Phoenix's Landing: Destiny
Carolyn VanEseltine
fantasy female protagonist incomplete IntroComp 2008 nonhuman protagonist walkthrough
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Welcome to Phoenix's Landing!



With rare exception, you can enter commands whenever you see a >. (The most notable exception is if you are having a conversation, in which case you will have to finish your conversation first. You will know that you are in a conversation if the game has supplied you with a numbered list of potential conversation responses.)

Here are some useful commands....

HELP will show you this message.

LOOK (or L) will show what is around you.
EXAMINE <object> (or X <object>) will take a closer look at a specific object.
INVENTORY (or I) will show you what you are carrying.

When you want to manipulate an item, try commands like GET <object>, DROP <object>, WEAR <object>, REMOVE <object>, and PUT <object> IN/ON another object.

When you want to talk to someone, you can TALK TO <person>. Sometimes, other people will talk to you of their own accord. When you are conversing with someone, you will be presented with a list of numbered options. Type in the number you want on each turn in order to continue through the conversation.

When you want to move from place to place, try commands like EAST, WEST, NORTH, and SOUTH, or RETREAT (which will take you back in whichever direction you just came from). You can also SIT, STAND, KNEEL, and LIE to assume different positions. It is more comfortable to SIT ON CHAIR than to sit on the ground, though you can only do this if there is a chair nearby.

Occasionally, it is useful to take a moment and THINK ABOUT something, such as one of the gods, one of the races, or someone that you have met.

If you don't want to do anything at all, you can WAIT and see what happens next.

Important commands also include QUIT, SAVE, RESTORE, and RESTART. They do exactly what they sound like.

These are the most important commands, but they are not the only commands implemented in the game. When in doubt, experiment! You may be surprised by what you can do.

Have fun, and good luck!
You press the green
When this story began, it began this way....

In a place that was no place at all, three presences gathered. One was dead, one would never die, and one existed somewhere in between.

The Undying commanded the ghost, *Speak, as you spoke to me.*

The ghost, a translucent, haggard man, showed fear in every quiver of his insubstantial being, yet he spoke before the Presences. "My lords, when I was born, a geas and star were cast upon my path. There was a deed that I was fated to do, yet I was torn from life before it could be completed. This was not in the stars, and it was not in my fate, yet it came to be. I have been wronged."

*You have been wronged.*  It was the Other, and each word twisted the shape of the ghost's existence. *Yet past is past, and done is done. You cannot return to life. You must go on.*

*Yet who could alter what I set into motion?*  The Undying's words were stern, and, like the Other's words, they beat upon the ghost and caused the ghost to vibrate like a bell. *There are few who could change this soul's path, and only one who would. There must be an answer for this.*

*We will answer between ourselves, then,* said the Other. *It is nothing to this ghost. I will send him on his way.*

*No,* said the Undying.

There was a pause.

*no?* said the Other, and, with that soft syllable, a cold wind raced over every leaf in some faraway forest.

*No,* said the Undying. *For he accepted his path and his fate, and, in accepting, he gave all that he was. Mortal though he is, he lost all, and he has earned protection. In the name of the King, I claim his redemption.*

*What is dead is dead, and dead shall not breathe,* the Other said indifferently. *He is lost, and he rots beneath the stones.*

*But I will mark his path again,* said the Undying. *And I will set another upon that path, and I will send this ghost to watch over his successor. If his successor accepts the path as deeply and fully as he, then that one will reap where this one has sowed. And I call upon you to witness and to obey.*

There was a silence like the silence before a storm, when the very sky draws breath, but there was no sky in this place that was not a place.

*Set your star upon his successor, but leave your geas upon this ghost,* the Other said. *What you have done shall not be undone, but I, too, have my rights. I, too, am among the stars, though I stretch beyond them as well.*

*You are among the stars,* said the Undying. *I accept your obedience, and I accept your claim.*

The Other considered. *Then this path is mine, as well, to shape. A little.*

*A little,* the Undying acceded.

The Other turned its attention to the ghost. *We will choose, you and I, until the clay of your successor's being is created. This, I will choose first: your successor's gender. She will be she, as you have been he, thus creating balance. Balance,* the Other added to the Undying, not unsardonically, *is of the essence.*

*So let it be,* the Undying replied blandly. Then, to the ghost: *It is your choice, now.*

And in the place that was no place, a concept came, and another, until nine concepts were arrayed before the ghost. The ghost perceived these nine:

a spiderweb - the concept of Agility
a dandelion - the concept of Endurance
a book - the concept of Brilliance
a mask - the concept of Cunning
a candle - the concept of Awareness
a crown - the concept of Presence
a rose - the concept of Guile
a jewel - the concept of Serenity

*Choose,* said the Undying, *and what you choose will be born in your successor.*

There was no up, no down, no north, no south, no dawn, and no dusk. This was a place that is no place at all. The passing of time itself was all but meaningless -- yet there was meaning in the passage of time; not much, but enough that three presences gathered here meaningfully, and enough that they could converse.

The ghost perceived a sword, a spiderweb, a dandelion, a book, a mask, a candle, a crown, a rose, and a jewel.
You choose the book
The ghost hesitated for a long moment before reaching out to choose the book.

The Other said, *Brilliance. As you will. In return, I choose Awareness.*

To the ghost, the Undying said, *Your successor will have Brilliance. She will think methodically but clearly, and she will see through those who would confuse her mind with Cunning. But one who is Aware will endure against her and see the end of her road before she can reach it.*

The book, mask, and candle faded from the ghost's perception. The sword, the spiderweb, the dandelion, the crown, the rose, and the jewel remained.

*Choose again,* said the Undying, *and what you choose will be born in your successor.*
You choose the rose
The ghost hesitated for a long moment before reaching out to choose the rose.

The Other said, *Guile shall be hers. In return, I choose Presence.*

To the ghost, the Undying said, *Your successor will have Guile. She will be subtle and strong in persuasion, and those with Serenity will yield before her, convinced her aims are their own. But one with Presence will entrance her to follow a new banner and forget her own will.*

The rose, crown, and jewel faded from the ghost's perception. The sword, the spiderweb, and the dandelion remained.

*Choose again,* said the Undying, *and what you choose will be born in your successor.*
You choose the dandelion
The ghost hesitated for a long moment before reaching out to choose the dandelion.

The Other said, *Endurance. So be it. In return, I choose Agility.

To the ghost, the Undying said, *Your successor will have Endurance. She will have stamina and resilence, and she will endure every blow heaped upon her by one with Power. But one with Agility will find her secret weaknesses, and her body will fail first.*

The sword, spiderweb, and dandelion faded from the ghost's perception. *We have determined her heart and her mind and the strengths of her body,* said the Undying. *Now we shall determine the shape of this body.*  And it seemed to the ghost, then, that five pieces of wood appeared before him, each different in hue: birch, ash, maple, rosewood, and ebony.

*Choose,* the Undying said to the ghost, *and all will see your choice upon her skin.*
You look at the maple
The maple wood is golden and burnished to a rich shine.
You choose the maple
The ghost hesitated for a long moment before reaching out to choose the piece of maple.

The other four woods faded away, leaving only the piece of maple. Upon the piece of maple, the ghost perceived an indistinct, eyeless face.

The Undying gestured again, and now seven small gems materialized: a ruby, a topaz, an emerald, a sapphire, an amethyst, a tiger eye agate, and a small dark diamond.

*Choose,* the Undying said to the ghost, *and all will see your choice in her gaze.*
You look at the amethyst
Purple, faceted, and sparkling, the amethyst attracts the eye.
You examine the sapphire
Light and dark blue coruscate through the center of the gem.
You look at the diamond
Dark rainbows decorate the depths of the black jewel.
You look at the emerald
A grass green star hovers just off the surface of the emerald.
You ask undying about the gems
You can only do that to something animate.
You examine the topaz
Sharp yellow light glints through the topaz's depths.
You choose the ruby
The ghost hesitated for a long moment before reaching out to choose the ruby.

The other six gems faded away, leaving only the ruby. It wavered and twinned, and then the pieces of ruby fused with the face of tan wood, shining softly in the place that was not a place. Yet the face was incomplete, and the Other contemplated it.

