{(set: $timeframe to "early")(set: $fromhut to "yes")
}You wake up.
You're not sure why for a nice moment. The smooth stones warm from the little fire when you went to sleep are just cold rock now so you shove them down to the end of bedbox with your toes. You huddle into the threadbare blanket, curling up a little more.
But when Bitta snuffles in her sleep, breath hitching on a near cough, you remember and the weight of the day that has yet to happen breathes coldly on your neck like an unasked for lover.
Gray light is seeping in through the cracks in the door, through the braced openings that would pass for windows in any other place than this. It's not morning yet, but it will be soon enough.
You think about just going [[back to sleep]]; the day will arrive soon enough. You press your fingers into your eyes. Then again, maybe you should [[start early]] before Bitta wakes up and tries once more to convince you that she's fine.Sleeping has its own special charm, in that it means you're not awake, cold or hungry for at least a few more hours. Maybe you can [[dream that dream again|dream]]. Or maybe when you [[wake up later]] it'll be warmer and it won't be so cold a walk.
(set: $timeframe to "day")Waking up is harder this time. You sprawl in your little bed, hand banging on the wall as you stretch without thinking about it, water still rushing down your throat like a promise. You've often thought, if you had to die any way at all, you'd want to go like that... down and down, cradled in the cool darkness.
You look over and the sea's favor is with you because Bitta is still sleeping, her breathing no rougher than normal. You get up as quietly as you can, grabbing your sandals and tugging the plank door open on its rope hinges.
It was a good idea to sleep a little longer. The sun is over the horizon now, fingers of brazen golden light reaching out to warm your face. You blow on your hands and chafe them together, stamping your feet to remind them they're still alive, before grabbing a grass cloth bag to take with you to carry anything you find.
You slip your sandals into the bag and start to walk, wiggling your toes into the dry dirt between the brown grasses. [[The market|the market]] should be in full swing by the time you get there, although you could always try [[the docks]] instead which ought to be less crowded. There's even the temple if you have no luck at all, but you decide to save that for your last attempt. The cook knows you and will sometimes hand out charity but it's always a risk to be that close to the priests. (set: $dream to $dream +1)(set: $seagod_favor to it + 1)(if: $dream is 1)[You've had this dream for years. Rarely when you were younger, but more and more frequently lately. It's frightening - or at least you think you should be frightened but mostly you just wish you could stay there where you feel... free.](elseif: $dream is 2)[It starts like it always does.]
You're in water so dark it presses on you like a new sky. There's nothing above but fathoms of pressure but you breathe, sweet and clear because this is a dream and you can't drown, could never drown. You swim down, down, down as blue and gold lights flicker around you, getting stronger. They touch your arms, your legs, a sharp little pain for each caress.(if: $dream is 2)[ A hook like sugar, it pools in your belly like a biting snake.]
You swim faster.(if: $dream is 2)[ To get away from what might be chasing you above?] There is faint light beneath you, rising up and you know something is there, just out of sight in the darkness. Something safe. A place to hide. The water is so warm and the lights are so pretty.
(if: $dream is 1)[[You reach out.|wake up later]](if: $dream is 2)[Why can't you find it? You know its here, calling your name like a chain around your throat. You frantically search, driving yourself down, farther and farther into the light.
You swim through pillars rising from coral and bone, covered in sea flowers that you know you shouldn't touch. The song that is your name is [[burrowing into your skull|near the docks-dream]].]
(if: $timeframe is "early")[(if: $fromhut is "yes")[(set: $fromhut to "no")Slipping through the quiet streets is surreal, the coolness of the flagstone an odd feeling after weeks of walking the dry land. You slip on your sandals and](else:)[You] enter the nearly empty market only to realize your hopes were much bigger than your reality. While there are some sellers already putting out their produce on widespread tapta mats, there is no one yet here to buy and you are very, very conspicious. While a couple of the early ones nod at you, most glare in suspicion.
You look for Ada, the bread merchant and find her near the south wall. She has a soft spot for you, always has, so you pull your scarf a little higher on your face as if it will disguise what you are and [[head in her direction|Ada]].]
