(set: $slowfade to (transition:"dissolve"))
=><=
$slowfade[N I G H T B O U N D]
[[Play?|firststart]]
☾
{(mouseover-replace: "☾")[^^ProP, 2017^^]}-protag arrives to Eritan from Arctus. He's unknown in Eritan, but was famous in Arctus as a war hero. However, his famous image is secretly a lie. Plagued with guilt, he escaped to Eritan to start over anew and escape his image.
-hipster Satyr mage, Theo.
-shadowmancer rogue girl, Rowin.
-werewolf girl: werewolves become wolves at night as their curse, however, since the night has not lifted over Eritan, she's stuck in wolf form. Lilah.
-clockwork man: he just wants to be a person (not clockwork man, just man). at some point, if the player talks to him, he'll choose a new name, and ask for player's advice. his starting "name" is Sentry-9. the clockwork men are essentially human souls powering mechanical bodies, created by mages. He'll suggest three names that he likes equally: Adrian, Cyril, or Thomas. His class is basically rogue.
-companions will now level up with your character. their level is initially set to the level of your character when you first meet them. they will have the option to learn new moves as they level up.
-Mages: much like before, mages will learn new spells and focus on weaknesses/immunities. level up will allow learning new spells at certain levels, plus more MP (and more HP).
-warriors: attacks will be set, but strength modifier increases with level ups. new weapons can add to the modifier, and also provide elemental damage types. no SP anymore, but HP increases with level also.
-rogues: can dodge moves, with increasing chance of dodging with level. new weapons also provide damage type modification. they focus more on status effects and dodging, and being support for companion characters.
-other combat changes: can control your companion now, who can also be targeted (some attacks will hit both?--more common with spells or enemies that represent multiple enemies). As before, if your character dies, game over, but if companion dies...?
-completely open world this time? like that idea
-combat options: mage - spell1, spell2, spell3. rogue - attack (basic+strength+weapon), affliction (?), dodge. warrior - attack (basic+strength+weapon), strong attack (must recharge next turn), taunt (draw attention of single-target attacks to you).
-rogues' afflictions cause damage on the foe's turn and has a 4/5 chance of landing. rogues' dodge will succeed 2/3 chance.
-warriors' reckless strike does double its base damage, but renders you unable to move next turn.
-if you've used taunt and foe uses a multiattack, you get hit twice.
-optional quest in the forest past Anurion: you find a werewolf group camping in the woods who explains an aggressive upstart upheaved their clan after decades of peace within. The quest-giver, Anselm, was former leader, and wants to reunite the clan so they can quietly live in peace in the caves again; they're endangered in the open woods. When you fight through the caves and get to Kudlak sitting with his wolves, Kudlak will suggest it's not your problem, that he bested Anselm and aggression is the werewolves' way, and it's no business to an outsider. Since Anselm dragged you into it, he'll offer you 100 silver to leave, and kill Anselm, with the additional promise that with Anselm dead, if the others wish to rejoin the caves, he'll allow them. Accepting Kudlak's offer results in +5 liveforself, killing him in +1 liveforother. If you kill him, the other werewolves in the room will respect/not attack you, though they say nothing.
-final boss: Nephilim DysderaHello!
Before we get started, let's get you ready.
First question: will you be playing this game as a male or a female?
[[Male.|startMale]]
[[Female.|startFemale]]{(Set:$name to "Basil")
(Set:$them to "him")
(set:$pos to "his")
(set:$pro to "he")}
All right, noted.
[[Continue|chooseClass]]{(Set:$name to "Sorrel")
(Set:$them to "her")
(set:$pos to "hers")
(set:$pro to "she")}
All right, noted.
[[Continue|chooseClass]]Next, let's figure out your class.
Mages are, unsurprisingly, magic users. Mages learn a variety of spells, but are physically the frailest of the group.
Warriors are the heavy-hitters. They can use a variety of weapons, and prefer a straightforward approach in battle. They have the highest defense and strength.