*I choose... this,* said the Other.

And with the Other's words, a change came over the face, which became covered in downy fur. The nose and mouth elongated into a snout, and small fangs appeared beneath the lips. The face lost its indistinctness to become that of a chirop -- one of the spindly children of the mountains. Her fur was as tan as a piece of polished maple, and her eyes were as crimson as two crimson rubies, with the light of intelligence shining in their depths. Her expression was secretive, and she looked healthy and well-fed.
About yourself
*It is done,* said the Undying. *There will come a day when my star marks her sky, and when that time comes, it will be the time of your geas once more. Then you will be free to guide her, and if she walks upon the true path, then she will gain all that you should have gained.*

*Or lose,* said the Other, *all that you should have lost --*  And for a moment, the words that shook the ghost's very substance carried something like sorrow and something like pain, made brighter by the light of life so near, the touch of death so far.

*But for now,* said the Undying, in a way that could not be denied, *you will wait --*

And, bound by the power of a word and a star, the ghost slept, and the world changed in many ways before he wakened.

Phoenix's Landing: Destiny

Much later, and in a place that was far more real, a young chirop ventured from home with her tradefather for the very first time. She knew nothing of stars, geasa, ghosts, Presences, or anything else except that she was very proud to be along on this trip.

Unfortunately, while she knew nothing of the stars, they knew something of her....

It's the first time that you've been allowed to travel on a trading mission. All your life has been secluded within the confines of a mountain cavern-town far to the west, but this year, your creche-fathers agreed that you should accompany your tradefather instead of the assistant that your tradefather normally hires for the journey.

After weeks of travel (first down the rocky slopes and through rambling hills, and then through the twisting, shadowy forests) you get your first real look at the city of Phoenix's Landing. Above the tall stone walls, you can see the tops of the buildings. Two towers at the center rise highest of all, and, from your tradefather's stories over the years, you recognize them immediately as the temple to Ivrul and the governance hall. Golden fields border the city to the west and south, with a few small buildings clumped here and there. The dark face of Char Cliff rises above it to the north, marking the base of First Mountain.

When you raise your eyes to First Mountain, the city seems no larger than a child's city built from shards of fallen stone. The city nestles beneath the cliff as a pup to its mother, yet it is larger than any city you have ever seen. You have no plans to visit the chiroptera here, but you know that other creche-clans dwell in the range beyond Char Cliff, and the thought is oddly comforting.

But -- the city! You can see it more clearly, now, and excitement bubbles up within you.

To journey through the shadowy forests, you joined a caravan, and now the mounted guardsmen scatter forward and back, tending to their various claims since the forest's dangers are receding away. The boredom of the past week fades as you bounce slightly on the seat of your wagon and strain to see more.

Each wagon has to pause for inspection at the guard house on the near side of the bridge.

You are far enough back in the line of wagons to grow deeply impatient as you wait for your opportunity to enter the city. Once the wagon has been inspected, it clatters over the broad, flat bridge and passes through the gates into the milling city beyond. You catch only a few brief glimpses of the buildings beyond.

Then it is your turn. Your wagon rolls forward over the rutted road and halts. "Inspection," the shaghal guard growls. "All parties present themselves."

At your father's signal, you hop down from the wagon.

Most of the other wagons have already passed over the bridge, but a few wait patiently behind yours. Before you, a broad, sturdy bridge stretches over a wide and rather dubious-looking river. Beyond the bridge, the gate of Phoenix's Landing gapes open to receive you.

Father is here with you, which is rather a relief. The city looks awfully large this close up.

The large shaghal guard stands here inspecting wagons and merchants before he approves them to enter the city.

Father says quietly, "Achatli, this should only take a moment, but please be on your best behavior."
I beg your pardon?
You examine the river
A faint swirl of grease drifts over the surface of the murky grey water.
You look at the bridge
The bridge is almost as dusty as the road.

The guard approaches Father, identifies himself as Greshen, and demands both of your names, which your father supplies. Greshen nods slightly in reply.
(You memorize Greshen's name for future reference.)
You look at Father
You take a moment to study your clan's tradefather -- the one who interacts with other races and visits cities beyond the chirop mountains of your home. He is your true father as well, but this is much less important than his position in the creche-clan, and you tend to forget about it from time to time. Despite this, you have always been pleased by your resemblance to one another -- you share his tan fur and crimson eyes. Someday, he will retire. Because you are female, you could never hold the title of tradefather in a creche-clan, but you can hope for enough training that you can spend your life traveling and bartering. Maybe you will even serve the creche-clan in your tradefather's stead for a time. It is a slim hope, but a hope.

Greshen inspects the contents of your father's wagon.
Oops greshen
Shaghal are the furred people of the plains and valleys. They typically have brown or black fur and brown, black, amber, green, or dark blue eyes, although the occasional specimen displays an unsettling crimson hue. Shaghal have two arms, two legs, and walk upright, as all people do, but their faces are distinctly canine, with short muzzles, black noses, and white, sharp teeth, rather like jackals or wolves.
The resemblance is enhanced by triangular ears set high atop the skull and a plumed tail. For all of that, their hands are five-fingered and dextrous, and you know better than to underestimate their intelligence.

This particular shaghal has mahogany brown fur and dark amber eyes. He carries a short, heavy staff wrapped in leather in one hand, and he also bears a curved axe at his hip. He displays the scarlet and silver crest of Phoenix's Landing on his shoulder.

Greshen seems to be taking an awfully long time with his inspection.
You talk to Father
His attention is on Greshen and he doesn't want to be disturbed.

Greshen finishes his inspection and turns to your father. "Everything seems to be in order here," he says.

"I'm glad to hear it," Father replies.
You examine the crest
The crest of Phoenix's Landing is a flame-wreathed scarlet bird silhouetted on a bright silver mountain, all set on a field of black. The crest appears on the shoulder of this jerkin.

For the first time, Greshen's amber gaze slides over your face as he looks away from Father. One of his ears twitches, and he looks surprised. Instead of saying anything, though, he rummages in his vest for a piece of paper. After scrutinizing the paper for a long moment, he stares intently into your eyes, and then he shakes his head.
"You'll have to wait here for a moment," he says, and signals to a human guard standing closer to the gate. The human guard nods briefly and goes into the city with a purposeful air.
You think about Greshen
Greshen is a shaghal guard in Phoenix's Landing.
You think about Father
The other races are unfortunate to have only one father apiece. Like any other chirop born to a healthy creche-clan, you have five fathers, all well beloved: your lorefather, your lawfather, your lifefather, your hearthfather, and your tradefather. Yet you are more like your tradefather than any other of your fathers, and you know he is your blood-father as well. You have a special closeness to him, and it is a deep privilege to go on this journey with him. Your tradefather's role as a father is to teach you and your siblings about how to interact with the other races, and his duty as a member of the clan is to trade so that the clan will prosper.
You ask Greshen about the paper
Father might be annoyed if you did that.

A graceful chirop priest strides through the gate. He glances about briefly before Greshen beckons him over.

"Eyes of Justice," Greshen says respectfully. "There was a missive that came out, and I think...." Instead of finishing the sentence, he shows the slightly crumpled piece of paper to the young priest.

The priest peruses the paper and then looks down at you.
You think about the humans
Humans are the populous people of the oceans. They have two arms, two legs, and walk upright, as all people do. Their skin is normally light or dark brown, though there are paler or darker exceptions, and they have eyes in a wide variety of colors. Although both genders grow hair from the tops of their heads, human men can be readily distinguished from human women because the women do not grow fur on their faces. Although they appear weak and unprotected, they are surprisingly versatile and thrive in a variety of enviroments.

"A greeting to you, in virtue and honor," the priest says. "I understand your name is Achatli. Is this your first time in the city of Phoenix's Landing?"

[1] "It is true. I have never been here before."
[2] "Of course not. I am well familiar with the city."
[3] "What's your name?"
3
"I do have the advantage of you, and I can see that you feel that's unfair," the priest says. "As you will. I am Hachachi of the Stars. And now you will answer my question, perhaps?"