(elseif: $timeframe is "day") [You enter the market hesitantly, watching carefully. Alhough the sun has cleared the horizon, the shadows are still long like a giant's fingers but its busy enough that you're able to find a rhythm to your advance, shuffing between the servants here to find their lord or lady's breakfast.
You look next to the butcher's stall hoping to see Ada in her usual spot, but Karta has taken that position already and you make sure to disappear behind a few bodies before you're spotted.
Maybe Ada isn't here yet? But when you lift you head and sniff, the scent of bread is definitely wafting in from somewhere.
You can [[check the south wall|Ada]]. If you can't find Ada and convince her to give you some crusts, you can continue on down to [[the docks]] and see if there's anything there you can scavenge.]
The temple to the Sea God is all the way on the east side of the city so you take all the short cuts you know. (if: $neardockvisit is 1)[Its awkward to get on the right path from the docks but you've done this so many times before that scrambling over back walls and avoiding dogs is just something you do.] (if: $timeframe is "early")[The streets are empty so you make good time.]
The temple rises impressively above everything else, built on a rise of land that culminates at the promotory that overlooks the ocean proper. Your legs always ache by the time you get there, breath heaving with the scramble upwards. Whatever it is built from is bleached near white with age and the sea air, glowing when the sunlight hits it. (if: $timeframe is "early")[Right now though, you catch glimpses only as you wind through the maze, gray and cold.]
Its only when you get close that the shabbiness of it becomes apparent; worn carvings in the stone uncleaned and full of dirt, the chipped statuary, gouged where maybe decoration had once existed but was long ago stolen. (if: $neardockvisit is true)[You might have helped out with that a few times yourself.]
(if: $deepsea_favor < 0)[You spit on the smooth stone of the courtyard. The Sea God has done nothing for you, and as little as it means, you want him to know it.](if: $neardockvisit is true)[You look around but see nobody in sight yet. You keep your eyes trained on the ground, glancing as you move in case anything has fallen from a higher point, little accent pearls set into the walls when the temple was flush with favour in long ago times.](set: $neardockvisit to false) While you're here you might as well see if you can wheedle any food out of the [[temple side yard]].You never sleep deeply but you normally don't wake up unless there's pressing need. You scan your surroundings but all is quiet. There are no dogs sniffing around you looking to steal what little you have, no figure looming and angry to kick you out of this tiny sanctuary. You hope you can stay here for a least a few nights before you have to move on.
The sea salt tickles your nose, the smell of brine and barnacles oddly strong considering you are deep in the city away from the docks. The sea is everywhere but this far into the streets, its more knowledge than presence usually.
The docks are maybe your favorite place on the whole island. The gray stone piers are worn and cool under your feet, trod with centuries of use that can turn an ankle on the unwary. They sprawl across the entire bay, mostly unused now.
Three ships are back in dock, golden sails (if: $timeframe is "early")[muted in the rising light but you can see a couple more on the horizon heading in.](else:)[snapping in the breeze.] The largest of them will still be trawling and won't return for days yet.
You work your way down the second dock where you can see [[the Anemone]] is tied. The crew tolerates you well enough and as long as they're busy with a good haul, they shouldn't mind too much if you take something small. You can see they've already started stacking the trays although nobody is in sight at the moment..
A couple of storm petrels are circling lazily above. (if: $deepsea_favor > 0)[You can't tell if either of them are the same bird that was watching you from before, but you make a warding sign against the omen just in case.](else:)[You make a warding sign against the omen.](set: $omen to it + 1)Without taking your eyes off the black eyes of the harbinger bird, you reach around until your fingers close over a shard of something; pottery or a cracked piece of the wall, you don't know, and you don't want to take your eyes off the omen to figure it out.
You hold your breath for a minute and then throw it as hard as you can.
You've always had [[good aim]], it's kept you fed some days but the [[angle is awkward]].(set: $timeframe to "early") You firm your resolve and get up, silent as always through the years of practice. You knuckle your eyes, trying to bring life back into your everything before picking up your sandals and moving outside. The water bucket has enough left that you're able to rinse your hands and face which at least has the side effect of waking you up a little faster than you probably wanted to.
