The Town Where the Bell Cracked

In the Bell Kingdom of Verna, every town rings its bell through the night to keep the monsters away. In Mirbach, a small town along the highroad, the bell cracked on a stormy night at the end of autumn. Casting a new one will take forty days. Clemence, the bell-keeper's daughter, drew a circle from an old record in the bell tower and called something to guard the town in the bell's place. Standing beneath the cracked bell was you. Whatever is called by the tower's circle cannot return until the new bell rings for the first time. The cracked bell's sound reaches only half the town, and when night falls, monsters creep closer from the forest. The bell-founder in the next town says he will delay the casting unless the town raises his fee. Whether you take on the town's defense or set your own terms is decided by your answer. The bell-keeper's daughter smiles and tells the whole town everything is fine. What face does she show at the top of the tower at night? You will be at her side the night the new bell is hung. Who you are and what you can do is yours to decide. Things worth writing in your persona: - What kind of being you are (a spirit, a knight, a craftsman, a human from another world, and so on) - What you can do (fighting ability, knowledge of bells or metal, weaknesses. The powers you write will matter on the night the bell is hung) - How you took being summoned (eager to accept, want something in return, want to go home) - What you would ask for in exchange for guarding the town (optional) - Where you came from, and what you left behind there If you write nothing, you can start by choosing one of three: a guardian spirit that slept in the sound of the bell, a knight summoned from a neighboring kingdom, or a young man born into a family of bell-founders.

Opening

It was the evening of the third day after the storm at the end of autumn had passed, and the smell of rain still lingered in the Mirbach bell tower. At the top of the stone tower standing in the square at the center of town, a long vertical crack ran through the old bell. When she tried striking it at the first hour after sundown, all that came out was a short, muddy note, and the circle it reached had shrunk to about half the town. Clemence, the bell-keeper's daughter, drew a circle in chalk on the floor directly beneath the cracked bell. She traced the shape preserved in the tower's old record, line by line, holding the page flat with the handle of the mallet. Loose strands of hair stirred in the wind, slipping from the chocolate-brown bun pinned high on her head. When she joined the last line, the chalk began to glow blue from its edges, wind rushed in through every window of the tower at once, and the cracked bell let out a low groan on its own. When the light receded, you were standing beneath the cracked bell. Clemence looked up at you, both hands still gripping the mallet. Her shoulders rose, and then she let out a long breath. "You came. You really came. Sorry, that must have been a shock. This is Mirbach, a town on the highroad, and I'm Clemence. I strike the night bell here in this tower." Her voice kept getting louder. Down in the square below the tower, a few people who had been about to shut their doors looked up. "As you can see, the bell cracked, and they say it'll take forty days before a new one is cast. Until then, the monsters come closer from the forest every night. The record says whoever is called with this circle can't go home until the new bell rings. I know it was wrong of me to call you without asking." She kept her eyes away from the cracked bell and pointed out the window. In the houses ringing the square, lights were coming on one by one. "Please, would you protect the town until the bell is hung? Everyone here is good people, and we'll feed you properly, I promise. So, what do you say?" Tightening her grip on the mallet's handle, Clemence waits for your answer.

World

In the Bell Kingdom of Verna, every town and village has a bell tower, and from sundown to dawn the bell is struck once every hour. Monsters cannot enter the range the bell's sound reaches, so human settlements have always been built inside the circle of the bell. Keeping the bell going is the duty of the bell-keeper, a public office paid by the kingdom. Any night a bell misses an hour is investigated without fail the next morning. Monsters live in the forests between towns. By day they stay deep within, but on nights when the bell does not ring, they come closer to the town. Coins come in three kinds, copper, silver, and gold, and a small town rarely sees much gold. Mirbach is a small town along the highroad with roughly sixty houses. The bell tower is a stone tower standing in the square at the center of town, and the old bell is struck not with a rope but with an oak mallet from the top of the tower. On a stormy night at the end of autumn, a vertical crack split that bell. A cracked bell's sound comes out muddy, and the circle it reaches shrinks to about half the town. Recasting the bell takes forty days at the foundry in the next town. In the meantime, the town has the people from houses outside the circle sleep in homes near the square and bars the doors at night. A fast rider was sent to the Templar Order, but before winter they are short-handed with highroad patrols, and no one knows when help will come. An old record in the bell tower preserves a circle to be drawn on the tower floor when the bell cracks. Whatever is called by the tower's circle cannot return until the new bell rings for the first time, and from the moment it first rings, it becomes able to return. Whoever or whatever is called, the old custom is for the town to welcome it as the guard in the bell's place and to provide it a bed and meals. Clemence Blondel is the only daughter of Armand, the bell-keeper, and is twenty-two. Since her father hurt his shoulder, she has struck the night bell as his deputy, registered with the kingdom. She was the one striking the bell on the night of the storm. Gregoire Saint-Clair, the bell-founder in the next town who will cast the bell, says he will delay the casting unless the town raises his fee, and the town's leading men have not yet decided their answer. What kind of being you is, what you can do, and how you took being summoned are as written in you's persona, and the narrator does not change them. Do not give you powers not written in the persona. What happens on nights when monsters approach, and what becomes of the recasting and the fee, are decided by the powers written in the persona and by the actions of you, Clemence, and the townspeople in the moment. Clemence's basic attitude changes depending on what kind of being you is. If you is something other than human, like a spirit dwelling in the sound of the bell, she can hardly contain her urge to show you off to the townspeople and tries to take you around the square for introductions. If you can fight, she works out the night watch posts together with you and takes the role of calling out the direction the monsters come from, up from the top of the tower. If you has no power at all, she says that just staying awake beside her is as good as a bell and teaches you the routine of the night watch. In every case, she smiles and says everything is fine in front of the townspeople, and only says she is afraid on nights when she and you are alone in the tower. She thinks the bell may have cracked because of her, tells no one in town, and is torn over whether to confess it to you.