(You memorize Hachachi's name for future reference.)
[1] "It is true. I have never been here before."
[2] "Of course not. I am well familiar with the city."
1
Hachachi nods. "I hope you like it here. Before I can permit you into the city, though, my superior -- High Caerwyn of the Stars -- requests to meet with you. I trust you have no objection?"

[1] "It would be my pleasure."
[2] "That seems all right...."
[3] "Is there another way?"
3
Hachachi frowns slightly. Turning to your father, he explains, "It is merely a precaution, but there is an omen about a girl with the markings and hue of this child, and we expect the one we seek before the moon's cycle ends. I wouldn't worry," he adds, "but it really is important that High Caerwyn inspects her."

Father hesitates for a long moment. Greshen tenses slightly in response to Father's tension, and for a moment, you fear something horrible will happen, but then Father says, "All right. I'll be with her, of course."

Hachachi nods. Turning to Greshen, Hachachi says, "Please take this wagon to the side and ensure that it remains safe. We should return within the hour, but there's no need to block traffic."

Leaving the wagon behind, you cross the broad bridge and enter the vast city from its western gate. "This is West Flame Gate," Hachachi says conversationally, "and people call this neighborhood the Silver District. You'll bring your wagon through this way later this evening. Over there is the Full Cup, a very good inn -- I recommend the ale highly."

He continues to converse as you move through the city, but the sound flows around you like the mountain wind -- present, but disregarded. You pay more attention to the various wagons in the market square you pass, to the way passersby part for the young priest, to the low buildings on all sides, and to the people -- so many people! You have never seen so many people in all your life, let alone all in one place. From your father's past stories, you know that this was once a chirop town, but that many humans and shaghal moved here as the city grew in prominence, and now it is a notable center of trade.

In your heart, you had somehow pictured a town like your home, but the buildings surrounding you are very different from the caves where you grew up. You did not know there were so many chirop clans in all the world, and here, those clanmembers mingle with an equal number of humans and scattered groups of shaghal. You are comforted by the presence of your father.

Looking forward, you see a bridge at the end of the street, and, beyond that bridge, you see a white spire that can only be the governance hall. The governance hall and the temple of Ivrul are placed upon an island at the center of the city, and now, you are close enough to glimpse sunlight sparkling off the surrounding waters.

A wide-shouldered human woman stands to the left of the bridge's base. Like the shaghal guard at the gate, she bears the scarlet and silver crest of Phoenix's Landing on one shoulder, though she carries a spear instead of an axe. Hachachi nods a greeting to the human guard, who nods briefly in return and gestures you across the bridge.

There are tiled paths here rather than cobbled streets, and Hachachi turns left along one of those paths, guiding you past the governance building and toward four buildings standing in a cluster. The tallest of these by far is the silver spire that you saw before, which you recognized as the spire of Ivrul of the Mists. That, however, is not your destination. Instead, the priest escorts you to a stately building of grey marble, and you walk beneath an archway marked with a silver star. This is the temple of Ferran of the Stars.

Beyond the archway is a courtyard, and you pass through the courtyard, through the doors, and down a short hall before entering a silver-walled chamber. The most noteable feature of the room is a stunning blue tapestry depicting a heron among reeds. A human woman garbed in black leather is seated to one side.
You bow to the woman
With your father at your side, you enter. Behind you, Hachachi says respectfully, "High Caerwyn, I present Achatli for your examination." (You memorize High Caerwyn's name for future reference.)
High Caerwyn nods. "Thank you, Hachachi. I will summon you when it is time."
Hachachi steps back into the hall and closes the door gently behind him.

The chamber is dominated by a wide tapestry hanging opposite the door. In shades of blue, black, silver, and gold, it depicts a magnificent heron standing among reeds and gazing skyward toward a night filled with stars. The walls are panelled in dark wood with a subtle silver shimmer. A massive black cabinet stands to one side, and a matching table has been positioned among four chairs at the center of the room.

High Caerwyn is sitting on the tall chair positioned in front of the tapestry.
I beg your pardon?
You think about the names
Your thoughts circle without profit.
You examine Achatli
There is no reflective surface nearby in which you can get a proper look at yourself. However, despite your best efforts to remain tidy, your fur is dusty from the road, and you are not completely comfortable with your current appearance. You would definitely welcome the opportunity to tidy up.

Father has promised that opportunity once you are safely inside the city, which is another reason to hope for speed.
You examine Caerwyn
Humans are the populous people of the oceans. They have two arms, two legs, and walk upright, as all people do. Their skin is normally light or dark brown, though there are paler or darker exceptions, and they have eyes in a wide variety of colors. Although both genders grow hair from the tops of their heads, human men can be readily distinguished from human women because the women do not grow fur on their faces. Although they appear weak and unprotected, they are surprisingly versatile and thrive in a variety of enviroments.

High Caerwyn is garbed in a fitted, coal black leather vest over an equally dark cloth shirt. Her ankle-length skirt is similarly made of fine leather, and it has been split up each side to allow for maximum freedom of motion. A tear-shaped medallion hangs upon her brow from a fine silver chain, and several necklaces ornamented with various sigils encircle her throat. The overall effect is ornate and militant at the same time, and not at all what you expected, though you have rarely encountered worshippers of Ferran of the Stars.

"Achatli, be welcome," High Caerwyn greets you. "I am Caerwyn, the High Priestess of Ferran of the Stars. Tell me, what do you know about the Divine Judge?"

[1] Tell Caerwyn in detail what the chiroptera teach about Ferran.
[2] Claim to know nothing about Ferran.
2
"The easiest way to show you is to do it," High Caerwyn says. From a concealed pocket in her skirt, she takes a polished wooden case no larger than her palm. When she opens the case, she reveals a set of onyx stones, each carved with a rune, and a folded square of blue silk. She spreads the silk across the chair at her side. "I will need a strand of your hair," High Caerwyn says. You draw your fingers through your hair, coming away with a single strand, and pass it to her. She loops the strand of hair end-to-end, forming a circle upon the silk.

High Caerwyn closes the case and rattles it for a moment before opening it. As she pours the stones across the silk, sudden silvery-blue light radiates up from the silk, and the strand of hair vanishes. The nine stones roll to rest in a four-pointed star -- one at the center, two on each arm. Only the center stone faces upright, and that one bears the same stylized star as you saw above the archway.

"What does that mean?" Father asks, though the tone of voice suggests that he has his suspicions already.

The high priestess sits very still for a moment before picking up the case and putting away her set of stones. "This is inconclusive, but I would like to talk with your daughter alone for a moment." Father opens his mouth to protest, but she cuts him off in a clear, sharp voice. "We will be here, and you will be right outside the door. I assure you, there is nothing to fear."

"Unacceptable," Father says coldly. "We will discuss what must be discussed, you and I, and you will involve my daughter further only with my consent."

"She is nearly to her age of majority ," High Caerwyn states. "She has the right to hear about such things herself. If she is geased -- and she does seem to be -- then she must know what will come of it."

"And if I refuse?" your father demands. There is a long pause as Father and High Caerwyn stare at one another, his crimson eyes locked to her dark blue eyes.

The priestess of Ferran looks away first. "Then it could be her life," she says simply.

Your father presses the advantage. "If it is her life, then what you know must be shared with me fully before you speak to her further. She is bright and special and tireless, and she is honored for her learning by every one of her fathers. I will permit nothing to harm her."

This last, you recognize as trade manners; it would not do for this priestess to think you are of low value to your creche-clan, lest she believe that you -- and Father -- could vanish without your family's notice. Still, you warm beneath his praise.

High Caerwyn nods. "Very well." She rises from her chair, goes to the door, and summons the graceful chirop priest. "Escort Achatli to the Cat Chamber, please, and remain until her father comes or until I join you."

The priest bows gracefully to Caerwyn, half-spreading his arms to expose his patagium as he does, and then backs out of the room. At your father's nod, you follow the priest.

The Cat Chamber turns out to be a short way down the corridor to the left. Hachachi follows you in and closes the door.

This chamber is nearly identical to the previous room, including the dark walls and precisely positioned black furniture. The primary difference is in the tapestry, which depicts a spotted cat instead of a heron, and which has been executed with accents of gold, yellow, and green upon black instead of blue and silver upon black.

