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An adult gothic horror solo RPG gamebook

TWO SOULS

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.

  • 1 player
  • 18+
  • No Game Master
  • No dice required

A choice-driven solo gamebook

A life shaped by your decisions.

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.

01

Read

Follow one life across decades of history, folklore, fear, and investigation.

02

Choose

Decide whom Viktor trusts, what he sacrifices, and how far he lets the second soul guide him.

03

Live with it

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.

Three-step explanation of how Two Souls plays.

The book remembers

The final battle begins with everything Viktor has done.

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 journey

A lifetime of choices. A final reckoning.

Two parts. Two very different journeys.

Part One spans decades. Part Two unfolds over four days.

Viktor in a snow-covered Swiss village, with two shadows diverging from his feet.

Part One — 1914 to 1939

The Making of Viktor

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

  • European folklore and family secrets
  • Knowledge gained at a moral price
  • Choices that return decades later
A gaunt white-capped Alp, a water creature beneath cracked ice, a black cat on a looping forest path, and a revenant in an open grave.

Ages 10–24 · Part One

Seven encounters shape the man who will one day enter the cursed halls of Houska Castle.

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.

Ages 10–16

First Lessons

Before Viktor knows the rules, survival teaches him.

Age 10
The Alp

A nightmare in a worn white cap pins its sleeping victims beneath its weight, choking them as it drinks their blood.

Age 13
The Hakelmerz

A savage water spirit hunts beneath the winter ice, shattering it from below before dragging its victims to the bottom.

Age 14
The Blud

A forest spirit borrows trusted voices and turns familiar paths into circles.

Age 16
The Nachzehrer

A corpse devours itself in its grave, poisoning the land and slowly killing everyone nearby.

Ages 20–24

The Hunter Emerges

Experience gives Viktor more ways to fight. The choices only grow harder.

Age 20
The Vilktak

A cursed belt transforms its wearer into a wolf, trapping a human mind inside a body forced to kill.

Age 22
The Eratnik

A cursed sorcerer rises from the grave each night to strangle the living and drink their blood—his soul still bound to the corpse.

Age 24
The Bog-Iron Colossus

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.

Houska Castle rises through moonlit mist.

Part Two — Beginning 24 September 1939

Houska Castle

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.

  • A real castle reimagined as the center of an occult conspiracy
  • Three personal trials before the descent beneath the chapel
  • No clean reset before the final choice
Three companion trials

The Demons Beneath Houska Castle

Each enemy is chosen to break a different member of Viktor’s group.

Karel’s trial
Bifrons

A demon who animates corpses, manipulates stone and metal, and distorts distance itself.

Eliza’s trial
Furfur

A captive storm demon forced through a blackened medallion to turn wind, thunder, and lightning against Eliza’s shields.

Marek’s trial
Caim

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.

Eliza, Marek, and Karel stand in a rain-darkened forest.

The human cost

Three allies. Three trials.

Eliza, Marek, and Karel enter Houska Castle beside Viktor. Each faces a demon chosen to turn their greatest strength against them.

01

Eliza

An occultist who shapes supernatural energy into shields and force.

02

Marek

A former exorcist who uses demons’ true names to banish them—and knows what forbidden rites demand in return.

03

Karel

A protector whose body became living stone by his own choice.

Save them

A living ally can think, argue, improvise, and act when Viktor cannot.

Carry the imprint

Viktor can wield a limited echo of a fallen ally’s power—but it can never replace the person lost.

Eight companion configurations multiplied by two moral trajectories produce up to sixteen final variations.

Branching with visible logic

Eight companion configurations. Two moral trajectories.

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.

2 × 2 × 2companion configurations
2moral trajectories
Up to 16final variations

Two Souls branching map

Expanded spoiler-free branching map.

Every route carries a cost

Choose the life that reaches the Gate.

Back Two Souls (opens in a new tab)
An investigator’s desk holds folklore evidence and three blackened nails.

Research as atmosphere

Grounded in history. Haunted by folklore.

Travel through wartime Finland, rural Switzerland, Trier, Prague, and Houska Castle. Meet horrors adapted from European folklore, revenant traditions, and historical demonology.

Documented

History

Real locations, changing borders, and political conditions across Europe from 1914 to 1939, including the documented history of Houska Castle.

Recorded

Folklore

The Alp, the Hakelmerz, the Blud, the Nachzehrer, the Vilktak, and the Eratnik—along with Bifrons, Furfur, and Caim from historical demonology.

Clearly identified

Fiction

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

Your choices. Never a lucky roll.

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

The complete story in every edition.

Digital, Standard, Deluxe, and Collector’s editions are planned. Premium tiers may improve materials and presentation—never lock story routes behind a higher price.

Digital Edition

  • Hyperlinked English PDF
  • Screen-friendly single-page layout
  • Two-page spread layout for tablets
  • Personal download link with lifetime access

€15

Deluxe Edition

  • Complete hardcover edition
  • 6 × 9 in (15.2 × 22.9 cm)
  • Approximately 250 pages
  • Premium black-and-white printing
  • Premium-grade book paper
  • Includes the Digital Edition

€60

Collector’s Edition

  • Complete hardcover edition
  • 6 × 9 in (15.2 × 22.9 cm)
  • Approximately 250 pages
  • Premium black-and-white printing
  • Premium-grade book paper
  • Includes the Digital Edition
  • Limited to 10 copies (individually numbered 1–10 on the first page)
  • Shipping included

€100

Why Kickstarter?

Fund the first print run.

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

Meet Sergiusz Junczyc.

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

Frequently asked questions.

Is this a novel or a role-playing game?

A choice-driven solo RPG gamebook that requires no group, Game Master, or separate rules system.

Do I need dice?

No. Optional Fate Mode uses a d6 only when you want chance to select between offered choices.

What is the recommended age and content warning?

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.

How does the book use history, folklore, and fiction?

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.

How do I download the PDF included with my reward?

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:

  1. By email. You will receive a message titled “Your downloads are ready!” from no-reply@fernflowerpress.com. Follow the link in the message to open your private download page.
  2. From your customer account. Visit account.fernflowerpress.com, enter the same email address and select Send code. Enter the one-time code sent to your inbox, open Orders, and select Two Souls 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.

How long will printing and shipping take?

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.

How much is shipping?

Current shipping rates for physical editions are:

  • United States — €7 / US$7
  • United Kingdom — €7 / US$7
  • Germany — €9 / US$9
  • Other European countries — €10 / US$10
  • Canada and Australia — €11 / US$11
  • All other supported destinations — €15 / US$15

Shipping is included with the Collector’s Edition.

Where will my book be printed, where do you ship, and how can I contact you?

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.

What kind of man will reach it?

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
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