Are you going somewhere or what, Princess Annika begins to ask you.
6
You tell her to shut it in the most polite possible terms, and begin to exposit, as you know is right to do when inside a hell.
Demons, you begin, are very peculiar creatures, often called manifestations of lies and deception. This you know from your own scholarly exploits to be a fanciful exaggeration - demons are creatures based around stories, and those who find themselves at the center of them. Every demon seeks a hero of their own story, because heroes of their own stories make for excellent allies. That's why rituals matter so much to them; they're an expression of the commitment and drive that makes a truly great partner.
A hell, by extension, is a demon's personal playground, untethered from notions of space and often time as well. A hell is an unformed story that coalesces around its visitor, made up as it goes along. You know how this one begins, in an otherworldly pine forest accompanied by the Princess of Vesperlund, pursued by the trained hounds of the Kaiser. And you know how it should end, with the Book of Hez-Shalhoub in your hands.
But before you get there, the master of this place, the Duke of Pride and Longing, will demand adversity, and plenty of it. With your first move you can determine much.
So it's like a weird game of pretend, Princess Annika proposes. And yes, you say, except the costs will be quite real.
A) The other Spymaster's pet sorcerer will make their presence known, and you will do battle among the trees. She will fly, but you will have good cover.
B) You will be pursued by the forest's terrifying fauna, and you will be separated from the Princess. In doing so, a way forward will present itself.
C) The Duke of Pride and Longing itself will come to guide you, promising much but giving nothing until you are ready to give back in turn.
D) You will meet Sir Ludovic wounded, poisoned and raving alone in the mystical wilderness. He will make the Princess question her commitment to you, but will pose no other threat.