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phase2.md

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type uistring
id phase2.intro_wood_closes
text The wood closes around you. Somewhere behind, he is already coming.

type: uistring id: phase2.intro_reach_gate text: Reach the Boundary Gate to the east. Do not let him take you.


type: uistring id: phase2.camp_sit_quiet text: The fire burns low and the wood holds its breath. A quiet night — rare, and not to be squandered.


type: uistring id: phase2.camp_sit_ambush text: Something circles just beyond the firelight, patient and hungry. You will not sleep until it is dealt with.


type: uistring id: phase2.camp_sit_faering text: A ring of pale toadstools has pushed up at the edge of your light, and the air hums with fae mischief.


type: uistring id: phase2.camp_sit_wanderer text: A hooded figure shuffles to the far side of your fire, hands open and empty. "Peace, stray. Only the warmth — and a word."


type: uistring id: phase2.camp_sit_dream text: Sleep takes you before you mean it to, and the dream that comes is not your own...


type: uistring id: phase2.move_spent_camp text: Spent for the day. Make camp to rest — press C.


type: uistring id: phase2.beast_pact_pass text: The wild things know their kin — they slip back into the wood and let you pass.


type: uistring id: phase2.something_moves_fmt text: Something moves in the %s...


type: uistring id: phase2.gate_stones_part text: The boundary stones part. Beyond lies the Heart of the Ritual.


type: uistring id: phase2.aid_throw_in_fmt text: You throw in with the %s. Their line steadies.


type: uistring id: phase2.foresight_intent_fmt text: The bond leaks his intent — %s.


type: uistring id: phase2.foresight_straight text: he comes straight for you


type: uistring id: phase2.foresight_wide text: he swings wide to cut you off


type: uistring id: phase2.foresight_circles text: he circles, holding your range


type: uistring id: phase2.end_starved text: Starved, parched and spent, you sink into the loam. The forest keeps you.


type: uistring id: phase2.end_caught text: His hand closes on the back of your neck. "Enough running, little vessel."


type: uistring id: phase2.end_ritual_complete text: The rite completes across the miles. Your thoughts fold shut like a book.


type: uistring id: phase2.camp_nothing_to_eat text: Nothing to eat or drink. A camp would be a cold, hungry thing.


type: uistring id: phase2.cook_already_eaten text: You've eaten your fill for one night.


type: uistring id: phase2.cook_not_enough text: Not enough to cook a proper meal.


type: uistring id: phase2.cook_hot_meal_fmt text: A hot meal in your belly: +%d health, +%d energy.


type: uistring id: phase2.ambush_kick_fire text: You kick the fire bright and turn to face the dark.


type: uistring id: phase2.faering_boon text: You step into the ring and bargain well: a boon of mana, and a strange seed pressed into your palm.


type: uistring id: phase2.faering_cruel text: The fae are cruel tonight. Their laughter rings — and something far off turns its head.


type: uistring id: phase2.wanderer_road_fmt text: The wanderer traces the low road toward the gate for you, and shares a little food (+%d). "Keep off the ridgelines," they say, and are gone.


type: uistring id: phase2.camp_cannot_sleep text: You cannot sleep with something stalking the dark. Face it first.


type: uistring id: phase2.wood_provides_fmt text: The wood provides for its own: +%d food, +%d water.


type: uistring id: phase2.break_camp_day_fmt text: Day %d: you break camp at first light. Rested — but he does not sleep.


type: uistring id: phase2.weather_clear text: The sky clears; the wood holds its breath.


type: uistring id: phase2.weather_rain text: Rain sweeps the wood — it washes your trail thin.


type: uistring id: phase2.weather_storm text: A storm rolls in — hard going, but hard to be tracked in.


type: uistring id: phase2.weather_anomaly text: The air warps: wild magic bleeds through the trees.


type: uistring id: phase2.brew_not_enough text: Not enough reagents.


type: uistring id: phase2.brew_masking text: You brew a Masking Draught. The trace fades; the parasite recoils in your blood.


type: uistring id: phase2.brew_ration text: You cook a Trail Ration. Provisions for the hard road.


type: uistring id: phase2.brew_stimulant text: You mix a Stimulant. Limbs and mind sharpen at a cost you'll pay later.


type: uistring id: phase2.recipe_masking_name text: Masking Draught


type: uistring id: phase2.recipe_ration_name text: Trail Ration


type: uistring id: phase2.recipe_stimulant_name text: Stimulant


type: uistring id: phase2.false_trail_no_fresh text: No fresh misdirection to spend yet.


type: uistring id: phase2.false_trail_spent text: Spent for the day. Make camp — press C.


type: uistring id: phase2.false_trail_no_mana text: Not enough mana to weave a false trail.


type: uistring id: phase2.false_trail_weave text: You weave a false trail into the wood. Let him chase a ghost.


