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Follow one life across decades of history, folklore, fear, and investigation.
An adult gothic horror solo RPG gamebook
SAVE YOUR FRIENDS — OR TAKE THEIR POWER.
Viktor was born with two souls. One is his own. The other is cold, watchful, and able to recognize the things that hide behind ordinary shadows. Face the horrors of European folklore through Viktor’s eyes and make the hard choices that shape who he becomes. By the time Viktor reaches the Gate beneath Houska Castle, your decisions will have determined the fate of his friends—and whether the Gate can remain sealed.
A choice-driven solo gamebook
Two Souls is an adult historical gothic horror solo RPG gamebook set across Europe between 1914 and 1939. Read Viktor’s story, choose what he protects and what he sacrifices, and carry every consequence forward.
Follow one life across decades of history, folklore, fear, and investigation.
Decide whom Viktor trusts, what he sacrifices, and how far he lets the second soul guide him.
A choice made in childhood can return when Viktor finally reaches the Gate.
Read a section, choose between the available actions, and continue from the section indicated. There are no character statistics, combat tables, Game Master, or required dice rolls. Earlier decisions open and close later paths.

The book remembers
It begins with the consequences of an entire life: knowledge, guilt, trust, scars, surviving enemies, and the fate of three companions.
A rescued child may become a witness. An act of cruelty may cost him a friend. Knowledge gained from one creature may be the only reason he survives another.
Discover Viktor’s journeyA lifetime of choices. A final reckoning.
Part One spans decades. Part Two unfolds over four days.

Part One — 1914 to 1939
Choices made from childhood into adulthood shape Viktor’s morality, his knowledge of the supernatural, and his relationship with the colder soul inside him.

Ages 10–24 · Part One
Viktor begins as a child with no training and grows into a hunter of the unnatural. Each creature follows its own rules—and every choice leaves something behind.
Before Viktor knows the rules, survival teaches him.
A nightmare in a worn white cap pins its sleeping victims beneath its weight, choking them as it drinks their blood.
A savage water spirit hunts beneath the winter ice, shattering it from below before dragging its victims to the bottom.
A forest spirit borrows trusted voices and turns familiar paths into circles.
A corpse devours itself in its grave, poisoning the land and slowly killing everyone nearby.
Experience gives Viktor more ways to fight. The choices only grow harder.
A cursed belt transforms its wearer into a wolf, trapping a human mind inside a body forced to kill.
A cursed sorcerer rises from the grave each night to strangle the living and drink their blood—his soul still bound to the corpse.
A marsh spirit forms a towering body from bog iron, shattering walls with its fists and shaking the earth with every step.
These are not random combat encounters. Every creature has rules to discover, a weakness to test, and a choice that changes who Viktor becomes.

Part Two — Beginning 24 September 1939
On 24 September 1939, Viktor and his companions set out for Houska Castle in the German-annexed Sudetenland of northern Bohemia.
The real castle was founded in the thirteenth century. Its chapel was restored in 1928, the reconstruction of the castle was completed in 1930, and the German army used it during the Second World War. According to legend, the chapel stands over a chasm leading to Hell.
In Two Souls, the legend is true: a sealed rift lies beneath the chapel.
Part Two unfolds over four days. During the first three, each of Viktor’s allies faces a demon chosen specifically for them. On the fourth day, the survivors descend with Viktor to confront Kurt beneath the chapel.
Each enemy is chosen to break a different member of Viktor’s group.
A demon who animates corpses, manipulates stone and metal, and distorts distance itself.
A captive storm demon forced through a blackened medallion to turn wind, thunder, and lightning against Eliza’s shields.
A demon who takes shape in smoke and speaks in stolen voices, showing Marek possible futures as if they were inevitable.
The man shaped by your choices in Part One determines who still stands beside Viktor, which choices remain at the Seal, and whether Kurt can be stopped.

