Scripture ends on a question God asks — and Jonah never answers. You are Jonah. You will have to answer with your life.
Chapters 1–4 of Jonah are Scripture — quoted and paraphrased in the Prologue from the Book of Jonah text provided in this request. Everything from Chapter 1 of this game onward — the child, the widow, the road home, the later years — is imagination built on its themes: a prophet who ran, a God who is “gracious and compassionate, slow to anger and abounding in love” (Jonah 4:2), and a question left open on purpose.
Gath-hepher as Jonah’s home comes from 2 Kings 14:25, where Jonah son of Amittai is named as a prophet from Gath-hepher. No ending here is “the biblical ending” — the Bible deliberately doesn’t give one. Yours will be shaped by your Anger, Compassion, and Faith.
Story Mode is the original, forgiving journey. Prophet Mode is harder: what you do on the ship and in Nineveh is remembered later — the sailors, the widow, and the soldier all respond to how you treated people earlier. Some choices are visibly gated, like [Requires Compassion 5], [Requires Faith 4], or [Requires: Clay Animal] — locked choices stay visible so you can plan a replay, and a failed conversation check fails forward into a harder beat, never a dead end.
Prophet Mode adds Resolve (starts at 3, max 5): honest prayer, keeping a vow, and resting when offered raise it; fleeing a hard conversation or lashing out lowers it. If Resolve hits 0 in the east-wind scenes, you must spend a scene recovering before you can go on. Endings are stricter, Marks track four hard-won moments, and one ending — The Prophet Who Stayed — can only be earned in Prophet Mode. Restarting lets you switch modes.