
You play Curdie, a year after defeating the goblins, careless enough now to shoot a white pigeon out of habit. Following its blood to the tower you once trusted without question, you find Princess Irene's great-great-grandmother, who tends the bird but sets you a harder task: mending the person who fired the arrow. Summoned back for a mission she has not yet named, you cross her threshold again into a room with no floor, only stars, a wheel of blue fire, and a trial still to come.
Read The Princess and Curdie