passed through is holding a mechanical spider in one hand and pointing upward with the other. The other statues are:
[[A Shee holding a chisel and hammer in one hand and a strange symbol in the other. This Shee is wearing an ornate headdress.|shrine]]
[[A Shee holding a set of spiked chains in one hand and a long blade in the other. This Shee is wearing a hood over its head.|torture]]
[[A Shee holding a beaker in one hand and a double helix in the other. This Shee is wearing a stethoscope around its neck.|lab]]
[[A Shee holding a compass in one hand and a map in the other. This Shee is gazing up towards the sky.|portal]]
You realize that you have aged significantly since entering the tomb and have reached the adult stage of your life. You have only enough time to explore one of these options.
(if: $companion is 3)[“I suggest we search the one with the chisel,” the Ettin chimes in.]
(if: $companion is 2)[“I suggest we loot the one with the hood,” the Grendel growls.]
(if: $companion is 1)[“I suggest we investigate the one with the beaker,” the Norn hums.]
(If: $item is 4)[You notice a slight breeze passing through this chamber, but you can’t tell which direction it is going. Then you remember your ball of lint! It might be light enough to float on that breeze... [[You let go of your lint and follow it.|crypt]]]
(unless: $companion is 0)[Your companion follows as you select the pathway next to the statue that most intrigued you.]
The air hangs in a state of undisturbed stasis until you disturb it with your presence. Ornately carved stone murals line the passageway, illuminated by the faint glow of the chamber ahead. The murals depict the Shee creating buildings and structures. A great city, this tomb, and many other works appear in the murals and, in each scene of construction, there are scores of Ettins assisting the Shee with their work.
You cross the threshold into the chamber. You had been studying the images so intensely that you hadn’t even realized you had made it to your goal. As you look up, you are dumbstruck by the sheer immensity of what stands before you. The huge, cavernous space, illuminated from the ground by enormous, round spheres, contains the most elaborate construction work you have ever seen. Several small suns seem to orbit a platform in the center of the space, atop which sits a huge, reclining Shee statue. The platform itself would be enough to cause a great artisan to turn green with envy, constructed out of several types of precious metals, stones, and woods to create a mosaic of the planet at large. You find yourself walking up the ornately decorated steps toward the statue.
The Shee sits in a gemstone throne, the statue itself carved from a single, enormous piece of jade. In one hand, there sits a small model of a city (though small only describes it in comparison to the figure in the throne, which you would estimate to be about thirty times the size of what any living Shee would be.) You base this estimation on where the other hand lies. Standing by the statue’s right side is an Ettin, carved from an enormous opal.
In front of the statue, there are many stations with low tables and stools. Offerings of gold and precious gems still remain on these stations, leading you to believe that this was a shrine of some kind.
It all hits you very suddenly. The Shee were builders above all else. They had created the Ettins to help them in their construction efforts. When they had done all they could do with this world, they must have left it to go and build on another. We weren’t abandoned by the Shee, we were left here to maintain their creations... but we had failed. (Unless: $race is 3)[The Ettins were meant to inherit this world. They were created to maintain it and thrive on it...]
Now that you know the truth, there is nothing left to do but [[head home.|head home]]
(set: $truth to 3)
(unless: $companion is 0)[Your companion follows as you select the pathway next to the statue that most intrigued you.]
The passageway begins in a very utilitarian fashion, with little on the stone walls and a faint green glow of the lights ahead. As you approach these lights, you notice that the soft glow is coming from rows upon rows of large tubes, flanking both sides of the tunnel like sentries. The first few that you pass are vacant but for a liquid, with an occasional bubble rising from the bottom of the chamber and floating listlessly to the top. Nearer to the entrance to the chamber, the cells additionally contain the bodies of Norns, Ettins, and Grendels, suspended in the green glow of the liquid. Are they alive? How long have they been here? These questions race through your mind as you continue through the corridor in a dreamlike state, finally reaching the entrance to the room you had quested for.
As you cross the threshold, blinding lights on the ceiling flash on, exposing the room to you in all of its horrifying beauty. A laboratory stretches out before you for as far as the eye can see. Row after row of slate tables are scattered with beakers, test tubes, chalkboards covered in notations and equations, and computers performing endless computations without rest. You tour the lab in awed silence, studying the various sketches and projects along the way.
You notice there are some sketches of Grendels and Ettins. Tables near those sketches are covered in test tubes and notebooks, all containing elements of how these creatures were created. A few more steps bring you into an area that seems to be entirely devoted to the creation of Norns. From the sketches on the chalkboards, you can tell that development for the Norns came after that of the Ettins and Grendels. The Shee were improving upon their design.
You revel in what you find; you aren’t incredibly surprised by all this, however... after all, it is fairly common knowledge that the Shee created the Norns, Ettins, and Grendels. As you scour the lab for more answers, you come across the true secret that you had been seeking since you left the cavern.
