An interactive story game by Aaron A. Reed, where you play a wayfarer, an individual with the superpower
of travelling between worlds.
It provides examples of:
- A Friend in Need: wayfarers get a Call when a fellow wayfarer somewhere needs their help.
- Art Initiates Life: more or less. Every Wayfarer has some artistic gift they can use to travel.
- Conveniently an Orphan: After your adopted daughter left the nest and Rume left you for his/her own Call to Adventure, you can answer the Call and travel into the next world.
- Cloudcuckoolander: Progue, even after healed.
- Failure Is the Only Option: whatever you answer to Progue's test questions, he takes it as a proof you are the Creeper.
- Follow the Leader/Homage: The game's world and atmosphere have more than a few things in common with the Myst series.
- Freedom from Choice: a shady dealer in the City offers prostitutes who control you.
- Progue is relieved when the burden of choice between the two civilizations is off his shoulders.
- People in the Forest pity the disabled civils who don't hear the Thinkers. When you tell the old woman your world doesn't have thinkers to watch over its people, she says she can't conceive such a sad fate.
- Go Mad from the Isolation: Though losing his wife took Progue's mental health, losing his daughters worsened his state further. When you meet, he thinks you are a hallucination. Becoming convinced you are not, even if he mistakes you for the Creeper, makes him remarkably more coherent, befriending him brings back his long lost gift, romancing him starts bringing him back to completeness.
- Gone Horribly Right: After his wife's death, Progue wanted to start a new life in a world where he will be needed. Here, even two civilizations need him, without him being aware of that.
- Holding Hands: during your walk on the beach, bonding over former lovers and loneliness.
- The Mad Hatter: Progue introduces himself as two-thirds crazy.
- Misery Builds Character: Progue's argument against the Forest: characters can't develop in paradise.
- Light Is Not Good: When visiting both civilizations, the Forest appears as a paradise, with nice, caring, happy people, the City as a City Noir, busy with anarchist riots, not to mention the City representative's dry, sarcastic voice. That's why Progue chooses the City to help to the Lacuna.
- The Lost Lenore: Rengin.
- Reverse Psychology: Progue can't decide which side to pick until you choose the Forest, which makes him fight for the City, and realize that's what you both knew is right in your heart.
- Second Love: You for Progue.
- Take My Hand: When Progue saves you in the tsunami.
- Talk About the Weather: Progue in his embarrassment during your walk on the beach.