Rogues are speedy, sneaky, stabby guys. They use bows or daggers. They have mid-range defense and strength, but their speed means they always go first in combat.
What sounds good?
[[Mage|magestart]]
[[Warrior|warriorstart]]
[[Rogue|roguestart]]All right, you'll be a Mage.
{(set: $class to "Mage")
(set:$equippedWeapon to "Wildstrike")
(Set:$weaponDMG to 2)
(set:$spell1 to "Flames")
(set:$spell2 to "Sparks")
(Set:$spell3 to "Frost")
(set:$HPInc to 1)
(set:$MPInc to 3)
(set:$strength to 0)
(set:$streInc to 0)
(Set:$spell1DMG to 6)
(Set:$spell1cost to 5)
(set:$spell2DMG to 5)
(Set:$spell2cost to 5)
(Set:$spell3DMG to 5)
(Set:$spell3cost to 5)
(Set:$spell1txt to "You raise your hand and release a tiny jet of flame!")
(Set:$spell2txt to "You raise your hand and release a shower of sparks!")
(Set:$spell3txt to "You raise your hand and cast an icy wind!")}
Known Spells: Flames, Sparks, Frost
{(set:$maxHP to 20)
(Set:$currHP to 20)
(set:$maxMP to 20)
(Set:$currMP to 20)}
HP: 20/20
MP: 20/20
[[Continue|petask]]All right, you'll be a Warrior.
{(Set:$class to "Warrior")
(set:$equippedWeapon to "Felltooth")
(Set:$weaponDMG to 4)}
{(Set:$maxHP to 25)
(Set:$currHP to 25)
(set:$strength to 5)
(set:$streInc to 6)
(set:$HPinc to 3)
(set:$currMP to 0)
(set:$maxMP to 0)}
Strength: 5
HP: 25/25
[[Continue|petask]]All right, you'll be a Rogue.
{(Set:$class to "Rogue")
(set:$equippedWeapon to "Silent Fang")
(Set:$weaponDMG to 3)}
{(Set:$maxHP = 25)
(Set:$currHP =25)
(set:$strength to 4)
(set:$streInc to 3)
(set:$HPInc to 2)
(set:$affliction to "Weak Poison")
(set:$currMP to 0)
(set:$maxMP to 0)}
Known Affliction: Weak Poison
Strength: 4
HP: 25/25
[[Continue|petask]]Hey, one last question:
Are you a cat person, or a dog person?
[[Cat.|catnext]]
[[Dog.|dognext]]
(set:$motif to "cat")
Thanks.
You're all set.
[[Continue to Introduction|begin]](set:$motif to "dog")
Thanks.
You're all set.
[[Continue to Introduction|begin]]{(if:$motif is "cat")[
(if:$class is "Rogue")[(set:$epithet to "Panther of Arctus")]
(elseif:$class is "Mage")[(set:$epithet to "Tiger of Arctus")]
(elseif:$class is "Warrior")[(set:$epithet to "Lion of Arctus")] ]
(elseif:$motif is "dog")[
(if:$class is "Rogue")[(set:$epithet to "Fox of Arctus")]
(elseif:$class is "Mage")[(set:$epithet to "Jackal of Arctus")]
(elseif:$class is "Warrior")[(set:$epithet to "Wolf of Arctus")]
]
(set:$level to 1)
(set:$clevel to 1)
(set:$companion to "none")
(set:$silver to 10)
(set:$firstshira to "yes")
(set:$talkedtoInn to "no")
(set:$talkedTheo to "no")
(set:$theoApprove to 5)
(set:$theoTalkCount to 1)
(set:$lilahTalkCount to 1)
(set:$lilahApprove to 5)
(set:$sentryTalkCount to 1)
(set:$sentryApprove to 5)
(set:$rowinTalkCount to 1)
(set:$rowinApprove to 5)
(set:$foundCreekPotion to "no")
(set:$currXP to 0)
(set:$maxXP to 10)
(set:$compStatus to "alive")
(set:$shiraexitfought to "no")
(set:$beachfought to "no")
(set:$sentryMet to "no")
(set: $pguyinv to (datamap: "Health Potions", 5))
(set: $pietrinv to (datamap:"Health Potions",10,"Aetheria Leaves",10,"Really Strong Coffee",10,"Gossipy Pamphlet",1))
(set:$munzinv to (datamap:"Turok's Hookblade",1,"Morningstar",1,"Soulbond Blade",1,"Shockwave Bow",1,"Demon Samraza's Knife",1))