Sitting in a far corner of the lab, on a scattered table, lay the blueprints and concept models for a spacecraft. The walls nearby are covered in equations, along with enough rough sketches for you to figure out what they mean. You gather from the drawings that the Shee had pushed this world to its limits and had, more or less, exhausted its natural resources. They sought to find a new world and leave behind their creatures here in hopes that they would flourish in what remained of this planet.
The Shee knew they had all but ruined this place, but they wanted to give their creations a fair shake at life. Maybe someday they would come back for the creatures of this world but, until that day, the creatures will need to fend for themselves.
(Unless: $race is 1)[It is obvious the Norns were the chosen race, the pinnacle of the Shee’s work. All the other races are merely failed experiments...]
Now that you know the truth, there is nothing left to do but [[head home.|head home]]
(set: $truth to 1)
(unless: $companion is 0)[Your companion follows as you select the pathway next to the statue that most intrigued you.]
This path is the darkest, in more ways than one. The walls here are made of slick obsidian and, as you progress through the corridor, you have to lead yourself along by keeping one hand on the cool stone at all times. A red light burns ahead. You cross the threshold into a room lit by a large fire which is perpetually burning in a pit in the center of the room.
The flames flicker erratically, exposing the awful contents of the room. Hanging from the dark walls are the skeletal remains of various creatures. Shiny instruments of torture catch your eye as the light bounces off of them and reveals their wicked shapes. Contraptions with straps, spikes, chains, and gears litter the room, some with skeletal remains still attached, revealing their purpose all too clearly.
Your heart sinks into your chest. You know now why the Shee created the creatures in this world; you were all created to sate some sadistic torture-lust that your masters were plagued with. The Shee were gone now, and they couldn’t hurt you anymore. The creatures of this world can only hope that these evil beings never returned to finish what they began…
(if: $race is 2)[You feel strangely at home here...]
(unless: $companion is 0)[One of the machines catches your eye... a sort of cage platform with spikes and gears suspended just a few hairs from the floor. [[You ask your companion to enter the cage and grab the skull within...|killer]]]
Now that you know the truth, there is nothing left to do but [[head home.|head home]]
(set: $truth to 2)
(unless: $companion is 0)[Your companion follows as you select the pathway next to the statue that most intrigued you.]
You progress through the corridor, following a faint, bluish light at the end of the tunnel that seems to flicker on and off at random intervals. As you progress down the stone hallway, you notice that the stone walls become coated in something glassy as you get close to the light. When you enter the immense room, you find what is providing the inconsistent illumination -- it appears to be a giant, swirling pool, vertically arranged in a round stone archway. When the light flickers out, the pool disappears entirely.
Hieroglyphics painted all around the room become legible during the times the light is on and; by studying them you ascertain the purpose of the room and the pool. According to the drawings, this thing is a portal that would allow Shee and other creatures to travel great distances instantaneously. The paintings show all manner of creature and worlds, some like nothing you have ever seen. Worlds made entirely of water, air, fire, or shadows... just to name a few.
While taking all of this in, you realize the Shee were great explorers, and this world was just a stop on their great journey. Though it may have originally been their home world, it was just as likely a world in which they lived for a time and then abandoned. Creatures no doubt took these journeys as well, though there were some left behind on each world -- the Shee hoping that they would adapt and later come back to find the new breeds. You feel a compulsion to [[go through the portal yourself|travel]]... but then, who would report back to the Norns?
(Unless: $companion is 0)[You suggest to your companion that they should step through the portal themselves, and find out what is beyond the blue veil. [[They think about it…|think]]]
Now that you know the truth, there is nothing left to do but [[head home.|head home]]
(set: $truth to 4)
Your head heavy with new information, you begin the journey back to the cavern in which you were hatched. You escape the tomb without encountering any more mechanical monstrosities; the journey back to the cavern is equally uneventful. The landscape morphs back to the green and grassy fields that you remember traversing so long ago. You have reached the late stage of your adulthood and you will be entering the final stages of life soon.
(if: $race is 1)[(if: $companion is 1)[You look over at the Norn who has followed you along on this journey, finally pausing to realize that they are of the opposite sex. Since they are in the same life stage as you, this could be your last opportunity either of you get to [[mate|mate]] and produce offspring.]]
(if: $race is 2)[(if: $companion is 2)[You look over at the Grendel who has followed you along on this journey, finally pausing to realize that they are of the opposite sex. Since they are in the same life stage as you, this could be your last opportunity either of you get to [[mate|mate]] and produce offspring.]]
(if: $race is 3)[(if: $companion is 3)[You look over at the Ettin who has followed you along on this journey, finally pausing to realize that they are of the opposite sex. Since they are in the same life stage as you, this could be your last opportunity either of you get to [[mate|mate]] and produce offspring.]]