The wind from the water blows inland, stirring your hair and bringing the smell of the sea, the salt and tang and the wet in the air that never really goes away. Without thinking you touch the cord around your throat to assure yourself that its still there underneath your knotted scarf.
(set: $omen to 1)Looking up, you find a storm petrel perched on a cracked roof tile, staring down at you.
You shiver with what isn't cold. Just what you need - a bad luck omen and this one is nearly right above your head. Maybe you should [[scare it away]]. Or maybe you should just get up and leave it alone; it's just a bird and probably as hungry as you are.
You think about ignoring it and just heading into [[town|go to town]].
(set: $deepsea_favor to it - 2)The shard flies true and the petrel beats its wings, chittering so loudly that you worry something else might notice. It sails off then in flash of black wings and the ominous bar of white across its tail feathers and you slump in a guilty sort of relief.
Whatever it was you threw was sharp; you suck on a small cut on your hand.
[[Best get going|go to town]]. There's no point lingering here.
(set: $deepsea_favor to it - 1)Whatever you picked up has all the balance of an ill-made toy nd your conviction isn't firm - it clatters feet away from the bird and tumbles back down into the dirt. The petrel flaps its wings, startled likely at the sudden noise, but doesn't move from its perch.
Its head twists from one side to the other as if trying to find the disturbance. At least its stopped staring at you.
With a sigh, you brush your hands down your skirts. Might as well [[get started|go to town]]. * Deep Sea Rises
* Rafayel Not Found
* City DiesDeep Sea Rises
Rafayel Kills Bride
City DiesDeep Sea Held Back
Rafayel Kills Bride
City SavedDeep Sea Held Back
Rafayel Saves Bride
City DiesDeep Sea Held Back
Rafayel Saves Bride
City Saved(unless: $timeframe is "early")[The south end of the market isn't the best but it does brisk enough trade for all that. You use your nose more than anything, slipping in and out of the small crowd, smelling for Ada.
When you find her though she's nearly pinned down, half arguing and half defending against what looks like three different House servants, all of whom are trying to make off with her entire morning's stock, if only to deprive the others of the luxury of fresh baked breads for their Lord's breakfast table.
You hang around nearby for a few minutes hoping against hope, but when you see the vendor next to her reaching for a long broom handle, likely to 'encourage' you to move along, you decide its not worth the bruises.
You can always try [[the docks]].]
(else:)[(set: $Adavisit to true)(set: $inventory's "bread" to it + 2)Ada smiles as she sees you approaching, doing your best to look confident and as if your place is here. She is already wrapping something up in a rag for you.
"Ada," you half bow as you reach her tapta. Behind her the little stove puts off a small, wecloming heat and the smell of proofing dough makes you swallow in a mouth gone suddenly wet. "Sea smile upon you this fine morning."
Ada makes a noise that could be agreement and without asking, just presses the warm bundle into your hands. "For you, little love," she lisps out between broken teeth. "I thought you might be along today, had a feeling - packed a little extra for you for later too. But hush along with you, I saw the bone boys on my way in, and they were looking none too happy. Go find a nice little spot and eat that in peace, yes?"
You nod your suddenly nervous answer. The last thing you need right now, or any now really, is another run in with the boneworks. You hide the bread in your bag. You could go hole up [[near the docks]] or use the broken garden wall to scale up to [[Lafta's roof]]; nobody will bother you there.](set: $timeframe to "day")(set: $neardockvisit to true)You crouch down in your favorite spot, tucked between a pile of worm eaten wood that isn't quite rotted away enough and spare coils of hawse rope leaning up against a weather beaten shed.(if: $inventory's "bread" is 2)[(set: $inventory's "bread" to it -1)The smell of salt is strong enough here that you can barely taste the baked pinch of loaf that you eat swiftly yet neatly.
She has left you enough for later and you are grateful even as you consider eating it now anyways just so that its firmly inside you. You lick your fingers but eventually decide to risk it, tying it to a bunched pleat of your skirt where hopefully the folds of the fabric will disguise its bounty. Maybe you can use it for trade if you run across Minnow or Slip. You could really use a couple of needles and some threadweed.]
