The names go home
THE BELL BELOW / IV / THE BELL BELOW
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..-------------------------------------------. | CINDER WITCH RANK 3 | | BLOOD [######. ] 6/7 MIGHT 2 | | FLAME [**...] 2/5 BURN 4 | '-------------------------------------------'
You feed a flame into the bell and speak the names you carried. This time the sound travels upward.
The dead answer. They do not ask to stay. One by one, their names leave the water like breath leaving a warm room.
The Bellkeeper takes off its listening horns. Beneath them is an old, tired face. Thank you, it says, though it no longer remembers the language.
On the shore, the reeds begin to move. There is wind in Morrow again.
An ending / III / THE NAMES GO HOME
You reached the end as a Cinder Witch, with 6 blood, 2 flame, and 2 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 Cinder Witch
What you carry
I. Black-glass tooth / taken from the river; +1 flame capacity.
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: 2 of 3. Weapon: kiln-tempered hazel wand.
+ I --- + II --- + III --- @ IV road abbey choir bell + travelled @ here . beyond
Keep this fate / bookmark this page
Field guide / rules, callings, and saving