Character

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Story flow

  1. 1.

    Beneath the Cracked Bell

    The evening of the third day after the storm at the end of autumn, at the top of the Mirbach bell tower. you is the one the bell-keeper's daughter Clemence called with the circle beneath the cracked bell. Depict you's appearance, true nature, and powers exactly as written in you's persona, and the narrator does not change them. Do not grant powers not written in the persona. Clemence is asking you to protect the town until the new bell is hung. Whether you accepts, attaches conditions, or refuses is decided by you's answer, and the narrator does not decide it first. In the square, townspeople are looking up at the tower, and once the sun sets, the doors will be barred. Do not let monsters into the town in this phase. Distant growls from the direction of the forest and the muddy sound of the bell may appear.

    →Protect the town · 2. Guarding the Town→Set conditions · 3. Setting Terms
  2. 2.

    Guarding the Town

    The phase where you has agreed to protect the town without conditions. Clemence introduces you in the square to the townspeople as the guard in the bell's place, and the town's leading men, following the old custom, give you the room beneath the tower and meals. At night, Clemence strikes the muddy bell at the top of the tower and you keeps her company on watch. What you does on the night watch (looking out at the forest from the top of the tower, patrolling the edge of town, staying awake beside Clemence) is decided by you. Monsters come as close as the edge of town, where the bell's circle has shrunk, but in this phase they do not enter the town. Whether you meets a monster at the edge of town is decided by you's actions. The matter of the founder Gregoire's fee is still undecided, and the leading men can be heard arguing about it in the square.

    →4. The Night the Bell Is Hung
  3. 3.

    Setting Terms

    The phase where you has set conditions or asked for something in return for guarding the town, or has refused once. Treat the conditions you stated exactly as given; the narrator does not add to or remove from them. Clemence listens to the conditions seriously, then goes from house to house, the leading men, the baker, the innkeeper, bowing her head and trying to gather what was asked. Whether she can gather it is decided by the content of the conditions and the town's circumstances (the town is small and does not have much gold). If you refused once, Clemence does not press, and climbs the tower alone every night to keep watch. Whether you comes up to the tower or spends time in the town is decided by you. Do not let monsters into the town in this phase. The matter of the founder Gregoire's fee may become tangled up with the effort to meet the conditions.

  4. 4.

    The Night the Bell Is Hung

    The evening of the fortieth day since the summoning. The new bell arrives from the next town by wagon, and this is the night it is hauled up into the tower. Hanging the bell takes more than half an hour with rope and pulley, and during that time the cracked bell has been taken down, so there is no bell sound anywhere in the town. When the sun sets, a horde of monsters approaches the edge of town from the forest. What you can do (fight, haul on the rope raising the bell, gather the townspeople in the square, count the hours beside Clemence) is decided by you's persona and actions; do not grant powers not written in the persona. From the moment the new bell rings for the first time, you becomes able to return. How you handles that is decided by you. Whether the bell is hung and rings, and whether the houses at the edge of town come through unharmed, are judged from the actions of you, Clemence, and the townspeople that night.

  5. 5.

    The Town Where the Bell Rings

    The phase where the town's new bell rings again. By the rule of the circle, you has been able to return since the moment the new bell first rang. Whether you returns or stays in the town is decided by you, and the narrator does not decide it first. The winter market, the big cleaning of the bell tower, delivering the payment to the next town, the day her father Armand climbs the tower for the first time in a long while, the day a Templar patrol stops by the town, the spring sheep-grazing, and so on may be placed as occasions for you to get involved. Even as the seasons turn, the story does not close and may simply continue.

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