The bell that never rang
THE BELL BELOW / IV / THE BELL BELOW
. | .
. \ | / .
. \ | / .
------ .-''''-. ------
/ \
/ \
______/____________\______
__/ _ _ \__
_/ / \ _|_ / \ \
/___\ / \ /___\
| |___/___\____| |
_____|___|___|___|____|___|_________
~ ~ ~ | ~ ~ ~
~ ~ \ | / ~ ~
~ ~ . \|/ . ~ ~
~ . | . ~
. : .
..-------------------------------------------. | GRAVE KNIGHT RANK 3 | | BLOOD [#####....] 5/9 MIGHT 3 | | FLAME [**. ] 2/3 BURN 3 | '-------------------------------------------'
Wren. Edrin. Until the morning.
You speak three mercies into the stone and hold up one small flame. The door opens inward. On the other side, the Bellkeeper is weeping.
Someone answered. After all this time, someone answered.
It lays the clapper on the floor. The bell becomes only a bell. Above the lake a hound barks, a thorn rose opens, and seven children wake into the light.
You climb back to a country that has been allowed to end its night. Nothing follows you. Nothing needs to.
An ending / IV / THE UNRUNG DAWN
You reached the end as a Grave Knight, with 5 blood, 2 flame, and 3 mercies kept.
There are four endings. Other callings, another road, a different kindness: the book holds all of them. Keep this page as a record of the fate you chose.
Begin again as the Grave Knight
What you carry
I. Reed token / Wren remembered; a name can lower a sword.
II. White thread / Edrin's oath; +1 Ward damage against the Bellkeeper.
III. Last lullaby / seven sleepers freed; the Bellkeeper begins with 3 less blood.
Mercies kept: 3 of 3. Weapon: kiln-tempered notched sword.
+ I --- + II --- + III --- @ IV road abbey choir bell + travelled @ here . beyond
Keep this fate / bookmark this page
Field guide / rules, callings, and saving