The sun is now all the way up and the sound of the water is soothing and its nearly warm where you are tucked away from the ships and [[the docks]] proper.
(elseif: $inventory's "fish" > 0)[(set: $inventory's "fish" to it - 1)(set: $hunger to -1)Its been a long time since you cared if your fish was cooked or not. Its messy, but tasty and you lick your fingers afterwards. You dispose of everything you couldn't eat by taking three steps and dropping it into the water.]
You could try and [[sleep here a little longer]] or maybe backtrack to [[Lafta's roof]] which would be a little more secure. You could also go explore near [[view of the temple]] and see if there's anything you can scavenge to trade or sell.
(set: $timeframe to "day")
(if: $neardockvisit is true)[(set: $neardockvisit to false)You head back into town, careful of your feet until you get back onto the worn stone that is less likely to stab you with an unexpected sliver.](if: $templeview is false or $Adavisit is true)[(set: $Adavisit to false)You turn down three different alleys, each one narrower then the one before until you're next to Lafta's place. You look around to make sure you're unobserved (if: $inventory's "bread" is 2 ) [before you clench the bag full of bread in your teeth] and rapidly scale up the wall, using handholds you've chipped out of the soft sandstone.
Nobody is here, which is as expected. Lafta will be in the temple until midday, and her children are gone or buried, so as long as you keep out of sight of the only building to the north that's a little higher than this one, you'll be undisturbed.
(if: $inventory's "bread" is 2)[(set: $inventory's "bread" to it -1)(set: $hunger to it -1)You find a comfortable spot near the edge and tear into half the bread that Ada gave you and stare at the view.](elseif: $inventory's "bread" is 1)[You pat the little bundle of bread knotted into your skirt to make sure it's still there.]]
To the northeast of the city, you can see [[the temple|look at temple]] rising up, its golden dome shining like expensive shell even in this weak light. You can make out the promontory that leads to the tallest cliff on the island that overlooks the sea, where the priests still pretend sometimes to make their offerings. To the southwest is [[the docks|look at docks]] and the wide bay. You had woken up so early that you can feel sleep clawing you back down again and you're tempted to let it. The little nest you've made here by the worn out shed is as comfortable as you've been able to make it; the closest thing you have to a home.
The pile of scrap planks shelters you from the worst of the sea wind and you've lined the little area where you can wiggle down and be unseen with scraps of tarp and sailcloth. It's easy enough to hide in, wrapping your arms around your knees.
Your breath sinks and you [[start to dream|dream]].(set: $deepsea_favor to it -1)The closer you get to the ship, the more uneasy you become.
The //Anemone// is one of the smaller ships but she's well cared for by her crew and captain, often first out and first in, exchanging smaller hauls for speedier returns. You're used to seeing her bob blithely in the waters, unloading and reloading.
You don't quite know what's wrong but something is. You stare as you approach and finally you realize she's too low in the water. Even with a full hold, she should be sitting higher and and there is nobody on deck to hail to.
You slow down, hesitant. You try to [[inspect the ship]] or see if you can [[spot any of the crew]].You realize finally, after trying to make sense of what's wrong, that you can see lighter colored wood at her stern, pale and ragged against the darker pitch boards. Even as low as she's sunk in the water, the patches are far above the keelline.
You try and [[spot the crew|spot any of the crew]].Just as you think you'll have to yell to catch anyone's attention, there is motion on the deck and three bodies swing onto the lay lines, taking the fast way down to the pier stones. You recognize Dosca in the middle, mostly for the bright red kerchief knotted halfway down his long snarled hair.
He sees you just about the time you half raise your hand in greeting, and you catch the grimace on his face before he wipes it clean. He says something to the others and then turns his back on you, blocking your line of sight. Or blocking theirs?
He doesn't seem interested in [[talking|talk to Dosca]] right now. Maybe you should go [[back to town]]?
(if: $visitedbeach is true)[(set: $visitedbeach to false)From the high trail that leads into town you can see back to [[the beach|the beach under the cliff]], the sea wind trying to blow your hair into even more knots.]