You have had a lot of time to contemplate the truth that you learned during your journey home. Perhaps it is best if you spend the rest of your life out here, avoiding the Norns who sent you out. Perhaps they are better off [[not knowing|stop here]] the truth.
Something inside you tells you that you have to finish this quest. The Norns back in the cavern are waiting for you. You spent your whole life seeking the truth, and it shouldn’t die with you. You need to [[share what you have learned.|share secret]]
“Fantastic!” Fawb replies with a little bounce. “I have something for you, to help you on your quest.”
Fawb leads you to stone ledge near the entrance to the cave. On its sandstone surface lie three items.
The first to catch your eye is a shiny red tomato; you can imagine biting into it and slopping up all those juices.
The second you notice is a fist sized mechanical toy; it sits atop three multi-jointed legs with gears and cogs jutting every which way out of its egg-shaped body. A wind-up key is visible on top of the item.
The last item on the table is a wood and bone spear. This weapon looks more ornamental than practical, but it would certainly hurt someone if you were to stick them with it.
“Sadly, we creatures can only hold but a single item at a time. You may select the one item that you think would help you most along your journey”
[[Select the Food|food]]
[[Select the Toy|toy]]
[[Select the Weapon|weapon]]
"Don't be frightened!" Fawb chirps. "I have a present for you that will make your trip a little easier."
Fawb leads you to stone ledge near the entrance to the cave. On its sandstone surface lie three items:
The first to catch your eye is a shiny red tomato; you can imagine biting into it and slopping up all those juices.
The second you notice is a fist sized mechanical toy; it sits atop three multi-jointed legs with gears and cogs jutting every which way out of its egg shaped body. A wind-up key is visible on top of the item.
The last item on the table is a wood and bone spear. This weapon looks more ornamental than practical, but it would certainly hurt someone if you were to stick them with it.
“Sadly, we creatures can only hold but a single item at a time. You may select the one item that you think would help you most along your journey”
[[Select the Food|food]]
[[Select the Toy|toy]]
[[Select the Weapon|weapon]]
[["Wait a second... is that a piece of...? Yes, it is! I will take the piece of lint!"|lint]]
“I thought after watching the learning videos you would realize that you were a...”
You know this answer to this one! Before Fawb can finish his sentence, you decide to let him know that you are a:
[[You roar out the word “Grendel!” (Ah yes, that feels so right.)|grendel]]
[[“Ettin…” Though the word leaves your mouth softly, there is a strong confidence behind it.|ettin]]
"As I was saying," Fawb continues, unphased, “we have been living out here for generations, after breaking away from those stubborn members of our tribe who refused to leave the ruins despite a dwindling food supply.” Fawb spoke in a reverent tone: “No member of our tribe is old enough to have lived during that time and, while we were nomads in the wild, survival took precedence over preserving our history. We have lost a great deal of our knowledge through the generations because of that exodus and, as this tribe’s current Lore Keeper, I hope to fill in some of those gaps.”
“How can I help with that?" you ask nervously. "All I know is what you have told me."
“We need you to travel to the Tomb of the Shee. Once within, you will find the last remaining artifacts of the Shee civilization. We hope that somewhere within that tomb is the answer to our two greatest questions: who were the Shee and why did they leave us here?” Fawb gives you a grim smile as he adds, “It will take you most of your life to reach the tomb, and you will have precious little time to explore it before you will need to make the trip back here.”
You reply:
[["I'm ready!"|ready]]
(if: $race is 1)[[["I'm scared..."|scared]]]
Fawb looks shaken by your guttural response. He staggers, “Grendels are larger and stronger than Norns, and you may be better equipped to fend for yourself in the wild. Our tribe had discovered a single Grendel egg during our exodus from the ruins. Rather than leave it fend for itself, our ancestors brought it along with them to this cavern, storing it the a cool spring pool from which we get our water so it wouldn’t hatch. I took your egg out, warmed it, and hatched you specifically for this mission.”
You are overcome with a mixture of emotions. On one hand, it would seem that the Norns disrupted your life. You feel like your primal instincts would have been better suited to a life in the wild.
On the other hand, perhaps they saved your life. If you had been left alone out there, would you have been able to fend for yourself?
Either way, you feel that you owe Fawb something... and, whatever it is, you will certainly find it in the tomb.
[[“I see,”|more exposition]] you growl.
(Set: $race to 2)
Fawb replies in a genteel voice, trying to match your own.
“Ettins are can survive in harsh environments better than most Norns. Our tribe had discovered a single Ettin egg during our exodus from the ruins. Rather than leave it fend for itself, our ancestors brought it along with them to this cavern, storing it in the cool spring pool from which we get our water so it wouldn’t hatch. I took your egg out, warmed it, and hatched you specifically for this mission.”
You are overcome with a mixture of emotions. On one hand, it would seem that the Norns disrupted your life. Who knows who may have laid that egg or whether they were going to come back to raise you?
On the other hand, perhaps they saved your life. If you had been left alone out there, would you have been able to fend for yourself?