type: uistring id: phase2.echo_spent text: Your echo is spent. Make camp to recover it.


type: uistring id: phase2.echo_bloodhound_toast text: You echo his hunt — your next step comes free and swift.


type: uistring id: phase2.echo_bloodhound_log text: Auralis: you copy his Bloodhound drive — the next step costs you nothing.


type: uistring id: phase2.echo_architect_toast text: You echo his cunning — a snare set on your own back-trail.


type: uistring id: phase2.echo_architect_log text: Auralis: you copy his Architect craft — a trap laid where you stood.


type: uistring id: phase2.echo_doubt_toast text: You echo his doubt — and slip cleanly from his read.


type: uistring id: phase2.echo_doubt_log text: Auralis: you cloud his senses — the trace falls away.


type: uistring id: phase2.wait_listen text: You hold still and listen.


type: uistring id: phase2.combat_lost_deepwood text: You fall in the deep wood, and the earth drinks you down.


type: uistring id: phase2.camp_return_to_fire text: The dark falls quiet again. You return to the fire.


type: uistring id: phase2.node_depleted text: This place is spent for now — its gifts will return in a day or two.


type: uistring id: phase2.node_desc_water text: Clear water in a dark wood — drink your fill, and fill your skins.


type: uistring id: phase2.node_desc_shrine text: Old stones, older prayers. Attune here to quiet the trace that clings to you.


type: uistring id: phase2.node_desc_market text: Furtive traders deal in the wilds' bounty. Barter food for what you lack.


type: uistring id: phase2.node_desc_fae text: A ring of toadstools hums with fae mischief. Bargain, if you dare the price.


type: uistring id: phase2.node_desc_warcamp text: An armed camp. Parley well and they may share their fire — and their favour.


type: uistring id: phase2.node_desc_caves text: Fungal dark, thick with reagents — and with things that resent harvest.


type: uistring id: phase2.node_desc_contested text: A place of raw power, and of watching eyes. Rich pickings, steep risk.


type: uistring id: phase2.node_desc_waypoint text: A waypoint in the wilds. Rest a moment, or forage what you can.


type: uistring id: phase2.btn_drink_deep text: Drink Deep


type: uistring id: phase2.drink_deep_fmt text: You drink deep and fill your skins (+%d water).


type: uistring id: phase2.btn_attune text: Attune (purge trace)


type: uistring id: phase2.attune_kneel text: You kneel and attune. The trace loosens its grip; the parasite recoils.


type: uistring id: phase2.btn_barter text: Barter (6 food)


type: uistring id: phase2.btn_barter_need text: Barter (need 6 food)


type: uistring id: phase2.barter_mana text: You trade rations for a vial of raw mana.


type: uistring id: phase2.barter_reagents text: You trade rations for a pouch of rare reagents.


type: uistring id: phase2.btn_fae_bargain text: Fae Bargain (gamble)


type: uistring id: phase2.fae_pleased text: The fae are pleased. A boon of mana and a strange seed pressed into your palm.


type: uistring id: phase2.fae_cruel text: The fae are cruel. Their laughter rings — and something far off turns its head.


type: uistring id: phase2.btn_parley text: Parley


type: uistring id: phase2.parley_pass_fmt text: You parley with the %s. They share their fire and their favour.


type: uistring id: phase2.parley_fail_fmt text: The %s send you off with cold words.


type: uistring id: phase2.btn_harvest_spores text: Harvest Spores (risky)


type: uistring id: phase2.harvest_cut text: You cut loose clusters of glowing spores.


type: uistring id: phase2.harvest_keeper_wakes text: Something vast and soft-footed uncoils in the dark...


type: uistring id: phase2.btn_forage text: Forage


type: uistring id: phase2.forage_fmt text: You forage %d food from the %s.


type: uistring id: phase2.forage_nothing_fmt text: The %s yields nothing.


type: uistring id: phase2.btn_rest text: Rest


type: uistring id: phase2.rest_moment text: You steal a moment's rest. He does not.


type: uistring id: phase2.btn_seize_spent text: Seize (spent)


type: uistring id: phase2.btn_seize text: Seize the Power


type: uistring id: phase2.seize_fmt text: You wrench power from the %s. The flows recoil — and something now knows exactly where you are.