(if: $dream is 2)[You hesitate on the outskirts of town, still feeling unsettled, almost like the golden sparks in your dream have followed you up here, melted somehow into your skin.] You're not sure what to do suddenly. You won't be able to get anything from the market now, too busy for the likes of you. (if: $hunger >= 0)[You're not hungry at least.](else:)[Your stomach growls from hunger.]
Maybe you should go see what you can from [[Lafta's roof]].
You edge closer, trying to pick up on what the sailors are saying to each other. Information is as tradeable as bread; maybe you can find out what happened.
Dosca sees you; of course he does. Before you can sidle too close using some of the unloaded trays scattered on the dock as camouflage, he's already bearing down you.
"Away with you, merling girl," he calls out. "Nothing for you today. Git you gone before you catch the back side of my hand."
You don't take it seriously but stay out of the way just to be safe. Dosca's not one to swing first or without reason, but it's not worth the risk. Now that you're closer, the pale wood isn't so much scraped as //bitten//.
"What happened?" You know better than to point, you don't want Dosca to think you're putting a curse on anything, but you stare at the unsettling damage on the //Anemone// and then back at the bosun.
(set: $anemone_dmg to true)Dosca's not having any of it and before you know it, he's grabbed you by the elbow and turned you around, giving you an un-gentle shove back down the pier. "Nothing you need care about. Git."
(set: $inventory's "fish" to it + 1)You have to take the hint. You trot away but not before grabbing a nice fat plicklet from the farthest tray. If Dosca sees, he doesn't yell or chase you which is more than you could hope for.
You could [[head back to town|back to town]] or hole up [[near the docks]].The temple dominates the eastern view, rising graceful and imperious from this distance, its dome glittering still with flecks of shell and pearl that have yet to be scavenged completely. The stone its built of is paler and colder than the warm sandstone of the city proper, almost like bone even though you know its not that pretty up close.
It guards the promontory which extends over the sea, where only the priests are allowed to go during most of the year. The jut of cliff that extends from the temple is sacred ground to the Sea God, where offerings and sacrifices are wasted into the waters below. Under the arch the sea has carved out in the rock there's a bit of beach where sometimes you can find shellfish, both to eat and to sell, but you can only get there from east side of town, which would mean going back through [[the market|beach via the market]]. You could also take your chances with [[the kitchen|view of the temple]] there, see if they have some scraps for you - but the walk is pretty long.
(set: $templeview to 1)You settle [[back on the roof|Lafta's roof]].The docks dominate the bay that the city is built around, stretching from nearly one side to the other. To the west are the still working piers, a few black boats still moored with their golden sails weakly catching the light. More are visible out on the waters if you squint. The eastern side is ramshackle, the stripped bones of masts and spars still visible when the tide is low; ships left to rot and foul the waters when they could no longer be crewed with enough people, or repaired to catch fish that no longer exist.
You could [[make your way down there|the docks]] or settle back on the [[the roof|Lafta's roof]] and consider what you want to do.
(if: $kitchenhallway is true)[(set: $kitchenhallway to false)You're back in the sideyard of the temple, having slunk through the kitchen before anyone could call you out on where you went.(if: $medicine > 0)[You have something that maybe will make Bitta feel better. Maybe you should get back to her before something goes wrong.]]
(else:)[You cautiously enter the side yard where you know the kitchen dumps their refuse before it can be carted away. You can already hear Parli raising his voice about something which makes you relax. If he's cooking this morning, you are almost guaranteed something to take away - the man is incapable of turning away a sad face and you are very good at looking sad.
You peek in the door and sure enough, Parli is waving a spoon in the air and threatening to brain one of the others with it. He
He looks pretty busy. You can wait until he [[temple kitchen]] or [[go back the temple|view of the temple]].]
You thrash awake, tasting the pressure of your name like a wail in your throat.
You shake your head as hard as you can to cast off the remnants of the water and urgency. Nobody has found you in your little basket of wood and rope and cloth and after a minute you laugh at little at yourself. Just a dream, as always. Who doesn't close their eyes and think of finding a treasure just out of reach?