Either way, you feel that you owe Fawb something... and, whatever it is, you will certainly find it in the tomb.
[[“I see,”|more exposition]] you say pensively.
(Set: $race to 3)
Fawb's jaw drops, struggling to regain his composure. He asks,
"Are you certain you want a wad of lint to be the only item you bring with you? This is going to be a long and dangerous journey and --"
(Set: $item to 4)
You interrupt:
[[“I was just joking!” You drop the lint and pick up the toy.|toy]]
[[“You should have seen the look on your face!” You drop the lint and pick up the food.|food]]
[[“Which one of us was just hatched here?” You drop the lint and pick up the weapon.|weapon]]
[[“You said I could have an item and this is the item I want!”|path to tomb]]
Your companion must have been thinking the same thing you have, because it doesn’t take long before both of you are running off the beaten path to find a nice secluded place to mate.
The rest of your life in the wild is a pleasant one. You raise two young and encourage them to go out into the world to find their own truths.
(if: $race is 1)[The two young Norns each have that glint of wonder that you had when you first left the cavern, but you can see the confusion and fright that your mate had in their eyes as well. Life would be as beautiful and terrifying for them as it was for you. Hopefully, your children will have more moments of beauty than pain... to wish for much more would be selfish.]
(if: $race is 2)[The two young Grendels wrestle and fight, just as you and your mate did upon your first introduction. You know that they will be able to take care of themselves out there, but you also worry that they may give in to the darker desires of your race. All you can hope for is that they are happy... to wish for more would be foolish.]
(if: $race is 3)[The two young Ettins tinker and toil, building things out of whatever they can find around them. When they leave to go into the ruins, you are confident that they will find meaning to their lives there. You hope they don’t become consumed with repairing the old city, but all you can really wish for is that they are happy in their new lives... anything more than that wouldn’t be right.]
Your mate passes away shortly after the children go on their own quest, leaving you alone in your old age.
You find comfort in the idea that your children will find out for themselves what life is all about, a lesson that will be infinitely more valuable then if you had merely told them. You sit down against a sturdy old tree; it was here long before you were hatched and it will be here long after you die. A leaf falls from the branch above you, and as it hits the ground you close your eyes one last time.
[[The End.|The End]]
You decide to stay out here for the rest of your life, leaving the Norns to figure out the meaning of their existence by themselves. It is better this way, you reason. As you march off the beaten trail, you find a nice shady spot in which to rest your weary body. The sun will be setting soon. It should be beautiful.
(unless: $companion is 0)[Your companion decides to take off, back to their initial habitat in one last attempt to find others of their kind. You bid them farewell, knowing that neither of you will ever see the other again.]
You sit alone, staring at the setting sun, contemplating what you learned on your journey. "Life is short, but it contains so much beauty," you think, as you begin to close your eyes. Perhaps that’s all the Shee ever really wanted us to understand anyway.
[[The End.|The End]]
You decide to return to the cavern to share your secret. It isn’t long till you approach the old lift suspended from the tree; it was left up for your return. You wonder if anyone else had used it in all this time. Had the Norns really just waited for your return? Were they really content to allow someone else to discover the truth for them?
You flip the switch on the platform and lower yourself into the limestone crater leading into the cavern. No fanfare awaits, and the cavern seems to be very quiet. You briefly fear that the Norns have all perished and that you came back here to share a secret with a bunch of corpses. Then you enter the cavern, where things are much like they were when you left them. Norns are playing with toys, babbling to one another, and eating the bounty of food that grows within the cavern. The activity stops entirely when you take a few steps inside. Every face stares at you as you make your way forward. Do they even know who you are? Did Fawb, the old Lore Keeper, inform his successor that they should expect you, or were you doomed to relay the information to one who would soon forget it themselves?
The crowd of Norns breaks to allow an ancient Norn to step forward through them, followed by a child. It is Fawb! He is still alive after all this time.
“What did you discover out there, my friend? I have been waiting my whole life to hear what was inside the Tomb of the Shee. The new Lore Keeper is here at my side to record this moment for future generations,” Fawb says excitedly, with a few small coughs interwoven into his words.
(if: $truth is 1)[[[You explain...|good]]]
(if: $truth is 2)[[[You explain...|evil]]]
(if: $truth is 3)[[[You explain...|law]]]
(if: $truth is 4)[[[You explain...|chaos]]]
(if: $truth is 5)[[[You explain...|death]]]
You explain that the Shee were givers of life... that they had created the Ettins and Grendels, then used the information gained to create their prized accomplishment: the Norns. The Shee had pushed the world to its limits and, in order to give their creations the lives they deserved, they left and gave us the freedom to decide for ourselves what we would do with it.