type: uistring id: phase2.btn_leave text: Leave


type: uistring id: phase2.alchemy_title text: ALCHEMY


type: uistring id: phase2.alchemy_reagents_fmt text: reagents: %d


type: uistring id: phase2.alchemy_masking_label text: 1 Masking Draught


type: uistring id: phase2.alchemy_masking_note text: purge trace & parasite (2 reagents)


type: uistring id: phase2.alchemy_ration_label text: 2 Trail Ration


type: uistring id: phase2.alchemy_ration_note text: +10 food +8 water (1 reagent)


type: uistring id: phase2.alchemy_stimulant_label text: 3 Stimulant


type: uistring id: phase2.alchemy_stimulant_note text: +14 energy +8 mana (1 reagent)


type: uistring id: phase2.btn_close text: Close


type: uistring id: phase2.camp_title_fmt text: NIGHT CAMP — Day %d


type: uistring id: phase2.camp_meal_eaten text: Meal eaten


type: uistring id: phase2.camp_cook_label text: Cook a Hot Meal (4 food)


type: uistring id: phase2.camp_masking_label text: Masking Draught (2 reagents)


type: uistring id: phase2.camp_ration_label text: Trail Ration (1 reagent)


type: uistring id: phase2.camp_stimulant_label text: Stimulant (1 reagent)


type: uistring id: phase2.camp_face_stalks text: Face what stalks the dark


type: uistring id: phase2.camp_step_ring text: Step into the fairy ring


type: uistring id: phase2.camp_hear_wanderer text: Hear the wanderer out


type: uistring id: phase2.camp_give_dream text: Give in to the dream


type: uistring id: phase2.camp_break_blocked text: Rest & Break Camp (deal with the threat first)


type: uistring id: phase2.camp_break text: Rest & Break Camp


type: uistring id: phase2.camp_resource_fmt text: food %d water %d energy %d mana %d health %d reagents %d


type: uistring id: phase2.warn_upon_you text: THE MASTER IS UPON YOU


type: uistring id: phase2.warn_near text: you feel him near


type: uistring id: phase2.warn_cold text: the trail is cold... for now


type: uistring id: phase2.mode_bloodhound text: // BLOODHOUND


type: uistring id: phase2.mode_architect text: // ARCHITECT


type: uistring id: phase2.mode_circling text: // CIRCLING


type: uistring id: phase2.warn_line_fmt text: %s %s


type: uistring id: phase2.weather_tag_rain text: // RAIN


type: uistring id: phase2.weather_tag_storm text: // STORM


type: uistring id: phase2.weather_tag_wild text: // WILD MAGIC


type: uistring id: phase2.day_moves_fmt text: DAY %d // moves left %d / %d // [C] make camp %s


type: uistring id: phase2.node_enter_fmt text: [E] enter %s


type: uistring id: phase2.skirmish_nearby text: a skirmish rages nearby // [B] throw in


type: uistring id: phase2.controls_bar text: [click] move [E] node [SPACE] wait [C] camp [X] brew [G] spells [F] war [B] aid

type: uistring id: phase2.spell_cast text: The working takes hold.


type: uistring id: phase2.controls_append_fmt text: %s %s


type: uistring id: phase2.controls_false_trail text: [D] false trail


type: uistring id: phase2.controls_echo text: [R] echo


type: uistring id: phase2.controls_echo_spent text: [R] echo (spent)


type: uistring id: phase2.war_title text: THE WAR IN THE WOOD


type: uistring id: phase2.war_legend text: reputation -/+ forces at arms


type: uistring id: phase2.ending_gate text: THE GATE


type: uistring id: phase2.ending_taken text: TAKEN


type: uistring id: phase2.return_to_title text: [ENTER] return to title


type: uistring id: phase2.found_bell text: Among the torn flows hangs a bell of black iron. You take it — it will toll but once.

type: uistring id: phase2.found_vial text: In a niche behind the altar rests a vial of drowned glass. You pocket its captive dusk.

type: uistring id: phase2.fog_settles text: The grey haze settles over your back-trail. What he knew of it thins.

type: uistring id: phase2.haste_field text: The wood drags; you alone are quick. Your next step is free.

type: uistring id: phase2.reagent_found_fmt text: Among the litter of the wood: %s.

type: uistring id: phase2.brew_inert text: The mixture sighs and goes to sludge. These two want nothing of each other.

type: uistring id: phase2.brew_ruin text: The pot SCREAMS. Every ear in the wood turns toward the sound of your name.

type: uistring id: phase2.brew_curdle text: The mixture curdles and dies. The reagents are spent for nothing.

type: uistring id: phase2.brew_synergy_fmt text: It takes: %s. %s

type: uistring id: phase2.brew_corrupted text: The draught blackens in the cup — HIS work. It goes to bitter smoke, and the smoke says your name.

type: uistring id: phase2.brew_backlash text: The mixture detonates in your hands. Alchemical backlash — his trap, your blood.

type: uistring id: phase2.brew_sabotage text: Sabotage, bottled. The Apex will remember this work.

type: uistring id: phase2.brew_made_fmt text: You brew: %s.

type: uistring id: phase2.alchemy_recipes text: KNOWN RECIPES

type: uistring id: phase2.alchemy_combine text: COMBINE REAGENTS

type: uistring id: phase2.alchemy_sabotage_tag text: sabotage

type: uistring id: phase2.alchemy_no_reagents text: No tagged reagents. Forage the wood; harvest the caves.