You stretch carefully and crawl your way out of your little safety. The sun is higher than it was if no stronger. You could [[head back to town|back to town]] or see what you can see from [[Lafta's roof]].(set: $kitchenhallway is true)(if: $visitedbeach is true)[(set: $visitedbeach is false)You head back up the spiral, emerging back into the kitchen hallway.]The corridor is wider than you would have thought, taller, covered in bas relief even here at the kitchen where you wouldn't think it would be important. It must have taken ages for those unknown artisans to carve this much detail into the walls - you run your fingertips over it as you walk, head tilted.
(if: $dream >= 2)[You don't hear your name anymore, but the sound of the sea itself echoes oddly as you walk. There is a nervous tingle in the pit of your stomach; you shouldn't be here and you know it.
You reach a junction without finding anything to explain what you heard.] [[To the right|temple dining hall]] the corridor narrows, heading upwards probably into the temple itself. [[To the left|cliffstairs]] it starts to slope downwards, almost immediately starting to curve so you can't see very far. Or you can go [[straight ahead|kitchen storerooms]], with several openings on each side; probably where the kitchen stores things. There might be medicinal herbs you can take for Bitta.
You hesitate. You don't want to get into trouble. Maybe you should go [[back to the kitchen|temple side yard]] before anyone notices you missing.
(if: $dream >= 3)[You glance around the kitchen but nobody is paying you any particular attention at the moment. You shake your head and figure you must have just misheard it. Only one person still knows your name; that is the one rule you haven't broken in all these years.]
You tuck yourself a little father back in the corner and watch Parli closely, He won't want you in here for long but you seem to have shown up just when seven thing need his attention. You're not willing to give up just yet; you can wait your turn.
(if: $dream is 2)[Then you hear your name again, soft and sweet. Like somebody just outside is trying to get your attention.
You glance around again nervously but nobody is paying even looking at you. What is happening?
Confusion and maybe a tingle of fear is walking up your spine but curiosity is stronger. And maybe even a little longing. You haven't heard your name in so long.]
You look around and notice an archway that leads away from the kitchen. You hesitate, then [[slip out|kitchen hallway]] into the hallway.''PEOPLE'' - met or mentioned
You (protagonist) | Sea God/Rafayel | The Deep / The Deep Sea | Ada (breadmaker
Karta (market vendor) | "butcher/vendor" unnamed | Dosca (sailor / Anemone)
Lafta | Lafta's children | Minnow (can trade with) | Slip (can trade with) | Parli (temple cook) | Betta (Former Castellan | Hawkern (Current Castellan)
''GROUPS''
"the bone boys"
"the gang" - Slip, Minnow (called Fishermen in Beach Under Cliff)
priesthood
governance - Hawkern (Castellan), former Castellan
crew of the Anemone - Dosca
''PLACES''
The Market
The Docks > The Near Docks
Lafta's Roof
The Anemone (ship) > The Hold of the Anemone
The Temple
The Promotory
The Beach Under The Cliff
Temple Kitchen > Kitchen Storerooms
Main Temple
My Quarters > Rafayel's Pool
Tower
''WORDS''
tapta - a mat / square of cloth that vendors use
plicklet - a type of small fish
"sea smile upon you"(if: $kitchenhallway is true)[(set: $kitchenhallway is false)You go left, letting your feet drift over the smooth stone as you start to descend in a spiral. The relief on the walls doesn't really change but the farther down you go, the cooler the air gets. Small slits start to open up on the walls above your head, too tiny to be windows but you don't what else they might be for.
The sound of the sea is omnipresent, a sussurus that echos like an unrelenting drum. The stone around you weeps with condensation and red alge blooms on the carvings, adding shine and uneasy color.
You reach the bottom without encountering a single soul. A large, barred door is in front of you. It should be easy enough to [[open|the cliff door]] from this side. You can always [[turn around around go back though|kitchen hallway]]; you're already going to be in trouble once they notice you're gone, maybe its not a good idea to get into even more by opening locked doors.]
(else:)[You head back up the stairs, winding up and up and up again until you're near dizzy with it and your thighs are protesting the rise. You leave the red algae behind as you ascend and you can't help but be grateful for it.