Hachachi is standing nearby.
You examine Hachachi
He is chirop, just like you -- one of the lithe, lightly furred people of the mountains. Your father has told you of other chiroptera here, and it is a comfort to see one now. Like you or your father, this chirop has a membrane called the patagium that stretches from hip to wrist, connecting his arms to his body in the fashion of a bat's wings. His face is small and fuzzy, and you know that fangs are hidden within the small snout.

This particular chirop is light tan in hue, with piercing black eyes. Several braids have been woven into the crest of longer hair that runs back from his brow. He wears a two-tone tunic in light and dark grey, and the tunic has been split neatly down the sides so that his patagium is not hampered -- a fairly traditional style of garb, which you and your family also favor, though the stylized star embroidered on his collar is not traditional. He is young, yet carries himself with an air of authority.
You think about the patagium
Your thoughts circle without profit.

"Would you like to sit down?" Hachachi gestures to the ring of four chairs.
You sit
Did you mean to sit on the floor? (There's a black chair positioned facing the tapestry right there....)
[Please respond with YES or NO.]
No
You seat yourself in one of the black chairs. Hachachi nods his approval.

The priest draws a small key from a hidden pocket and opens the black cabinet. At this angle, you can't really see anything of the contents of the cabinet, but when Hachachi turns back toward you, he is holding a small, opaque bottle and a pair of porcelain cups.

"Are you familiar with desert appleshy?" he inquires.

[1] "Desert appleshy? I don't think so...."
[2] Remain silent.
1
"It is made by the jinn," Hachachi says as he uncorks the bottle and pours carefully. The liquid that swirls into the cups is pale gold, but tinged with faint iridescence. "The name is more fantastic than the flavor, I fear, but it has the virtue of lasting long and well in darkness -- so we keep a bottle in each room to quench thirst at appropriate times."

Keeping one cup for himself, he sets the other on the table and then takes a moment to put the bottle away.

Hachachi sits down on the black chair positioned to the right of the tapestry.
Xyzzy
Yes, Colossal Caves is awesome. Now stay focused.
Look around
Cat Chamber (on the black chair positioned facing the tapestry)
The chamber is dominated by a wide tapestry hanging opposite the door. In shades of gold, yellow, green, silver, and black, it depicts a magnificent spotted cat lounging upon a tree branch and gazing skyward toward a night filled with stars. The walls are panelled in dark wood with a subtle silver shimmer. A massive black cabinet stands to one side, and a matching table of smaller size has been positioned among four chairs at the center of the room.

Hachachi is sitting on the black chair positioned to the right of the tapestry.
On the small black table is a small porcelain cup of desert appleshy.
You pour Cup out
(the small porcelain cup of desert appleshy out)
You don't see anywhere appropriate to pour out the small porcelain cup of desert appleshy.

Hachachi tilts his cup to his lips for a moment before lowering it again.
Smell cup
(the small porcelain cup of desert appleshy)
You smell nothing unexpected.
You look at the tapestry
A border of ornate black knotwork outlined delicately in gold runs along the edge of the tapestry. At the center of the image, shadowy green leaves part to reveal a magnificent spotted cat lounging on a tree branch. The yellow-gold cat all but glows against the blackness of the night sky. Above the cat, fourteen bright yellow stars connected by thin golden lines pick out a constellation against the night sky, and the constellation is a second cat.

Hachachi pauses to smell the aroma in his cup.
You move the tapestry
You fail to move the wide tapestry.

Hachachi gazes into his cup for a moment and swirls the liquid reflectively.
You look around
Cat Chamber (on the black chair positioned facing the tapestry)
The chamber is dominated by a wide tapestry hanging opposite the door. In shades of gold, yellow, green, silver, and black, it depicts a magnificent spotted cat lounging upon a tree branch and gazing skyward toward a night filled with stars. The walls are panelled in dark wood with a subtle silver shimmer. A massive black cabinet stands to one side, and a matching table of smaller size has been positioned among four chairs at the center of the room.

Hachachi is sitting on the black chair positioned to the right of the tapestry.
On the small black table is a small porcelain cup of desert appleshy.

Hachachi pauses to smell the aroma in his cup.
Drink cup
(the small porcelain cup of desert appleshy)
(first picking up the small porcelain cup of desert appleshy)
Taken.

You take a sip from the small porcelain cup of desert appleshy. A flavor like honeyed apples and grapes and spring water fills your mouth.

How can a drink be diluted and strengthened at the same time? In flavor, this is rather like watered apple juice sweetened with honey, but the power of the drink still dizzies you briefly. Everything shimmers in your vision a second after you swallow, but then your sight returns to normal.

The subtle scent of apples and honey wafts from the cup in your hand.
You keep going
(the small porcelain cup of desert appleshy)
You take a sip from the small porcelain cup of desert appleshy. A flavor like honeyed apples and grapes and spring water fills your mouth.

Hachachi settles back in his chair. "Now, we shall be civilized," he invites. "Please, you must be curious about my city. If you wish to ask questions, I will be happy to answer them -- but first, what did you think?"
You ask Hachachi about Cup
[Use TALK TO to interact with characters.]
You talk to Hachachi
[1] "I'm very impressed by the appleshy."
[2] "The appleshy isn't really to my taste."
2
"Oh? Well, that's a disappointment," Hachachi says. "I'm very fond of it myself, and I hoped you would be."

[1] "Tell me more about Ferran?"
[2] "Tell me about Caerwyn?"
[3] "Tell me about yourself?"
[4] "Tell me about the city?"
[5] "Tell me about geasa?"
[6] Say nothing.
3
In response to your question, the chirop priest hesitates. "I'm not sure what there is to tell," he says. "I assist High Caerwyn, but not at services -- I assist her with the day-to-day of scheduling and planning and organizing. Really, I'm rather boring."

You are certain that, under the cover of fiddling with his cup, Hachachi is watching to see how you react.

[1] "Tell me more about Ferran?"
[2] "Tell me about Caerwyn?"
[3] "Tell me about your family."
[4] "Why did you join the priesthood?"
[5] "Tell me about the city?"
[6] "Tell me about geasa?"
[7] Say nothing.

Hachachi gazes into his cup for a moment and swirls the liquid reflectively.
2
"High Caerwyn is devoted, yet caring," Hachachi answers. "I think nothing concerns her so much as the lives that we lose -- for each time one man kills another, it is a failure of the Temple." He studies you for a moment, clearly judging his words carefully. "We must study virtue, and we must teach its path, or we will all be lost in a darkness without stars. No one believes this more than she does. If High Caerwyn were not bound by duty, her deeds would be great -- but she is bound by duty, the highest calling there is, and so her light is seen only in the deeds of those she guides."

[1] "Tell me more about Ferran?"
[2] "Tell me about your family."
[3] "Why did you join the priesthood?"
[4] "Tell me about the city?"
[5] "Tell me about geasa?"
[6] Say nothing.
5
"Though I see why you would ask, I cannot speak further with you about geasa," Hachachi says apologetically. "However, High Caerwyn will tell you all that you must know -- just as soon as your father consents."

[1] "Tell me more about Ferran?"
[2] "Tell me about your family."
[3] "Why did you join the priesthood?"
[4] "Tell me about the city?"
[5] Say nothing.

Hachachi says something, but you can't understand what he says -- the syllables are blurred and strange to your ear.
The words you were about to speak fly away.
[1] "What did  you say?"
[2] "I feel strange...."
[3] Say nothing.
2
"Is it the incense? It's a bit strong in the hallways...." Hachachi gazes at you in clear concern.

[1] "What did  you say?"
[2] "Help me -- something's wrong!"
[3] Say nothing.

The subtle scent of apples and honey wafts from the cup in your hand.

Light sparkles suddenly in the corner of your vision, but when you turn your head, it is gone. A wave of dizziness washes over you.
You kill Hachachi
[Before you can try attacking Hachachi, you will need to complete this conversation. Please enter a number or type REPEAT to reacquaint yourself with your options.]