This knowledge resonates with the Norns. Fawb is overjoyed that you returned with an inspiring answer, but he passes away moments later. You join him soon after, but the knowledge you revealed to the Norns in the cavern has a lasting impression. They decide to leave the safety of their home and venture out into the world in an attempt to take care of the Grendels and Ettins, as they think their Shee creators would have wanted them to do. It takes a great deal of work, and more than a few lost lives to unite all of the creatures of this world but when they are finally living together as one they are able to rebuild the cities, grow more food, and live the lives the Shee had intended them to.
In [[the end|The End]] this world was united through the actions you took during your life.
You explain that the Shee were sadists who created the creatures of this world for their own sick amusement. They tortured and killed our ancestors and, when they grew bored with us, they left to discover new races to enslave and destroy. As creatures of this world, you were all living testaments to their cruelty. Nothing we do matters, and someday the Shee may return to finish what they started. No one is safe.
This knowledge terrifies the Norns. Fawb falls down... he appears to be having a heart attack from the shock of what he has waited his whole life to hear. (if: $evil is 1)[“But how do you know for certain this is true?” he gasps as he clings not only to life but to the possibility that you are wrong. [[“You don’t want to know, old friend..." you smile, wickedly.|very evil]]]
Fawb passes away before he can instruct the new Lore Keeper to strike this truth from the record for the sake of the tribe. It wouldn’t have mattered anyway. You pass away soon after, leaving behind a legacy of violence and horror. The Norn tribe spends an entire generation producing implements of war and torture. Then, they set out into the world, hunting down all other creatures and torturing them to death in hopes that when the Shee finally return, they would be pleased with their work and spare them from a similar fate. Eventually, the tribe conquered the known world, and their warlike tendencies began to fade as there were no further enemies to conquer. The Lore Keeper, once a position for lovers of truth and history, morphed into a position for a dark priest. The Lore Keeper created a calendar of dates in which the stars would be right for the Shee’s return, and on these days the tribe would select many of their own for gruesome rituals. They hoped that the rituals would bring their creators home, but the Shee never returned... and blood would spill for endless generations thereafter.
The truth was too much for them in [[the end.|The End]]
You explain that the Shee were builders, and they constructed the great city to be a refuge for all of the creatures of this world. The Shee left us this world to go and build on another; we were to be the caretakers of the great cities. The Ettins were instrumental in keeping the city repaired, but the races all split up and the city fell. Now, we hide here in a cavern when we could have been living in luxury with the other races in a city of our own...Your words resonate with the tribe. Fawb is filled with sadness to hear that we had failed our creators, but his apprentice Lore Keeper assures him that there is still hope for the Norns. Fawb passes away moments later, and you follow suit moments after that. The Norn tribe members reassess their values, and most decide to put their own comforts behind them in ordr to go out and befriend the Ettins in the desert. They put together a party to comb the sands and, at long last, they find the lost city of the Ettins. The Ettins had thrived out in the desert, doing what they had been created to do. Their city was much smaller than the ruins of the Shee city, but they were in excellent condition due to the constant maintenance executed by the desert dwellers. It took some convincing, but the Norn Lore Keeper was able to convince the Ettin leader to allow a band of workers to return to the ruins in an effort to repair them. The Norns then had to befriend the Grendels in the swamp... a much more difficult task, as most were violent loners. With the Grendels' strength, the Ettins' architectural knowledge, and the Norns' leadership and agricultural prowess, the ruins became a thriving metropolis in a few generations. The lost city of the Ettins became attached to the great city through a system of tunnels and carts, while the Tomb of the Shee was eventually restored to its former glory.
In [[the end|The End]], if the Shee ever did decide to return, they would find the world they left had been maintained by the creatures they had entrusted it with.
You explain to the tribe that the Shee were great explorers who had traveled through unknown distances to many different worlds. They left behind creatures in their wake and, whether intentionally or unintentionally, those creatures would adapt to their surroundings and the Shee would return for them. You describe the portal and the hieroglyphics that explained how it all works. (If: $portal is 1)[Then, you explain how you [[tested it out.|plane]]]
This information resonates with the Norns, who had thus far been living a very sedentary lifestyle. Fawb gives you his blessing, pleased that the Norns now have a better understanding of their creators. Sadly, Fawb passes away before a new exodus is organized, and you follow him soon after. The new Lore Keeper encourages the tribe to go out to the edges of the known world, and then push further. Discoveries come at a cost though, and many of the intrepid adventures meet with untimely ends. Those that do survive don’t tend to reproduce often and, with no one to return to the cavern to map out their route, some discoveries go unrecorded. With every generation more and more is learned and mapped, but the Norns dwindle in population continuously. One band joins the Ettins in the desert and adapt to their harsh life. Others join the Grendels in the swamp and eke out an existence there. The cavern is eventually abandoned, along with the knowledge of the Shee and the map of the world. Perhaps, one day, the Norns will return, but in [[the end|The End]] they will continue their quest for truth in some way or another.
“But I do want to know!” Fawb’s shout comes out as more of a wheeze.