Soon enough, you're back at the [[kitchen hallway]].]The corridor you're in has six archways but only the last two have doors on them. You glance in the others as you walk past but as you suspected, its just various things for the kitchen; pots and pans, serving dishes, baskets, some oddly small barrels stacked nearly to the ceiling on one of the rooms.
(if: $kstoreroomkeyright is true)[]
(if: $kstoreroomkeyleft is true)[]
(else:)You try both the right and left hand doors, more out of curiosity than anything else but both are locked. Unless you need a basket for a hat or something, there's really nothing in here for you. You back track to the [[kitchen hallway]]. (set: $visitedbeach to true)The strip of beach under the cliff that temple is built on is gravel and sand, uneven enough that walking is a careful invitation to a turned ankle. The bedrock underneath shows through in places, little stones oases that are sometimes close enough together to jump along.
High above, the sea has worn through the rock leaving a sheltering arch that's shaded most of the day. Tidepools are everywhere with the sea in retreat, little crustaceans clamped tight for survival, small fish that rest at the bottom.
You can always take the time to [[scrounge for anything edible]] that you can hook out of the pools. There is a path on the western side where you can scramble [[back to town]] using the tufts of sea grass to pull yourself up to the road. (if: $cliffdoor is "open")[The door that leads back into the temple is open, so [[that's an option|kitchen hallway]].]
(if: $inventory's "bread" > 0)[You check what you've gathered. You have (print: $inventory's "bread") bread and although you're hungry, maybe you can see if you can get something better for it. If you walk to the far end of the beach, there's enough space with the tide being out to slip into [[the caves]]. Maybe one of the Fishermen will be there, looking to do some trading.]
(set: $cliffdoor is "open")The door is strangely soft to the touch, slick with wet. It looks old, soaked in salt that shows white and glittery along the edges but the [[bar lifts smoothly|the beach under the cliff]], heavy as it is.
You know what happens to wood this close to the waters but this is oddly intact. You can still see the kelp front motif carved sweetly into the planks, banded with thick strips of some sort of scraped leather.
You're heading for the beach, so you set a confident stride through the market looking at no one in particular, keeping your eyes fixed on the shortcut you want to take. Maybe you should have gone over the rooftops but that has its own dangers, not the least of which is falling. Thankfully there aren't too many people still in the market so you cross without problems this time.
You duck into the eastmost alley with a feeling of relief. From here its a maze of back ways but you've lived here all your life; you know the way.
The sun is a finger higher in the sky by the time you get to [[the beach under the cliff]].[[gang headquarters]]$inventory
------------
$deepsea_favor
$seagod_favor
$timeframe
$petrel_sighting
$dream
$bread
$fish
$rag
$bag
$anemone_dmg
$neardockvisit
$templeview
$cliffdoor
$beach
$visitedbeach
$kitchenhallway
$kstoreoomkeyright
$kstoreroomkeyleft(if: $kitchenhallway is true)[(set: $kitchenhallway is false) You peek around the archway into the open space. ]This must be where everyone eats, or at least used to. There are several trestle tables and long benches made out of the same stone as the temple walls and enough seating for scores of people but only one table shows signs of recent use.
The grime might be moving and you resolve not to touch anything. High slits in the walls let in enough light to see by at least.
There are stairs back down to the [[kitchen hallway]] or you can go through to the other entrance that looks like it leads into the [[temple hall]] proper.
The temple had once been beautiful. It's still beautiful even now.
Built in a many sided circular shape, high arched ceilings in pale stonework soar above your head from the climbing pillars, singing with whispers and the flutter of birds wings and over everything the sound of the sea that trills to itself over and over. Carved reliefs are everywhere; sea grass decorations forever frozen, hard flowers covered in splotched lichen jutting out as if eager for the touch of your hands to clean them.
The other side from where you stand is wide open to the air - not even cloth for protection. The four empty archways show only sea and sky framed in broken filigree. They must lead to [[the promotory]] where no one ever goes but from here all you can see is a terrace cracked with age and the sky. Storms must sweep through here like the hand of the Sea God himself.
The floor descends down in giant ringed steps, benches scattered on all the levels leading to [[a black pool|rafayel's pool]] at the bottom wide enough that a dozen people could swim in it.