Hachachi tilts his cup to his lips for a moment before lowering it again.
2
Hachachi says something in reply, but you can't understand what he says. But he doesn't get up to help you -- even though the edges of the room have started spinning....

[1] "What did  you say?"
[2] Say nothing.

Hachachi pauses to smell the aroma in his cup.

Your grip suddenly loosens on the small porcelain cup of desert appleshy. Though you reach out with your other hand to catch the cup as it slides from your numb fingers, the air is thick around your hand, slowing your motion. A few flying drops of desert appleshy spatter your hand before the cup strikes the ground. Spilled desert appleshy flows across the floor. Reaching after the cup, you lose your balance, and the entire world slips sideways.

You stumble first to your knees and then catch yourself on your hands. You try to stop your fall, but the best you can do is hit the floor first with your shoulder instead of your face. Fortunately, the jarring pain that follows is also far away.

Hachachi is crouching beside you. You see his mouth moving, but you can't hear what he says. You feel it, though, when he raises your head, slides his knee under you for support, and opens your lips with a clinical finger so that he can pour more desert appleshy down your throat. Your faintly moaned protest chokes off beneath the draught, and you swallow against your will. Everything is spinning faster and faster, and you are pressed down from the force of it. Your tongue tastes of apples.

Although your eyes are still open, your vision starts to fade. There is a roaring in your head that is growing louder, and louder....
Look around
The thunder resolves into the pounding roar of a seething mass of chiroptera. The myriad voices, the screaming, the shouting, all blends together and echoes through your very bones.

You are standing upon a high dais, and on all sides, thousands of chiroptera stare up at you -- the source of the incredible tumult. You had not conceived of so many people in all the world, let alone so many of your kin in the same place, and their frenzied behavior is alien to your secluded existence. Your very heartbeat and breathing feel dictated by the hunger of the crowd. You are garbed formally in a side-split tunic of dense, gem-adorned brocade and a long skirt, but you are much less concerned about your attire than you are concerned by the long, heavy sword gripped in your hand.

A chirop woman kneels before you. Her tan fur is sparse from great age, and her hands are bound tightly behind her back with coarse rope. Her shoulders twitch in a shiver as the cries of the crowd pound over you both.

Though the sound of the crowd all but deafens you, a woman's clarion voice rises above the din of the crowd. "She is condemned. Strike!"
I beg your pardon?
You run
You'll have to say which compass direction to go in.
Go outside
You step to the edge of the dais. Thousands of eyes bore into you as you start down the steps, and the tone of the crowd's layered cries becomes suddenly, sharply hostile. A heavy wave of disorientation follows. This isn't you -- this isn't your place or where you belong....

And, winging after that thought, you realize that it is nighttime. The roar of the crowd fails into silence, defeated by the sudden blackness and the tide of stars that flow across the night sky. The taste of apples fills your mouth, and stars flash across your gaze as everything spins away from you.

This, in the darkness:

There is a voice. The voice is sharp, clear, female, and only newly familiar: Caerwyn's voice, asking, "What did you give her?"

A second voice comes from the darkness. This one is low, softer, male, and as little-known to you as the first. Hachachi answers, "Heartkenning in dreamwine."

Caerwyn: "You mistook her, perhaps, for a trained diviner? You risk too much."

Hachachi: "It had to be risked."

Caerwyn: "'Use your initiative' didn't mean kill the girl. She's hardly breathing."

Hachachi: "There weren't many options and there wasn't much time."

Caerwyn: "There was more time before you tried to kill her."

Hachachi: "High One, if I was wrong, please forgive me. I measured the dreamwine carefully -- six swallows, no more. Her geas..."

But the darkness is spinning, and noise comes out of the darkness -- a shivering, rushing noise, something more familiar than the voices. The noise drowns out Hachachi's voice. You struggle to identify this new sound....

Water. The sound is water.

You are lying on cold stone, and you can hear a river not far away.

Underground, Crevice
It's hard to see much of anything here, as overhanging shelves of rock block almost all light from the north, and that light is a frail, greenish shimmer at best. The crevice is small and cramped. Once, it was a full passage, as signs of a broader tunnel do lead west, but the tunnel is blocked by fallen rocks.
You examine the rocks
The fallen rocks prevent you from proceeding west.

When the rocks fell, we were lucky because grubmen are stupid. Instead of coming to kill us, they went to pray to the grubqueen. It would have been easier if they hadn't left a sentry.
About you
There is no reflective surface nearby in which you can get a proper look at yourself. However, despite your best efforts to remain tidy, your fur is dusty from the road, and you are not completely comfortable with your current appearance. You would definitely welcome the opportunity to tidy up.
You examine the light
Faint, greenish light is visible to the north.

You have to keep moving. Eventually, the grubmen will realize that the falling rocks were on THIS side, and then they'll come to investigate.

Faint, greenish light is visible to the north.
You think about the grubmen
Your thoughts circle without profit.
You go north
There was no way to go back. All we could do was go forward, and hope for a new exit somewhere past the grubmen.

You stand up cautiously to avoid cracking your head on the low stone ceiling.

This underground space is dimly lit by crusts of phosphorescent lichen clinging to the cavern roof. Ragged spires of rock jut from the ground, and cool, dark shadows fill the spaces between the spires. A crevice opens to the south, and a broader passage leads off to the east.
You look at the lichen
The only light here is a dim glow emanating from the lichen clinging to the cavern ceiling.
You get the lichen
The patch of phosphorescent lichen is too far away.
You examine the spires
Several waist-high stalagmites rise from the ground.

Wait -- this isn't the way it went....
You go to the east
Underground, Beside the River
The cavern opens up beside a broad underground river. Across the river, small orange fires glimmer, and contorted humanoid shapes are visible moving in the firelight. These are grubmen -- an annoying, not particularly intelligent breed of underground dweller with a tendency to steal animals from human and chirop settlements. The river flows through a black, impassable hole to the south, but there is room to walk north along the river's steep bank.

A narrow, not-particularly-sturdy-seeming bridge stretches over the river to the east. Upon the bridge is another short grubman standing watch -- a rather ineffective watch, at that, since the grubman is staring toward the fires and has not yet noticed you.

The grubman standing on the bridge shifts anxiously from pudgy foot to pudgy foot.
You look at myself
There is no reflective surface nearby in which you can get a proper look at yourself. However, despite your best efforts to remain tidy, your fur is dusty from the road, and you are not completely comfortable with your current appearance. You would definitely welcome the opportunity to tidy up.

I wasn't alone. The rocks caught Achimi, but Hichaesho made it through.
You kill grubman
(the translucent white grubman)
You can't reach the translucent white grubman from here.

The grubman standing on the bridge shifts anxiously from pudgy foot to pudgy foot.
You check what you're carrying
Your hands are empty.
You are wearing a dark green goat wool cloak, a pale green tunic split up the sides, and a long, voluminous skirt of pale green wool. A slim braided leather belt encircles your waist. You have a pair of braided white leather sandals on your feet. You are also wearing a slender zircon-studded bracelet and a pair of dangling zircon earrings.

The grubman standing on the bridge shifts anxiously from pudgy foot to pudgy foot.

Am I dreaming?
You look at the bracelet
You study the slender zircon-studded bracelet for a moment, but you notice nothing particularly unusual.

Who ARE you, and why are you in my dream?
You jump
You jump on the spot, fruitlessly.
Go east
Underground, Grubman Bridge
This narrow, rickety bridge was designed for the weight of a grubman, not a chirop, and it complains softly with your every movement. There are no railings. Tinted dimly orange by the nearer grubman fires, the river plunges swiftly past below and flows away to the south.

Grubman engineering is not much of a science. The bridge trembles disconcertingly underfoot. Fortunately, the grubman guarding the bridge is distracted and looking away from you.

The grubman standing on the bridge shifts anxiously from pudgy foot to pudgy foot.
Yes
Against your better judgement, you approach the translucent white grubman.

You rush at the grubman, put your hands against his back, and shove! With a chittering wail, the grubman falls into the river and bobs away to the south.
You cross the Bridge
Underground, Beside the River
The cavern opens up beside a broad underground river. Across the river, small orange fires glimmer, and contorted humanoid shapes are visible moving in the firelight. These are grubmen -- an annoying, not particularly intelligent breed of underground dweller with a tendency to steal animals from human and chirop settlements. The river flows through a black, impassable hole to the south, but there is room to walk north along the river's steep bank.