type: uistring id: phase2.tags_unknown text: tags unknown

type: uistring id: phase2.btn_combine text: Combine

type: uistring id: phase2.trap_lit_fmt text: The cold flame picks out %s ahead.

type: uistring id: phase2.trap_spotted_fmt text: Something wrong in the ground ahead — %s, half-hidden.

type: uistring id: phase2.trap_sprung_fmt text: %s! %s

type: uistring id: phase2.disarm_ok_fmt text: You tease %s apart, wire by wire. The ground is honest again.

type: uistring id: phase2.disarm_fail_fmt text: %s resists your fingers. Best walk around it.

type: uistring id: phase2.esc_stealthy text: You left no sign. The wood holds its breath for you a while longer.

type: uistring id: phase2.esc_distraction text: Somewhere behind, he is tearing apart a phantom. Your workings bought you a lead — and emptied you.

type: uistring id: phase2.esc_theft text: The ritual knife is yours — and the bond SCREAMS it to him. He is not searching. He is coming.

type: uistring id: phase2.esc_desperate text: You ran with what you wore. The wood will have to feed you, or it will keep you.

type: uistring id: phase2.item_used text: You use it.

type: uistring id: phase2.disarm_none text: No snare within reach - the wary eye sees them as violet rings.

type: uistring id: phase2.btn_commune_fmt text: Commune: %s

type: uistring id: phase2.commune_ok_fmt text: The old stones speak, and you listen. %s is yours.

type: uistring id: phase2.commune_fail text: The stones murmur, but the prayer slips through your fingers.

type: uistring id: phase2.btn_drawley_fmt text: Draw the Ley: %s

type: uistring id: phase2.drawley_fmt text: You drink from the torn flow. %s burns itself into you - and the wood shivers with your name.

type: uistring id: transition.continue text: [ENTER] go on

type: uistring id: phase3.card_kicker text: PHASE III

type: uistring id: phase3.card_title text: THE RITUAL APEX

type: uistring id: phase2.card_kicker text: PHASE II

type: uistring id: phase2.card_title text: THE FOREST PURSUIT

type: uistring id: phase2.card_line text: The cottage falls behind you. Ahead: leagues of unmapped wood, and somewhere in it, a man who has never once lost a vessel.

type: uistring id: phase2.warn_breath text: his breath is at your neck

type: uistring id: phase2.warn_stirs text: something moves in the wood

type: uistring id: phase2.sign_toast text: You are walking where he walked.

type: uistring id: phase2.sign_tracks text: Bootprints in the wet ground, pressed deep and unhurried. He was not running.

type: uistring id: phase2.sign_fire text: A campfire, cold. The wood was stacked with care and burned down to nothing.

type: uistring id: phase2.sign_bent text: Saplings bent aside and not sprung back. Something tall came through here.

type: uistring id: phase2.sign_still text: The birds here have stopped. Whatever passed, passed recently.

type: uistring id: phase3.counter_read text: You saw it coming. His working folds against your answer.

type: uistring id: phase3.counter_miss text: He moves as you did not expect, and the working bites.

type: uistring id: phase2.spent_body text: You are running on nothing. It is costing you blood.

type: uistring id: phase2.skill_dex text: Wire by wire, your hands get quicker. (Dexterity +1)

type: uistring id: phase2.syn_learned_fmt text: A working learned: %s

type: uistring id: phase2.alchemy_known_fmt text: HERB-LORE %d/%d reagents %d/%d workings

type: uistring id: phase2.camp_sit_shunned text: Nobody comes to your fire. You have made a name in this wood and it is not one that visits.

type: uistring id: phase2.camp_speak_to_fmt text: Speak with %s

type: uistring id: phase2.camp_keep_watch text: Keep the watch (-trace, -energy)

type: uistring id: phase2.camp_watch_kept text: The watch is kept

type: uistring id: phase2.watch_kept_fmt text: You bank the fire low and sit with your back to a trunk until the sky greys. Nothing finds you (trace -%d) — and you will feel it in your legs all day.

type: uistring id: phase2.visitor_cannot_pay text: You have nothing to put in their hand.

type: uistring id: phase2.visitor_cost_food_fmt text: [%d food]

type: uistring id: phase2.visitor_cost_trace_fmt text: [+%d trace]

type: uistring id: phase2.visitor_send_away text: Say nothing, and let them warm themselves

type: uistring id: phase2.visitor_silence text: You share the fire and not a word of yourself. They take the warmth, and take the hint, and go.

type: uistring id: phase2.alchemy_grimoire text: THE WORKINGS

type: uistring id: phase2.alchemy_btn_workings text: [T] workings

type: uistring id: phase2.alchemy_btn_satchel text: [T] satchel

type: uistring id: phase2.working_unknown text: — not yet brewed —