(set: $weapType to (datamap:"Wildstrike", "null", "Felltooth", "null", "Silent Fang", "null","Masochist's Thorn", "spirit","Turok's Hookblade","null","Morningstar","fire","Soulbond Blade","spirit","Shockwave Bow","force","Demon Samraza's Knife","electric","Beacon","light","Herald of Dawn","light"))
(set: $spellType to (datamap: "Flames", "fire", "Sparks", "electric", "Storm Ballad", "electric", "Spirit Bolt", "spirit","Frost","ice","Winterfugue","ice","Sonic Facepunch","force","Eventide's Calling","spirit","Pyre Requiem","fire","Dawn's Glory","light","Firebolt","fire","Violent Wind","force","Demon Chevalier","support","Aspect of Vampire","support","Aspect of Stone Hermit","support","Aspect of Dragon","support","Carmine Oath","support","Aspect of Pangolin","support","Infernal Steward","support","Reckoning","force","Immolation","fire"))
(set:$bestiary to (datamap: "Spideer",0,"Feral Werewolf",0,"Restless Ghost",0,"Stone Hermit",0,"Foxbat Swarm",0,"Failed Polymorph",0,"Clockwork Soldier",0,"Clockwork Sentry",0,"Demon Dimas",0,"Kamaitachi",0,"Doppelgänger",0,"Knight-Paladin Erastos",0,"Werewolf",0,"Balaur",0,"Barghest",0,"Drowned Horse",0,"Minor Demon",0,"Timeshift Stag",0,"Nephilim Dysdera",0,"Wolf-King Kudlak",0,"Wolf Elder Anselm",0))
(set:$theoSkills to (datamap: 1,"none",2,"none",3,"Storm Ballad",4,"none",5,"Pyre Requiem",6,"Sonic Facepunch",7,"none",8,"Reckoning",9,"none",10,"none",11,"none",12,"none",13,"none",14,"none",15,"none",16,"none",17,"none"))
(set:$rowinSkills to (datamap:3,"none",4,"Demon Chevalier",5,"none",6,"Aspect of Vampire",7,"Aspect of Stone Hermit",8,"none",9,"Carmine Oath",10,"Aspect of Dragon",11,"none",12,"none",13,"none",14,"none",15,"none",16,"none",17,"none"))
(set:$skillDMGs to (datamap: "Storm Ballad",8,"Spirit Bolt", 8,"Firebolt",9,"Sonic Facepunch",9,"Eventide's Calling",20,"Pyre Requiem",9,"Dawn's Glory",9,"Flames",6,"Sparks",5,"Frost",5,"Violent Wind",9,"Reckoning",20,"Immolation",20,"Winterfugue",8,"Demon Chevalier",0,"Aspect of Vampire",0,"Aspect of Stone Hermit",0,"Infernal Steward",0,"Aspect of Pangolin",0,"Carmine Oath",0,"Aspect of Dragon",0))
(set:$skillCosts to (datamap: "Storm Ballad",5,"Spirit Bolt",5,"Firebolt",6,"Sonic Facepunch",6,"Eventide's Calling",9,"Pyre Requiem",6,"Demon Chevalier",5,"Aspect of Vampire",6,"Aspect of Stone Hermit",10,"Carmine Oath",10,"Aspect of Dragon",15,"Dawn's Glory",6,"Violent Wind",6,"Infernal Steward",10,"Aspect of Pangolin",5,"Reckoning",9,"Immolation",9,"Winterfugue",5))
(set:$skilltxt to (datamap: "Storm Ballad","Theo concentrates, and a violent, fast-paced song fills the air around the enemy, charging it with electricity.","Spirit Bolt","A bolt of spirit energy bursts forth and strikes the foe.","Firebolt","A ball of searing flame flies at the enemy!","Sonic Facepunch","Theo strikes the foe with a deafening soundwave.","Eventide's Calling","A blade of ethereal, twilit light forms in your hand, and sears the foe as you strike.","Demon Chevalier","Rowin summons a minor demon to fight alongside the target on their turn.","Pyre Requiem","Theo creates a somber, haunting melody that deals fire damage to the foe.","Aspect of Vampire","If the foe is poisoned, the target