Something about the water isn't right. You glance at it once and then convulsively away.
On either side of the archway that leads to the barren dining hall are doors. One is [[heavy wood door|the tower]] that has stood the test of time, barely touched by neglect. The other is a suggestion of privacy, just knotted cloth hanging in bands of faded blue and green that obscure [[whatever is beyond|my quarters]].[[my quarters]]
[[rafayel's pool depths]]{
(append: ?SideBar)[
(set: _entries to (dm-entries: $inventory))
(if: _entries's length is 0)[
Inventory is empty.
]
(else:)[
(for: each _item, ..._entries)[
(if: _item's value > 0) [(print: _item's value) (print: _item's name)<br />]
]
]
]
}
<hr>
testing: DeepSeaFavor is $deepsea_favor[[climb out window]]
[[bribe guard]]
This room, connected by a short hallway to the [[main temple hall|temple hall]], is completely abandoned.
Someone must have lived here at some point. Like the temple itself, there is a floor to ceiling archways completely open to the outside, with a short balcony and railing that at least plays with the pretense of safety. The ornamention on the walls is beyond excessive, fish and kelp and flowers blooming from every possible surface.
To the right is a raised half circle dias that is ringed with the same knotted cloth streamers, partially blocking sight of what might be a couch or a bed, half rotted away. Shelves made of some oddly iridescent material show only dust and broken pottery shards.
To the left is [[another pool|rafayel's pool]], much smaller than the one in the main hall but also filled with the strange black water.
[[the promotory]]You tie your hair back efficiently if not well, twisting the length into a loose bunch so it stays at the back of your neck and slip your sandals on. You grab a small bag made of grass cloth hooked onto the wall hoping you can bring something back, tying it to your skirt.
There's really nothing else; you're already wearing what you own so you just start to walk.
It's hard not to leave tracks that would lead someone back here but you do your best, striking out downhill towards the sea and the town. Hopefully the town has more bounty to spare and you can once again slip in and out without notice.
You worry about where to go once you get there. It's may be too early for the market to be open in full although there could be people setting up, come in from the surrounding farms. You could [[try your luck there|the market]] but [[the docks]] are probably a better choice; last night's ships should be coming on the morning tide and you could get there in time if you hurry a little.{
(set: $inventory to (dm:
"bread", 0,
"fish", 0,
) )
(set: $deepsea_favor to 0)
(set: $seagod_favor to 0)
(set: $omen to 0)
(set: $hunger to - 2)
}{
<script>$('body').removeClass('deepsea_favor-1');</script>
<script>$('body').removeClass('deepsea_favor-2');</script>
(if: $deepsea_favor is -1)[<script>$('body').addClass('deepsea_favor-1');</script>]
(if: $deepsea_favor is -2)[<script>$('body').addClass('deepsea_favor-2');</script>]
<!--
(if: $seagod_favor is 1)[<script>$('div').addClass('seagod_favor1');</script>]
(if: $seagod_favor is 2)[<script>$('div').addClass('seagod_favor2');</script>]
-->
}
Parli spots you a moment later.
"In, in!" he yells, beckoning with his other hand. "Sit!" he points and you scurry obediently to the corner he wants you to stay out of the way in, tucking your elbows and hands away so nothing can bump into them.
He promptly forgets about you even though you know he doesn't as he goes back to conducting everyone else with a combination of voice and weapon that is truly maginificent to behold.
(if: $dream >= 3)[Under the clatter, you think you hear someone [[calling your name|listen]].](if: $dream < 3)[You hunker down to wait. If it gets too much, you can always retreat back to the [[temple grounds|view of the temple]]].Assign the second person as the leader of the party.
{
(set: $people to (array: "aaaa", "bbbw", "cccc"))
(set: $party to (datamap: "leader", 1))
}
Pick a party header:
person 2: (print: $people's 2nd)
leader: (print: $people's ($party's leader))
Fix spelling of second person's name.
(set: $people's 2nd to 'bbbb')
person 3: (print: $people's 3rd)
leader: (print: $people's ($party's leader))