The human cost
Eliza, Marek, and Karel enter Houska Castle beside Viktor. Each faces a demon chosen to turn their greatest strength against them.
An occultist who shapes supernatural energy into shields and force.
A former exorcist who uses demons’ true names to banish them—and knows what forbidden rites demand in return.
A protector whose body became living stone by his own choice.
Save them
Carry the imprint

Branching with visible logic
Eliza, Marek, and Karel can each survive or fall. Those eight companion configurations combine with Viktor’s two moral trajectories, creating up to sixteen final variations.
An imprint may follow a companion’s fall, but it does not create a third companion state.
Every route carries a cost

Research as atmosphere
Travel through wartime Finland, rural Switzerland, Trier, Prague, and Houska Castle. Meet horrors adapted from European folklore, revenant traditions, and historical demonology.
Real locations, changing borders, and political conditions across Europe from 1914 to 1939, including the documented history of Houska Castle.
The Alp, the Hakelmerz, the Blud, the Nachzehrer, the Vilktak, and the Eratnik—along with Bifrons, Furfur, and Caim from historical demonology.
Kurt’s SS-backed occult project, the supernatural rift and three-nail Seal beneath Houska Castle, Viktor’s second soul, the Bog-Iron Colossus, and the specific events involving folklore creatures and historical demons are fictional elements created for Two Souls.
Optional Fate Mode
No die is required. You make every choice yourself. If you prefer to leave a decision to chance, roll any standard six-sided die: an odd number selects the first option, and an even number selects the second.
The roll chooses only which path you take. It never decides whether Viktor succeeds or fails.Every copy includes the complete story
Digital, Standard, Deluxe, and Collector’s editions are planned. Premium tiers may improve materials and presentation—never lock story routes behind a higher price.
€15
€38
€60
€100
Why Kickstarter?
The campaign’s primary goal is to finance the minimum production run required to put Two Souls into print.
Minimum print-run cost€5,000
Creator-led project
Creator and author
Two Souls is built on Sergiusz Junczyc’s research into creatures from German and Eastern European folklore, together with demonological bestiaries. These traditions have been adapted into a coherent supernatural system created specifically for the project.
Two Souls is a deliberately prose-first gamebook. Its tense, fast-moving scenes are designed to build every creature and location in the reader’s imagination. The finished book contains no interior illustrations.
Cover photograph by Anastasia Korchagina, licensed through iStockphoto.com.
Straight answers
A choice-driven solo RPG gamebook that requires no group, Game Master, or separate rules system.
No. Optional Fate Mode uses a d6 only when you want chance to select between offered choices.
Two Souls is intended for readers aged 18 and over. It contains violence, blood, body horror, children in danger, bullying, harm to animals, occult rituals, demonic possession, death and grief, wartime displacement, and depictions of Nazi persecution and SS violence. Nazi and SS personnel appear as antagonists. The book contains no explicit sexual content.
Houska Castle and its architectural history are real, while the Gate beneath its chapel belongs to the castle’s legends. Kurt’s occult project, the corrupted Seal, and the events of Two Souls are fiction.
When the Digital Edition is released and your payment has been confirmed, a customer account will be created using the email address associated with your pledge. You will have two ways to download the PDF:
The download link in your customer account does not expire, so you can download the PDF again whenever you need it.
Once a physical reward enters production, our print partner normally requires 3–5 business days to print and bind it. Estimated delivery after dispatch is usually 7–14 days, although shipping times are not guaranteed.
Please allow additional transit time for Alaska, Hawaii, Puerto Rico, APO addresses, and other U.S. territories. If your order has not arrived within 21 days of dispatch, email shop@fernflowerpress.com. We will review the shipment and may arrange one free replacement at our discretion.
Current shipping rates for physical editions are:
Shipping is included with the Collector’s Edition.
Whenever possible, your book will be produced and shipped from the print facility closest to its delivery address. Our print partner operates facilities in France, India, Australia, the United Kingdom, Canada, and the United States and ships to most countries worldwide.
We currently cannot ship to Belarus, the Central African Republic, Comoros, Cuba, Equatorial Guinea, the Falkland Islands (Malvinas), Guinea-Bissau, Iran, Johnston Island, Kiribati, Myanmar (Burma), Nauru, Niue, North Korea, the Crimea region, Russia, Saint Helena, Ascension and Tristan da Cunha, Saint Pierre and Miquelon, São Tomé and Príncipe, Sierra Leone, the Solomon Islands, Somalia, South Sudan, Sudan, Syria, Tajikistan, Tokelau, Turkmenistan, Tuvalu, Ukraine, Venezuela, the Wake Islands, or Yemen.
If you have questions about the book or your order, use the Fern Flower Press contact form or email shop@fernflowerpress.com.
The Gate remembers every choice.
Save the people who keep Viktor human—or take the power to face the Gate alone.
Back Two Souls (opens in a new tab)1 player · 18+ · No Game Master · No dice required