regains HP each turn.","Aspect of Stone Hermit","Rowin enchants the target for moderately reduced damage until next turn.","Carmine Oath","Rowin sacrifices her life on the field and fully restores the target's health.","Aspect of Dragon","Rowin enchants the target for greatly reduced damage until next turn.","Dawn's Glory","You create a bolt of piercing, blinding light.","Flames","A small jet of flame is created and released at the foe.","Sparks","A bolt of electricity is created and fired at the foe.","Frost","A beam of freezing cold is fired at the foe.","Infernal Steward","Rowin summons a minor demon to heal the target's HP.","Aspect of Pangolin","Rowin enchants the target for slighlty reduced damage until next turn.","Violent Wind","A cutting gust of wind blasts the foe.","Reckoning","Theo concentrates, and a violent and ominous song surrounds the enemeies.","Immolation","You summon a wall of bright fire upon the foe."))
(set:$mageSpells to (datamap: 1,"none",2,"none",3,"Spirit Bolt",4,"none",5,"Firebolt",6,"none",7,"Violent Wind",8,"none",9,"none",10,"Immolation",11,"none",12,"none",13,"none",14,"none",15,"none",16,"none",17,"none"))
(set:$inv to (datamap: "Health Potions",0,"Hermit Claw",0,"Foxbat Pelt",0,"Wildstrike",0,"Felltooth",0,"Silent Fang",0,"Poison Antler Shards", 0,"Tree Sap",0,"Soul Fragment",0,"Thiriston's Sorrow",0,"Eventide's Calling",0,"Aged Cheese Wheel",0,"Purple Mushroom",0,"Masochist's Thorn",0,"Rusted Relic",0,"Amra's Sorrow",0,"Aetheria Leaves",0,"Really Strong Coffee",0,"Gossipy Pamphlet",0,"Turok's Hookblade",0,"Morningstar",0,"Soulbond Blade",0,"Shockwave Bow",0,"Demon Samraza's Knife",0,"Beacon",0,"Dawn's Glory",0,"Herald of Dawn",0,"Delicious Bread",0,"Map",0,"Kitsune's Blessing",0,"White Orb",0,"Barghest Horn",0,"Balaur Heart",0,"Werewolf Tooth",0,"Rare Album",0,"Wolf's Coat",0))
(set:$foeWeak to (datamap: "Spideer","fire","Stone Hermit","force","Foxbat Swarm","electric","Clockwork Sentry","none","Demon Dimas","light","Clockwork Soldier","none","Kamaitachi","spirit","Doppelgänger","light","Failed Polymorph","fire","Knight-Paladin Erastos","none","Werewolf","light","Balaur","ice","Barghest","light","Drowned Horse","electric","Minor Demon","light","Timeshift Stag","force","Nephilim Dysdera","light","Wolf-King Kudlak","light","Wolf Elder Anselm","light"))
(set:$foeImmune to (datamap: "Spideer","none","Stone Hermit","none","Foxbat Swarm","spirit","Clockwork Sentry","force","Demon Dimas","fire","Clockwork Soldier","force","Kamaitachi","force","Doppelgänger","spirit","Failed Polymorph","none","Knight-Paladin Erastos","none","Werewolf","spirit","Balaur","electric","Barghest","fire","Drowned Horse","ice","Minor Demon","none","Timeshift Stag","spirit","Nephilim Dysdera","ice","Wolf-King Kudlak","spirit","Wolf Elder Anselm","spirit"))
(set:$sentry1fought to "no")
(set:$sentry2fought to "no")
(set:$soldier1fought to "no")
(set:$dimasfought to "no")
(set:$talkedSoldier to "no")
(set:$examinedClocks to "no")
(set:$examinedSmallDesk to "no")
(set:$foundCheese to "no")
(set:$drankWithHath to "no")
(set:$firstAnurion to "no")
(set:$foughtErastos to "no")
(set:$paladin to "no")
(set:$sobekQuest to "no")
(set:$sobekGiven to "no")