(If: $race is 2)[“You never should have hatched me,” you say as you baer your teeth. “The Grendels are the only ones made in the Shees' image.”]
The other Norns look on in horror as you dig your fingers into Fawb’s flesh, digging into his chest until you find his heart and rip it out, holding it high for all to see. As the blood pours out, you explain how you killed your former companion in the tomb and how it confirmed to you that the creatures of this world were violent by nature. Another Norn comes up behind you and bashes your head in with a rock. You die almost instantly, but you have passed the blood lust on to another generation. The tribe quickly designs more implements of war and torture. They go out into the world in an attempt to feel the rush of the kill and to try to make their Shee creators proud. Norns exterminate the Grendels and Ettins in merely a few generations. Any other Norn tribes that had survived are quickly wiped out as well.
Soon, with no one left to kill, the tribe turns on itself. Gladiatorial combat becomes a staple of entertainment for some time to follow, until one day when a great riot breaks out and the tribe begins its civil war. The war lasts for generations before one side destroys the other. With only a handful of the most battle-hardened Norns left, the tribe has lost all of its history and understanding of the world around it. The Norn population continues to dwindle until it finally meets with extinction in [[the end.|The End]]
Well, that about wraps it all up. Did you get the ending you were looking for?
The whole story consists of over 15,000 words, so I encourage you to go back through and [[play it again|Hatch]] a few more times to see what changes. There are a few hidden easter eggs for the astute player... take the path less traveled and you may just find them.
I hope you enjoyed the read. I had a lot of fun creating this story and it served as a good diversion from my other writing projects.
Have a Happy CCSF 2016 everyone!
-NornBreeder
(set: $companion to 0)
(set: $truth to 0)
(set: $evil to 0)
(set: $item to 0)
(set: $race to 0)
(set: $finished to 1)
(set: $portal to 0)
You feel a sudden blend of homesickness and excitement as you step off the platform and into the world. Freedom!
You can do anything you want to. After a few moments of thinking, you realize that the only thing you want to do is answer the questions that Fawb has put before you. You alone have the power to find out why the Shee created the creatures of this world and, for better or for worse, you are going to find out.
You remember seeing something when you were learning your language: a flash of a map. You can’t actively recall it, but it was burned into your young, highly impressionable subconscious. You are going to need to trust your instincts in order to reach the tomb.
You could go through the ruins. Fawb had mentioned those. The Norns used to live there, but then they ran out of food. Sounds like it wouldn’t be too bad.
Another option would be the desert. While hot and arid, there would be little chance that you would run into an obstacle... at least, not one that you wouldn’t see coming from a distance.
Finally, you could try to traverse the swamp. Teeming with life, this would probably be the most interesting route, though it would also certainly be the most unpredictable.
You walk for almost a half-hour before you reach a point where the landscape changes from grassy plains and three very different landscapes intertwine.
Before you lie the expansive desert, the desolate ruins, and the teeming swamp. Which path will you take?
[[Desert|desert]]
[[Ruins|ruins]]
[[Swamp|swamp]]
(Unless: $companion is 0)[Your companion stares at you with a confused look as you chase the fluff; they don’t seem interested in joining you.]
The lint ball picks up speed as it approaches the statue directly across from where you had entered. Dancing through the air, the fluff is suddenly blown behind the statue, where it disappears. At first glance, it had appeared that there were only five passageways in this chamber, but there is a hidden sixth passageway that wouldn’t have been visible without some thorough searching.
You squeeze behind the statue to find out where this narrow passageway leads. The corridor is drafty and dry but, fortunately, it isn’t very long. As you cross the threshold to the chamber at the end of the passageway, you are stunned by sheer size of the cavernous space beyond. Lit by only sporadically placed patches of phosphorescent mushrooms, you can see rows upon rows of pedestals and carved nodes, each bearing a macabre shape. You walk among the shapes in this place; picking one at random to satisfy your curiosity, you lean over the stone pedestal and try to figure out what is laying on the stone bed.
The shape is almost twice as large as any creature you have ever seen, and wrapped in a series of bandages. Gently you remove a few of the wrappings on the thing’s head to inspect what it may have looked like. To your horror, you see the mummified face of a Shee, boney and covered in papery skin. You stumble backwards in fright, landing near against another pedestal and rocking it in such a way that the Shee corpse stored atop it drops its mummified hand unto your head. You scuttle away in terror. Things get a little foggy for a while as you run back through the catacombs trying to find a way back to the inner sanctum of the tomb.
This is why the structure is called the Tomb of the Shee, because their mummified remains rest within its crypts. You make it back to the room with all the statues; you are relieved to be out of that space, but you are disenchanted to learn the truth of what became of the Shee. Your creators were long dead. Whatever meaning your lives had were ostentatiously tied with that of your creator’s and, having survived them, you realize you are both free from purpose and devoid of it.