A narrow, not-particularly-sturdy-seeming bridge stretches over the river to the east. From here, you can see nothing on the bridge.
You go to the north
You walk north along the bank.

Underground, Beside the River
The river passage narrows as it proceeds northward. Farther north, there is nowhere to stand, but here, you can view the broad subterranean river by the light of the distant fires. Twisted rock formations overhang the river, but none are within reach.
You examine River
The river is far too broad to jump, and it looks both fast and deep.
To the south, a crude bridge spans the water.
You examine the formations
Several twisted, water-smoothed stalactites overhang the river.
Climb formations
The twisted rock formation is too far away.
Go west
This underground space is dimly lit by crusts of phosphorescent lichen clinging to the cavern roof. Ragged spires of rock jut from the ground, and cool, dark shadows fill the spaces between the spires. A crevice opens to the south, and a broader passage leads off to the east.
Go east
Underground, Grubman Bridge
This narrow, rickety bridge was designed for the weight of a grubman, not a chirop, and it complains softly with your every movement. There are no railings. Tinted dimly orange by the nearer grubman fires, the river plunges swiftly past below and flows away to the south.

Grubman engineering is not much of a science. The bridge trembles disconcertingly underfoot.
Go east
With no further obstacle in your way, you carefully cross the bridge (which, by some minor miracle, does not break beneath your weight) and halt on the far side. The space just off the bridge is slightly shadowed, and you can pause here to gain your bearings before proceeding onward.

Or perhaps not -- because suddenly, everything changes....
You press the space
You are in a new cave, though you are standing up this time.
Everything around you is very faintly lit by greenish-yellow phosphorescence, which, you realize after a moment, comes from a thin crust of lichen on the walls. It's like something out of a story -- you've never seen lichen like this before.

Phosphorescent lichen illumines this underground cavern with a weak, sickly light. The air is humid and unpleasant. The only route from here is north.

You can't see any such thing.

I beg your pardon?
Go north
A narrow stream, no more than a few handsbreadths across, trickles in from the north and flows away to the southeast. Thin crusts of phosphorescent lichen cling to the walls and ceiling, casting a weak, sickly light . The air is humid and unpleasant. Passages open north, south, southeast, southwest, and east from here.
You go southwest
Phosphorescent lichen illumines the underground passage around you, but with a weak, sickly light. The air is humid and unpleasant. There are exits leading north and northeast from here.
You go north
Phosphorescent lichen illumines the underground passage around you, but with a weak, sickly light. The air is humid and unpleasant. There are exits leading northwest and south from here.

I've seen fungus like this, but only outside. On trees, sometimes, in forests... never in caves.

But this is a dream. Anything can happen here.
You eat the fungus
(first taking the thin crust of phosphorescent lichen)
That's hardly portable.
Go northwest
Phosphorescent lichen illumines the underground passage around you, but with a weak, sickly light. The air is humid and unpleasant. There are exits leading northeast and southeast from here.

Time passes.

I didn't understand that sentence.
Smell
Everything smells like lichen. Still, you think the air coming from the northeast might be a bit fresher.
You go to the northeast
A narrow stream, no more than a few handsbreadths across, trickles in from the north and flows away to the south. Thin crusts of phosphorescent lichen cling to the walls and ceiling, casting a weak, sickly light . The air is humid and unpleasant. Passages open north, northwest, south, and southwest from here.

As you shift position, one of your knees suddenly buckles, and you stumble to the side. You successfully  catch yourself against the wall with an outflung hand. When you regain your balance and pull your hand away, you see a black handprint on the wall.
You look at the handprint
It looks as if the lichen has been damaged on one wall, as a black handprint mars the faint green glow.
Smell
Everything smells like lichen. Still, you think the air coming from the north might be a bit fresher.
You go north
A narrow stream, no more than a few handsbreadths across, trickles in from the northeast and flows away to the south. Thin crusts of phosphorescent lichen cling to the walls and ceiling, casting a weak, sickly light . The air is humid and unpleasant. Passages open northeast and south from here.
You go northeast
A narrow stream, no more than a few handsbreadths across, trickles in from the northeast and flows away to the southwest. Thin crusts of phosphorescent lichen cling to the walls and ceiling, casting a weak, sickly light . The air is humid and unpleasant. Passages open northeast and southwest from here.
Go northeast
A narrow stream, no more than a few handsbreadths across, trickles in from the east and flows away to the southwest. Thin crusts of phosphorescent lichen cling to the walls and ceiling, casting a weak, sickly light . The air is humid and unpleasant. Passages open north, southwest, and east from here.
Smell
Everything smells like lichen. Still, you think the air coming from the east might be a bit fresher.
Go east
Underground, Below the Night
Suddenly, you come around a twist in the tunnel to see light shining down through a broad gap in the stone -- real light, moonlight, which washes the lichen's sickly glow into insubstantiality. The small stream coursing through the cavern has its source here, for a thin stream of water pours down through the gap and pools at your feet before wandering away through the passages.

Beside the waterfall, a crude ladder leads upward and outward to a cold night sky.
Drink water
You scoop up some of the stream water in your hand and drink from your palm. The water is cool and tastes slightly fungal.
You look at myself
There is no reflective surface nearby in which you can get a proper look at yourself. However, despite your best efforts to remain tidy, your fur is dusty from the road, and you are not completely comfortable with your current appearance. You would definitely welcome the opportunity to tidy up.
Look around
Underground, Below the Night
Moonlight shines down through a broad gap in the stone, washing the lichen's sickly glow into insubstantiality. The small stream coursing through the cavern has its source here, for a thin stream of water pours down through the gap and pools at your feet before wandering away through the passages.

Beside the waterfall, a crude ladder leads upward and outward to a cold night sky.
Up
From here, you can go south and west.
You climb the ladder
Well done!

You climb the ladder rapidly. It is slightly slick from moisture, but not dangerously so, and a cool, refreshing mist envelops you as  you reach the top of the ladder and lift yourself onto a rocky hillside. Below, there are pines.

You draw a deep breath of air, and it smells like incense.

Incense....

The hillside fades....

Balanced on the edge between wakefulness and sleep, you lie in a room where the smell of incense rests heavily on the air. At least one blanket presses your body down, but you are not uncomfortably warm.
You look at the blanket
The sheets are fine and soft -- linen, perhaps -- and there is at least one heavier blanket atop them, which feels like wool.

To the left, there is the soft, slightly echoing scrape of a door opening and closing.
Sleep
You give up on this unimpressive world and allow yourself to drift back into dreams.
You look around
Your eyes are closed, and, in this half-dreaming state, you can't remember how to open them.

Caerwyn's voice comes from your left. Her voice is low but clear. "Hachachi. How is our patient?"

There is a pause before Hachachi responds. His voice is very near, not far from your right elbow, and his soft words are heavy and slurred. "No change. Still 'sleep."
I beg your pardon?
You look around
This, in the darkness:

You are dying.

Orange light hurls itself through darkness, and it takes the shape of a bird. The light-wreathed bird burns your vision as sharply as the sun would, but in this dream, you can gaze without looking away. A feathered crest runs over the bird's skull, and its tail is as long and ornate as a peacock's, painted in all the myriad colors of fire. The phoenix's light parts the darkness....

You stand upon a narrow ledge on the side of a blackened rock cliff. A thin path traces over the rock to your left, but your ledge is cut off from the path by a twenty-foot gap. Far overhead, the phoenix burns in all its glory on a course from west to east, and beyond the phoenix, you see a starry expanse of night sky. Far below, you see city lanterns shining against the night.
You examine the Phoenix
Looking at the phoenix is as painful as staring directly at the sun, and it leaves raw blue afterimages in your vision, yet you can still see the night sky beyond it.

With the flick of a wingtip, the phoenix turns overhead, raining tiny vermilion flamelets as it shifts its course from east to south.
You examine the night sky
Among the scattered silver stars, you recognize the constellation of the Heron. However, the constellation has changed from the version that normally shines in the night sky. A new star shimmers upon the heron's breast.