(set:$helpedCook to "no")
(set:$lilahMet to "no")
(Set:$kitsunePlayed to "no")
(set:$talkGhosts to "no")
(set:$talkedWere to "no")
(set:$wolvesOver to "no")
(set:$anselmDead to "no")
(set:$kudlakDead to "no")
(set:$cave1fought to "no")
(set:$cave2fought to "no")
(set:$metSucc to "no")
(set:$theoTalkCount to 1)
(set:$sentryTalkCount to 1)
(set:$lilahTalkCount to 1)
(set:$rowinTalkCount to 1)
(set:$liveForSelf to 0)
(set:$liveForOthers to 0)
(set:$coatOn to "no")
(set:$maskOn to "no")
(set:$bossKilled to "no")
(set:$kudlakAccept to "no")
(set:$companion to "none")
(set:$clevel to 0)
(set:$cspell1 to " ")
(set:$cDMG1 to 0)
(set:$cCost1 to 0)
(set:$cDMG2 to 0)
(set:$cCost2 to 0)
(set:$cDMG3 to 0)
(set:$cCost3 to 0)
(set:$cspell2 to " ")
(set:$cspell3 to " ")
(set:$cdesc1 to " ")
(set:$cdesc2 to " ")
(set:$cdesc3 to " ")
(set:$cCurrHP to 0)
(set:$cMaxHP to 0)
(set:$cCurrMP to 0)
(set:$cMaxMP to 0)
(set:$cStrength to 0)
(set:$cStreInc to 0)
(set:$cClass to " ")
}
You are $name, known in your homeland as the $epithet. You're a $class and an adventurer new to the land of Eritan.
Here are some things of note before you get started:
(colour:#00FF16)[''Any text that you can interact with will be highlighted in this color when you hover over it.''] The end of a passage will always end in options, but they are often not the only ones.
Things like your current character status and inventory can be found in the Menu, which is accessible at nearly any time. You can also save your game from the Menu.
During your adventure, you may encounter characters who are willing to join and assist you on your journey. You can have only a single companion, but your companion can be dismissed at any time. Should you find someone else later on, you may replace your companion. But be warned: companions will disappear from your game entirely if dismissed.
Combat in this game is turn-based.
If you are prepared, you may start your adventure.
[[I'm ready to begin.|Begin2]][[Start new game|start]]
(if: (saved-games:) contains "SlotB")[
(link: "Load saved game")[(load-game:"SlotB")] ]
>>Please note that clearing your web browser's data will delete your saved game file.{(set:$location to "Shiravelle Beach")
(set:$state to "Begin2")}
An echoing rumble pushes you into wakefulness, and you open your eyes to the creaking of wood and the roll of waves.
The Arrowhead, the small vessel you booked passage on, is docked. You climb to your feet, gathering your senses as you look around you. You appear to be among a number of ships at the docks of a fair-sized coastal city. The sky above is dark and heavy with rain that is only now beginning to fall, fat drops of water landing around you as harbingers of a big storm.
"We're here, (if:$name is "Sorrel")[lass](else:)[lad]," the captain says to you from over his shoulder, hearing you rise. He stands helping his small crew carry crates from the ship. "Shiravelle Beach. Bit earlier than expected, I'd say early evenin', not that you'd know it from the sky."
(if:$gamebeat is "yes")[(set:$bestiary's "Nephilim Dysdera" to 1)]
He takes off his cap with one hand and wipes sweat from his forehead with the other, looking seriously up at the stormclouds.
