P2 Checkpoint 1 Individual Deliverable

Playlist: https://open.spotify.com/playlist/7lJAPzopskjQAzxsn2xwQn?si=6fc05b68793a4ede

Direction 1:

You are a crow who just hatched from their egg. You chirp for your mother yet no one arrives, so you begin to explore. As you become acquainted with this forest around you, you realize how wonderful and dangerous it can be. Something injures you and you lie on the floor. You notice a shadowy figure with a crooked, pointed hat in front of you as you slowly drift off. BANG! The sound of thunder. All of a sudden, you wake up back by the fireplace, next to a lady dressed in black wearing a crooked hat. Your body feels much heavier and that’s when you remember that you’re an old, aged crow, a servant to the witch. The witch approaches you, asking “oh old crow, would you like to hear another story?”. The witch opens her magic book, and begins telling the story of a young crow. You play as the young crow in this story, and piece by piece, you figure out the intricate relationship between the crow and the witch.

Emotions: Intriguing, Comforting

Direction 2:

You are a crow who serves a witch. You don’t remember your history or the past . . . it’s all a bit fuzzy. All you know is that the witch loves you, and you love the witch. She provides you with food, comfort, and safety, all in exchange for your help fetching and retrieving items from this giant, sprawling tower the witch occupies. However, as you navigate the tower, you notice certain peculiarities. The mice all seem to be afraid of the witch. There are many hallways and passages you are forbidden from entering . . . but why? You can choose to be the devoted servant or you can choose to take a little bit longer on your quests to fetch items, poking your beak into places you know you shouldn’t. Just be careful. Some things are better left leaving unknown.

Emotions: Intriguing, Mysterious, Suspenseful

Direction 3:

You are a crow from distant lands, brought here by fate and an unfortunate storm. You wake up in a little cottage, next to a woman dressed in black. Distrustful of the human, you jump back, prepared to scratch or poke if endangered. However, you realize that this woman saved you. You allow her to approach and over the course of a few days, she nurses you back to health. You depart, but you cannot help but feel attached to this woman. You observe from a distance, amongst foliage and the trees, as the witch goes about her day-to-day life. She acts as an apothecary for local people who would visit her. They would come in misery and leave with smiles, showing gratitude towards their caretaker, the same gratitude you felt. However, one day, the witch does not exit her cottage in search for herbs. She does not the next day. Or the day after that. Noticing something is wrong, you go back inside the home, and you see the witch in a bed, deathly ill. You peck at her yet she doesn’t wake. You notice a book lain on the floor with a recipe for some kind of medicine. You recognize some of the pictures, you’ve seen these herbs before! Not knowing what else to do, you leave, beginning your grand quest to save your savior.

Emotions: Heart-warming, Adventurous

 

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