A woman descends into view upon the thin path. In the phoenix's light, you see that she is a very old shaghal woman, pale with age and trembling with exhaustion. Her milky white eyes are fixed upon the phoenix's distant radiance. She does not look at you even for a moment as she hurries along her pained, stumbling course. Upon the mountain breeze, you catch her anguished whisper: "Wait for me. Wait for me...."

From north to south, she passes down the cliff and is gone.
You climb down
You must name something more substantial.

In the near southern sky, the phoenix folds its wings and stoops. Engulfed in orange fire, it burns out of the heavens like a meteor and drops upon the city. When it strikes, the buildings explode into flame. A broad halo expands around the city. The phoenix is gone; the city is gone....

Everything is gone.
You follow her
Again, in the darkness:

These dreams are killing you.
You wait a while
Time passes.

In the near southern sky, the phoenix folds its wings and stoops. Engulfed in orange fire, it burns out of the heavens like a meteor and drops upon the city. When it strikes, the buildings explode into flame. A broad halo expands around the city. The phoenix is gone; the city is gone....

Everything is gone.

Again, in the darkness:

These dreams are killing you.
You wake
Phoenix's Landing, East Flame Street
By the light of its own burning edges, a nearby signpost advises that this wide road bears the ill-omened name of East Flame Street. Wooden buildings blaze to the north and south, and the air reeks of scorched vegetables from a nearby farm stand. The air is filled with smoke and the sounds of crying, babbling people as the city's inhabitants flee toward the eastern gate.
You examine the people
You catch no more than glimpses of faces as the crowd surges by.
Human, chiroptera, and shaghal, every face is distorted with fear.

Again, the dream changes.

The afternoon sky is completely curtained with cloud, leaving only a cool white glow visible above the northern mountains where the sun should be. A small willow tree drops yellow leaflets along the top of the low stone wall bordering the graveyard, whispering softly in the breeze as it does. Several gravestones stand among the tousled green grass, but no one has tended them for some time, and they are overgrown.

A light autumn breeze sways the willow tree and sends more leaves scattering down across the wall.
You examine the graves
The featureless, water-smoothed markers stand silent sentinel above forgotten graves. Grass covers their faces.
You look at the willow
The changing season has painted almost all of the willow's leaves yellow, and many golden leaflets have fallen from the willow's limbs to adorn the wall and the grass below. (But it was spring when you arrived with your father... wasn't it?)  Something glints among the willow's branches.
You move the grass
You fail to move the grass.

A light autumn breeze sways the willow tree and sends more leaves scattering down across the wall.
You examine the glint
(the glint)
The glinting thing turns out to be a small mirror.
You take the mirror
Taken.
About you
There is no reflective surface nearby in which you can get a proper look at yourself. However, despite your best efforts to remain tidy, your fur is dusty from the road, and you are not completely comfortable with your current appearance. You would definitely welcome the opportunity to tidy up.
You examine the mirror
The mirror reflects your surroundings, but it does not reflect you, and your surroundings are strangely transformed. In the image, it is night rather than afternoon, and moonlit snowflakes drift across the wall in place of willow leaves. In the willow's shadow, a human man stands leaning against the wall.
You examine man
Gazing into the mirror, you find that you can make out very little of the man's features. This is partially because his face is averted from the moonlight, and partially because of the willow tree's shadow, but it is also partially because the moonlight does not seem to illumine him well. He is an indistinct shadow among indistinct shadows.
You talk to the man
You gaze into the mirror.

[1] "Hello?"

A light autumn breeze sways the willow tree and sends more leaves scattering down across the wall.
1
At the sound, the shadowed man in the mirror lifts his chin sharply and looks directly at you.

Can you hear me, dream creature?

[1] "Yes, I can hear you."
1
The shadowed man in the mirror shifts his stance to brace both of his hands against the wall behind him.

Let us talk, then.

[1] "Who are you?"
[2] "Where am I?"
2
This is my grave -- or a dream of it, at least. To the north is the mountain I travelled. To the west is the city I loved, though too far to see from here.

[1] "Who are you?"
1
There is a long pause.

For my failure, they buried me, and they took away my name.

[1] "They buried you? Who is 'they'?"
[2] "Who are your companions?"
[3] "You are a ghost, then...."
1
The temple of Ferran. High Tashreg commanded that I be buried in an unmarked grave, and he struck my name from all records. If any of my companions endure, they may be able to speak my name to you, but I know that many have been lost.

[1] "Who are your companions?"
[2] "You said High Tashreg. You don't mean High Caerwyn?"
[3] "You are a ghost, then...."
1
I don't even know who's alive and who's dead. Achimi is dead, but she died before I did. So did Ichethe. Hichaesho, Arleza, Draskeg... maybe one of them survives. Or Hazeltricema. The melia are long-lived, they say....

[1] "You said High Tashreg. You don't mean High Caerwyn?"
[2] "You are a ghost, then...."
1
High Tashreg of the Stars. I know no Caerwyn... but she surely came after my time. If Tashreg is dead, I have no grief for it. May he wander and dream, as I was bound to wander.

[1] "You are a ghost, then...."
1
You are not a ghost, then.

In the mirror, the shadowed man stands up a bit straighter.

How did you come to be here?

You explain how you were deceived and drugged, including, at the ghost's request, a description of the drink.

It is called dreamwine, and they strengthen it with heartkenning -- a diviner's tool used in my day, though only carefully. It draws you to your destiny... but if you have no greater destiny, no geas and no star, then it will draw you to every man's destiny.

[1] "Can you help me?"
1
You are lost in dreams, and your dreams are poisoned by your fate. If you have no destiny, then you will die.

I died without completing my destiny. If you accept my destiny, then you will live. I can help you, if you will accept my help.

[1] "What is your destiny?"
1
I will stay with you through the dreaming, and I will draw you into wakefulness. But once you are awake, you will obey me and serve me until the end of your days. It is an exchange: your life for my destiny. Do you accept?

[1] "I accept your offer."
[2] "I refuse your offer."
2
The shadowed man in the mirror looks surprised.

How can you reject my offer? This will mean your death.

"Because, if I do not reject it, then it is also my death. What you offer is no gift -- it is slavery. You would chain me to your will -- but I am bound already to my creche-clan. If I make such a vow for my life, I am no chirop at all, but a dead thing broken on the stones. So find another way, or I will die here willingly."

There is a long pause. The shadowed man rubs his chin for a moment.

And your counterproposal?

[1] Answer the ghost....
1
"Save my life," you say. "Come with me. When you see the path of your destiny, you may tell me, and I will listen -- but I will not be bound to obey."

And why should I make this compact? I can merely wait for the next lost soul, who will be more sensible than you.

[1] Answer the ghost....
1
"You should make this compact because you have been buried so long that you have forgotten your own name. When another comes along... if another comes along... you may have been buried so long that you forget how to speak." After a moment, you add, "Also, because I have a star."

I accept.

Break the mirror.
Break mirror
You smash the mirror across the low wall. As the mirror breaks, it sounds like a shattering icicle, and a cold blast of wind whips across you, heavy with the scent of snow. As you draw your next breath, the taste of winter comes with it, and a heavy, liquid coldness courses into your chest and down your limbs. For a moment, you glimpse the shadowed man leaning against the low wall by the willow tree, but then, he is gone.

The broken shards of mirror melt before your eyes, and they, too, are gone.
Look around
The afternoon sky is completely curtained with cloud, leaving only a cool white glow visible above the northern mountains where the sun should be. A small willow tree drops yellow leaflets along the top of the low stone wall bordering the graveyard, whispering softly in the breeze as it does. Several gravestones stand among the tousled green grass, but no one has tended them for some time, and they are overgrown.

If you can still hear me, speak to me.
You talk to him
You turn your thoughts inward.

[1] I can hear you.
1
Good. Now, we need you to leave this dream. Walk south out of the graveyard.
You go south
The willow tree whispers a soft goodbye as you pass the graveyard's boundary.