"I was you, I'd get indoors. We plan on making quick work of this here, likewise."
He turns to you as you walk past, and shakes your hand.
"I know if half what they say of you's true, you'll have no trouble makin' a name of yourself here, but...it's no easy thing to start fresh. Good luck, lad."
Then, with a curt nod, he turns back to helping his men with the crates.
You step off of the ship and onto the wooden pier, with the wind picking up and rustling through your cloak and hair.
A fresh start. Not a bad idea.
If you can leave your past in Arctus.
[[Enter Shiravelle Beach.|shiravelle]]
[[Menu|menu]][[Character|character]]
[[Inventory|inv]]
(if:$companion != "none")[ [[$companion|companion]] ]
[[Bestiary|bestiary]]
[[Save|save]]
[[Help|help]]
(link: "Back")[(goto: $state)]$name, $epithet
----
Level $level (if:$paladin is "yes" and $class is "Mage")[Mage-Paladin](elseif:$paladin is "yes" and $class is "Warrior")[Knight-Paladin](elseif:$paladin is "yes" and $class is "Rogue")[Scout-Paladin](else:)[$class]
HP: $currHP / $maxHP
(if: $class is "Mage")[MP: $currMP / $maxMP]
Weapon: $equippedWeapon ($weaponDMG base DMG(if:$weapType's $equippedWeapon is not "null")[, $weapType's $equippedWeapon])
(if:$class is "Mage")[
Spells: $spell1, $spell2, $spell3](elseif:$class is "Rogue")[Affliction - $affliction]
Current location: $location
(if:$class is "Mage")[ [[See move descriptions.|mageDesc]] ](elseif:$class is "Warrior")[ [[See move descriptions.|warriorDesc]] ](else:)[ [[See move descriptions.|rogueDesc]] ]
[[Back|menu]]Inventory:
(set:$healthPots to $inv's "Health Potions")
Silver: $silver
{[[Lantern|lantern]]
-----
(if:$inv's "Health Potions">0)[
[[Health Potions: $healthPots|healthpotion]]
----
]
(if:$inv's "Hermit Claw">0)[
[[Hermit Claw|hermitClaw]]
---
]
(if:($inv's "Wildstrike" >0)or $equippedWeapon is "Wildstrike")[
[[Wildstrike|wildstrike]]
---
]
(if:($inv's "Felltooth">0) or $equippedWeapon is "Felltooth")[
[[Felltooth|felltooth]]
----
]
(if:($inv's "Silent Fang">0) or $equippedWeapon is "Silent Fang")[
[[Silent Fang|silentFang]]
----
]
(if:($inv's "Poison Antler Shards">0))[
[[Poison Antler Shards|antlerShards]]
---
]
(if:($inv's "Tree Sap">0))[
[[Tree Sap|treeSap]]
---
]
(if:($inv's "Foxbat Pelt">0))[
[[Foxbat Pelt|foxBatPelt]]
---
]
(if:($inv's "Soul Fragment">0))[
[[Soul Fragment|soulFrag]]
----
]
(if:($inv's "Aged Cheese Wheel">0))[
[[Aged Cheese Wheel|cheeseWheel]]
----
]
(if:($inv's "Purple Mushroom">0))[
[[Purple Mushroom|purpleMushroom]]
----
]
(if:($inv's "Eventide's Calling">0))[
[[Eventide's Calling|eventide]]
----
]
(if:($inv's "Masochist's Thorn">0))[
[[Masochist's Thorn|masThorn]]
----
]
(if:($inv's "Rusted Relic">0))[
[[Rusted Relic|rustRelic]]
----
]
(if:($inv's "Amra's Sorrow">0))[
[[Amra's Sorrow|amraSorrow]]
----
]
(if:($inv's "Aetheria Leaves">0))[
[[Aetheria Leaves|aetheria]]
----
]
(if:($inv's "Really Strong Coffee">0))[