Now that you know the truth, there is nothing left to do but [[head home.|head home]]
(set: $truth to 5)
You get out of the area as fast as you can. These types of encounters never end well, you tell yourself. Better to stay on track, free of distractions.
After almost another entire half-hour of marching, you see a strange structure that stands out from the rest. Could it be the [[tomb|tomb]]?
(Set: $companion to 0)
The Norn timidly approaches. You hand it the fruit.
“Thank you so much! The others of my tribe have all passed away. Our food supply ran out and I have been living off of moss and bugs,” the Norn gasps between bites.
“I come from an entire tribe of Norns,” you explain. “They have plenty of resources and I am sure they would take you in.”
“Please bring me there,” the Norn pleads.
You briefly consider taking your new companion back to the cavern, but you remember the quest.
“I am on an important quest. I will return to my tribe when I am finished.
[[“I must do this alone.”|no norns]]
[[“You are welcome to join me.”|tomb]]
(Set: $item to 0)
The Norn pauses for a moment, then slowly turns around and sees the tomato. There is no hiding the expression of desire on its face. You can practically hear the Norn’s mouth dripping with drool as it swallows its pride and makes its way over to you.
A stern look covers the hungry Norn’s desperation as it waits for you to place the fruit in its hand. As you do you say, “I hope this helps.”
The Norn wastes no time in devouring the luscious fruit. In between licking the juices from its hands, it tells you: “Thank you. I guess the Lore Keeper was wrong about the Ettins.”
“I’ve never met another Ettin; I was raised by Norns,” you reply, “but, I hope that if you ever encounter one again, you give them a chance.”
The Norn looks a little sheepish as it finishes its meal. “I don’t have anywhere to go. Can I come with you? We have a greater chance to survive if there are two of us.”
[["I must do this alone,” you say as you turn and walk away.|no norns]]
[[“You are welcome to join me on my quest.”|tomb]]
(Set: $item to 0)
You take off into a sprint, moving as fast as you can manage in the knee-deep water. The water level begins to lower and you find it easier and easier to move as you progress. Keeping the pace up for as long as you can, you finally dare to make a break. You take cover behind one of the larger trees in front of you and catch your breath as you press your back up against its rough bark. No sounds of pursuit. You peek out from behind the tree. The coast is clear. You lost them!
You turn back around to give a sigh of relief, and you see a strange outcropping in the distance. Could it be the [[tomb|tomb]]?
(set: $companion to 0)
The grin fades from the Grendel’s face as it replies. “Yeah, well... I can’t be taking care of some other creature anyway.”
The Grendel makes its way back towards the copse of trees from which it had emerged. “I hope you find what you’re looking for...” it mumbles as it disappears through the swamp.
It wouldn’t have been safe to have such a volatile creature along, you tell yourself. You decide to keep moving. In the distance, you can see a structure. Could it be the [[tomb|tomb]]?
(set: $companion to 0)
You waste no time and, with a robust thrust, you stick the spear in between two turning gears in the construct’s shoulder. It immediately stumbles forward, off-balance without the use of the legs controlled by the clockwork you jammed. Lurching forward, the beast attempts to right itself too late, and slips from the narrow bridge into the oblivion below.
The chain attached to its body follows and, for a moment, goes taut. Then, something above you shifts and, before you really understand what happened, the rock in which the chain was anchored is rushing toward the pit as well.
First, a steel crash, then the sounds of the beast feebly trying to get on its feet, the sound of the stone striking steel and, finally, silence.
[[The coast is clear, time to push forward.|inner sanctum]]
You fumble for the key on the toy. The mechanical monster in front of you inches closer as you franticly turn the key a few times. The monster lunges forward; you fall backwards in order to avoid its jaws, dropping the toy mere inches from the edge of the narrow bridge. To your amazement, the tripod stands up and looks at the bigger mechanical construct above it. It begins scurrying back and forth across the bridge, frantically tapping something out on the ground with one of its legs.
The monster pauses a moment to look down at the toy. When the two lock eyes (or... whatever), they both stop. Breaking the silence with its clicking legs, the tripod walks slowly over to the spider’s leg and then, wrapping its three legs around one of the construct’s, the toy’s key slows to a stop and it is locked in place, clutching the leg of the clockwork terror. Gently, and with a dexterity you didn’t think the mechanical spider would be capable of, it reaches down to the toy’s key with one of its spindly arms, hooking the tip in a small hole, and begins to twist the key until the tripod comes to life again. Moving the leg the toy is clinging to, the beast levels the small tripod to its “face”. You fear for a moment that the monster will eat the toy but, instead, the toy leaps onto the monster’s head and begins to dance around before scurrying onto its back and perching itself. Eyes glowing at you in a sign of warning, the construct begins to retreat, creeping back on its chain to the unseen ceiling above…
[[The coast is clear, time to push forward.|inner sanctum]]
You turn to dash away from the construct, taking care not to stumble and fall into the depths below. The mechanical nightmare scuttles close behind. A few feet from the end of the bridge, you hear a load metal whine. You briefly turn to see the spider has reached the end of its chain and is straining to pursue you despite the limitation. With tremendous strength, it reaches back with one leg and tugs on the steel restraint, tying to pull it out of whatever anchors it to the ceiling. With a snap in the distance, you can tell that it was successful.