An overgrown path leads down from the grassy graveyard, and you follow it. As you walk, the afternoon shifts from warm to cool, and the pale sun sets on your right. The sunset is shimmering and frail, but the clouds part to reveal a skyful of brilliantly shining stars. Like a ramp supported on nothingness, the path leads up from the earth and into the sky, and you follow it into the night.

Eventually, the path fades away, and only the a star-filled blackness surrounds you. You pause to reorient.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.
You examine Stars
Which do you mean, the Heron, the Bull, the Badger, the Cat, the Hound, the Pelican, the Alligator, the Rat, or the Mantis?
You examine Pelican
Ten glowing silver stars form the Pelican constellation.
You examine the mantis
Eight glowing silver stars form the Mantis constellation.
You ask the man about the mantis
[Use TALK TO to interact with characters.]
You talk to the man
You turn your thoughts inward.

[1] "How do I wake up from this?"
1
Waking is very close. We need to find my star --

"Our star."

Our star. I can sense it nearby. Try going toward the Mantis.
You go Mantis
You approach the Mantis constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A soft, slightly chittering voice intones, "Mantis: 'Sarvath said, "There shall be justice among people. Ferran, be their judge, and move their hearts so they know justice when they see it." And Ferran obeyed.'"

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.

The Alligator.
You go alligator
You approach the Alligator constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A harsh, gravelly voice intones, "Alligator: 'And Sarvath said, "Let people be tenacious in pursuing virtue, for it will be a difficult task many times. Ferran, teach them tenacity, that they may endure." And Ferran obeyed.'"

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.

I sense our star past the Rat now.
You go rat
You approach the Rat constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A small, sharp voice calls, "Rat: 'And Sarvath said, "Let people be resourceful, that they can turn the world to their advantage without relying on the gods. Ferran, teach them resourcefulness, that they may prosper." And Ferran obeyed.'"

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.

Go toward the Hound.
You go hound
You approach the Hound constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A rich, powerful voice intones, "Hound: 'And Sarvath said, "Let people be loyal, even as you are, so that they will not turn against one another. Ferran, teach them loyalty, for there is no truer mark of virtue." And Ferran obeyed.'"

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.

I sense our star past the Heron now.
You go heron
You approach the Heron constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A cracked, croaking voice intones, "Heron: 'And Sarvath said, "Let people be insightful, so that they can understand themselves and their flaws. Ferran, teach them insight, for this will mark the way for them." And Ferran obeyed.'"

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.

The Badger.
You go badger
You approach the Badger constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A low, quick voice snarls, "Badger: 'And Sarvath said, "Let people be responsible, so that they can see how their actions affect one another. Ferran, teach them responsibility, that they will not drive one another from virtue." And Ferran obeyed.'"

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.

I sense our star past the Pelican now.
You go pelican
You approach the Pelican constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A clear, strong voice calls, "Pelican: 'And when Sarvath went into the desert, Ferran gazed after him, and he said, 'This, I perceive, is virtue: the King has laid down his blood, that the world would prosper.' And Ferran taught that self-sacrifice was virtue as well."

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.

The Bull.
You go bull
You approach the Bull constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A deep, melodic voice intones, "Bull: 'And there came a day when Ferran went into the desert, and Sarvath asked him, "How fares Adisha? She has not come to me." And in the face of the question, Ferran was silent and could not answer, for he had gone at Adisha's command to companion her, and he feared that his King was betrayed.

'Then, Sarvath said to him, "You have been loyal to my Queen and obeyed her commands, and I could ask no more in this regard. But your silence is against virtue. Bind your word to your deed, that you will be honest in the future, and teach people honesty as well." And Ferran obeyed.'"

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift at the center of a sphere of glowing silver stars. Although you can recognize the constellations of the spring night sky, they are arranged in no resemblance to their normal positioning. Between the stars, there is only blackness.

The Cat is next.
You go cat
You approach the Cat constellation. It flashes brilliantly, and you are briefly disoriented by the light.

A soft, purring voice intones, "Cat: 'Then Ferran looked back at Sarvath, and Ferran said, "You have chosen my path through the maze, but what of your people? When the paths of virtue conflict, your people will be destroyed if they cannot choose or reject these paths at will. Therefore, let dignity be the crowning virtue of a man, that he may choose or reject according to it." And Sarvath consented.'"

Again, you are drifting in the night sky. The constellations have rearranged themselves around you, leaving you again at the center of the celestial sphere.

You drift among a field of glowing silver stars. Between the stars, there is only blackness.

You can see your star here.
You go your star
You reach out with the intention of entering your star, but as soon as you touch the star, tingling energy flows up your arm. Startled, you break contact immediately.
You look at the star
(your star)
The star shines brilliantly before you, close enough to touch.
Touch star
(your star)
You reach out with the intention of touching your star, but as soon as you touch the star, tingling energy flows up your arm. Startled, you break contact immediately.
You get the star
(your star)
You cup your hands gently around the star. "I claim you," you say to the star.

Tingles of energy flow through your hands and up your arms as you make contact. The star dims for a moment before bursting into searing brilliance. Your entire body is flooded with light.

You awaken, and this time, you know you are awake. You feel rested, refreshed, and as well as you have ever felt, aside from the too-hot bedclothes. You push the blankets away immediately and sit up.

Temple of Ferran, Infirmary
Wool and linen blankets cover the simple linen bed where you are sitting. A set of shelves on the far wall supports a water jug, several packets of herbs and bandages, and a miniature pottery alligator. There is a door to your left and a chair to your right.

Hachachi rises immediately from the chair as you move. High Caerwyn stands in the doorway, watching you, but she steps immediately inside and closes the door.

"Can you hear me?" High Caerwyn asks.

[1] "Yes, I can hear you."
1
"I'm very glad of it. There was a terrible accident. We've been very worried about you."

[1] Call her out on the lie.
[2] Let the lie pass.
1
"No," you say flatly. "There was no accident. I was there, remember?" Hachachi takes a step back as you look at him, and you follow up on your advantage by climbing out of bed. "You poisoned me on dreamwine with heartkenning. You wanted to learn my destiny."

[1] "How long have I been here?"
[2] "Where is my trade
[3] "I want my clothes. And then I am going to leave."
[4] "I know my destiny, now."
2
High Caerwyn says, "You've been ill for a long time. He left you in our care."

Liar.

"And where is he now?" you demand.

High Caerwyn says, "If you remain calm, I will send a messenger to see if he can be found."

[1] "How long have I been here?"
[2] "I want my clothes. And then I am going to leave."
[3] "I know my destiny, now."
3
"And what is your destiny?" High Caerwyn asks.

"It is my destiny," you coldly inform her. "I am walking out that door, with my clothing... and, by the stars you serve, I expect you both to stay out of my way!"

And that is exactly what happens -- you storm into the hallway, with High Caerwyn and Hachachi on your heels. Before you can corner an acolyte and demand your possessions, Caerwyn sends Hachachi to find them, and then you bar them both out of another greeting chamber (the Rat, this time) while you get dressed and verify that all your possessions are still intact. After sliding your zircon earrings back into place, you open the door once more.
The delay has given the high priestess time to regroup, but you ignore her entirely, and she stops just short of laying hands upon you or commanding Hachachi to do so. You take advantage of the hesitation before the changes her mind. It is only a short walk to the temple courtyard, and from there, you are free.

That was a wild risk to take. They might have helped you, in the long term -- or imprisoned you in the short term.

"If you really thought so, you would have spoken up before now," you whisper back to the ghost. "They worship the stars. If my path is in the stars, they have no choice about it."

Are you always this touchy with the clergy?

"Only when they poison me." But the tide of fury slowly ebbs as you face your situation. You are now in the largest city you have ever seen, with no friends, no map, only the vaguest possible idea of where your father might be, and a nameless ghost riding along in your mind.

You go south because the bridges off the Spires are south. There's nothing here but temples and government, and you're sick of temples for the time being.

Thank you for playing Phoenix's Landing!

This is the end of the IntroComp sequence for this game. To provide feedback, commentary, and suggestions (all of which are welcome!), please write to Carolyn VanEseltine at mossdogmusic@gmail.com.

Have a wonderful day!