[[Really Strong Coffee|coffee]]
----
]
(if:($inv's "Gossipy Pamphlet">0))[
[[Gossipy Pamphlet|pamphlet]]
----
]
(if:($inv's "Turok's Hookblade">0))[
[[Turok's Hookblade|turok]]
----
]
(if:($inv's "Morningstar">0))[
[[Morningstar|morningstar]]
----
]
(if:($inv's "Soulbond Blade">0))[
[[Soulbond Blade|soulbound]]
----
]
(if:($inv's "Demon Samraza's Knife">0))[
[[Demon Samraza's Knife|samraza]]
----
]
(if:($inv's "Shockwave Bow">0))[
[[Shockwave Bow|shockwave]]
----
]
(if:($inv's "Beacon">0))[
[[Beacon|beacon]]
----
]
(if:($inv's "Herald of Dawn">0))[
[[Herald of Dawn|heraldDawn]]
----
]
(if:($inv's "Dawn's Glory">0))[
[[Dawn's Glory|dawnGlory]]
----
]
(if:($inv's "Delicious Bread">0))[
[[Delicious Bread|delicBread]]
----
]
(if:($inv's "White Orb">0))[
[[White Orb|whiteOrb]]
----
]
(if:($inv's "Balaur Heart">0))[
[[Balaur Heart|balheart]]
----
]
(if:($inv's "Barghest Horn">0))[
[[Barghest Horn|bargHorn]]
----
]
(if:($inv's "Kitsune's Blessing">0))[
[[Kitsune's Blessing|foxBless]]
----
]
(if:($inv's "Wolf's Coat">0))[
[[Wolf's Coat|wolfCoat]]
----
]
(if:($inv's "Map">0))[
[[Map|readMap]]
----
]
(if:($inv's "Rare Album">0))[
[[Rare Album|rareAlbum]]
----
]
}
[[Back.|menu]]
----
(if:$bestiary's "Spideer" > 0)[
Spideer:
Eight legs, two antlers, no mercy.
{(set:$spideer to $bestiary's "Spideer")
(Set:$spidWeak to ($foeWeak's "Spideer"))
(Set:$spidIm to ($foeImmune's "Spideer"))}
Weakness: $spidWeak
Immunity: $spidIm
Number killed: $spideer ]
----
(if:$bestiary's "Stone Hermit" > 0)[
Stone Hermit:
A huge crustacean found on the southern coasts. They are not hermit crabs, despite the name, but rather incredibly long-lived true crabs that cultivate a hard mineral on their shells, rendering them increasingly rock-hard over time.
{(set:$stoneHerm to ($bestiary's "Stone Hermit"))
(Set:$stoneHWeak to ($foeWeak's "Stone Hermit"))
(Set:$stoneHIm to ($foeImmune's "Stone Hermit"))}
Weakness: $stoneHWeak
Immunity: $stoneHIm
Number killed: $stoneHerm ]
----
(if:$bestiary's "Foxbat Swarm" > 0)[
Foxbat:
Cat-sized winged predatory mammals, named for their superficial resemblence to both bats and canids. Prized for their soft, sable fur, they are nocturnal hunters of rodents and typically shy and fearful of people. The ongoing nighttime has led them to become disoriented and overly defensive.
{(set:$foxbat to ($bestiary's "Foxbat Swarm"))
(Set:$foxbatWeak to ($foeWeak's "Foxbat Swarm"))
(Set:$foxbatIm to ($foeImmune's "Foxbat Swarm"))}
Weakness: $foxbatWeak
Immunity: $foxbatIm
Number killed: $foxbat ]
---
(if:$bestiary's "Failed Polymorph" > 0)[
Failed Polymorph:
A victim, whether initially willing or not, of a failed physical transformation spell, a class of magic best reserved for very skilled mages. Such tragic accidents are thankfully rare, though a shambling, mindless abomination such as this serves as a reminder of how dangerous magic can be.