The monster rushes forward as a large section of stone ceiling plunges into the depths in the background, chain still attached. One of the construct’s legs land inches from your foot, then is dragged backwards, leaving a deep scratch in the stone. The artificial creature struggles to hold on, but the momentum and weight of the stone anchor are too great for it to overcome. It slips from the bridge. You count to ten before you hear the cacophony of steel hitting the floor. A few gears and cogs skip unseen across the floor below you with a tinkling sound.
[[The coast is clear, time to push forward.|inner sanctum]]
Whoops! Looks like you died a terrible death. Why don’t you give it another go?
[[Start Over?|Hatch]]
(set: $companion to 0)
(set: $truth to 0)
(set: $evil to 0)
(set: $item to 0)
(set: $race to 0)
Your companion gives you a skeptical look, but you ask again. You tell them you will hold the platform steady while they are inside... and they reluctantly agree.
As soon as they are inside, you slam the cage door and fasten the heavy lock. The hapless creature panics, screams, bargains, pleads, and threatens as you step away from the cage and throw the toggle that activates the spikes.
The platform raises and shifts over the fire. Spikes plunge slowly into the victim within. Death does not come quickly for your former companion, and you savor every second of their suffering...
Just as your creators must have.
Now that you have done this, there is nothing left to do but [[head home.|head home]]
(set: $truth to 2)
(Set: $evil to 1)
(Set: $companion to 0)
(unless: $companion is 0)[“Tell the Norns back at the cavern what you saw here today," you say as you look back at your companion. "Tell them that I am fulfilling my destiny by traveling through this portal. Someday, they should send pilgrims to venture forth into the unknown as our creators did,” you say with conviction.
Your companion protests briefly, but ultimately respects your decision and watches as you leave.]
The portal flickers with no apparent pattern. It disappears before your eyes. You wait, hold your breath, and it reappears; you leap off the stone platform, through the portal. You are instantly transported to a strange and nebulous realm, a silvery cord protruding from your back but disappearing into an ethereal wisp a short distance away.
You will later learn that this place is referred to as the Astral Plane, and you will never age here, remaining in your adult stage as long as you stay. Many adventures await you in the worlds that adjoin this one, but those are for another day.
This particular story has come to an [[end.|The End]] But, as the old saying goes, where one story ends, another begins...
Your companion gives it a think:
(if: $companion is 1)[“Alright, I’ll do it!” the Norn proclaims excitedly. “Who knows what new worlds, and foods, await me beyond this one? I won’t forget you, my friend! Thank you for taking me here.”]
(if: $companion is 2)[“Ha! Too scared to go yourself, eh?” the Grendel chuckles jokingly. “Well, it beats spending the rest of my life in that swamp. Maybe I’ll find someone worth fighting out there!”]
(if: $companion is 3)[“If the Shee created it, then it must be safe,” the Ettin reasons. “I am a nomad by nature, and this will be the ultimate journey.”]
The portal flickers out and they step onto the stone platform, looking back at you one last time. When it flickers back on, they jump through... disappearing without a trace.
Now that you have helped another creature fulfill their destiny, there is nothing left to do but [[head home.|head home]]
(set: $truth to 4)
(Set: $portal to 1)
(Set: $companion to 0)
You explain that you found the mummified remains of the Shee race in the tomb. With the Shee all dead, it makes no sense to try and ascribe meaning to our existence because it is certainly tied to that of our creators. It is now up to us to decide what our purpose in this world is. We need to become our own creators.
The Norns are confused by this. Fawb soon joins the Shee in death, and you follow closely after that. The Norns continue to live and die, assigning meaning to their existences as they see fit. None return to the tomb and, in [[the end|The End]], the existential dread wears off... after a generation or two.
You explain that the portal still functions, and that you sent a creature through it before you returned home. Fawb and the Norns are shocked. Fawb passes away before the next great exodus is organized, and you follow soon after.
Norn reproduction in the cavern rises dramatically, and waves of young Norns are sent to the Tomb of the Shee to step through the portal therein. Generations go marching into the unknown, never to return to the world from which they came. Eventually, the tradition of sending young Norns to the portal becomes less and less important to the tribe and, after a few generations, only the most radical Shee followers decide to make the journey.
As for those who went off into the portal, they discover many new and fascinating worlds. Some even encountered Shee, or mate with otherworldly Norns in their travels. Some attempt to return to their plane of origin, but the damaged portal does not permit creatures to come back through the warp.
In [[the end,|The End]] things go back to the way they were, until someday another creature enters the tomb seeking answers.