{(set:$failedP to ($bestiary's "Failed Polymorph"))
(Set:$failedPWeak to ($foeWeak's "Failed Polymorph"))
(Set:$failedPIm to ($foeImmune's "Failed Polymorph"))}
Weakness: $failedPWeak
Immunity: $failedPIm
Number killed: $failedP ]
---
(if:$bestiary's "Clockwork Soldier" > 0)[
Clockwork Soldier:
Beings created by Thiriston the Artificer. They are powered by some sort of magic. Tall, bulky, and well-endowed with natural armor; unlike their sentry counterparts, they are quite strong and can take more than a few hits.
{(set:$clockSol to $bestiary's "Clockwork Soldier")
(Set:$cSolWeak to ($foeWeak's "Clockwork Soldier"))
(Set:$cSolIm to ($foeImmune's "Clockwork Soldier"))}
Weakness: $cSolWeak
Immunity: $cSolIm
Number killed: $clockSol ]
----
(if:$bestiary's "Clockwork Sentry" > 0)[
Clockwork Sentry:
Beings created by Thiriston the Artificer. They are powered by some sort of magic. Unlike their soldier counterparts, sentries are shorter and more fragile in build, but much quieter and faster.
{(set:$clockSen to $bestiary's "Clockwork Sentry")
(Set:$cSenWeak to ($foeWeak's "Clockwork Sentry"))
(Set:$cSenIm to ($foeImmune's "Clockwork Sentry"))}
Weakness: $cSenWeak
Immunity: $cSenIm
Number killed: $clockSen ]
---
(if:$bestiary's "Kamaitachi" > 0)[
Kamaitachi:
A large and peculiar species of weasel known for its bony, scythe-like protrusions over its small front claws. Essentially, they are natural blades made from the same substance as claws or horns, and they are used in both self-defense and in spearing prey such as frogs, fish, and rodents.
{(set:$kamai to $bestiary's "Kamaitachi")
(Set:$kamWeak to ($foeWeak's "Kamaitachi"))
(Set:$kamIm to ($foeImmune's "Kamaitachi"))}
Weakness: $kamWeak
Immunity: $kamIm
Number killed: $kamai ]
---
(if:$bestiary's "Doppelgänger" > 0)[
Doppelgänger:
Whatever these things truly are, they appear in dark places, such as moonless forests or unlit corners of buildings. Its physical appearance is exactly that of the person who encounters it, except with a permanent, placid smile, and they never utter a sound. When killed, they disappear, strangely leaving behind old battle relics.
{(set:$doppel to $bestiary's "Doppelgänger")
(Set:$dopWeak to ($foeWeak's "Doppelgänger"))
(Set:$dopIm to ($foeImmune's "Doppelgänger"))}
Weakness: $dopWeak
Immunity: $dopIm
Number killed: $doppel ]
---
(if:$bestiary's "Werewolf" > 0)[
Werewolf:
People afflicted with an incurable curse; they become monstrous wolves by night. The curse is magical in nature, and has a low chance of being passed on to offspring or spreading via direct contact with saliva, as with a bite. It seems the endless night has caused them to become permanently stuck in wolf form for now.
{(set:$werewolf to $bestiary's "Werewolf")
(Set:$wereWeak to ($foeWeak's "Werewolf"))
(Set:$wereIm to ($foeImmune's "Werewolf"))}
Weakness: $wereWeak
Immunity: $wereIm
Number killed: $werewolf ]
---
(if:$bestiary's "Balaur" > 0)[
Balaur:
A horse-sized flying reptile. As the only extant relative of the feared and revered dragon, it shares dragons' affinity for magic (preferring electricity to the dragon's fire). Though they lack dragons' sentience, they have been shown to have some primitive intellect of their own and the beginnings of what could be considered culture. Curiously, they are social beings, unlike dragons.
{(set:$balaur to $bestiary's "Balaur")
(Set:$balWeak to ($foeWeak's "Balaur"))
(Set:$balIm to ($foeImmune's "Balaur"))}
Weakness: $balWeak
Immunity: $balIm
Number killed: $balaur ]
----
(if:$bestiary's "Barghest" > 0)[
Barghest:
A horned black dog with red eyes and a flaming maw. Unlike the sundog, this creature's fire is magical in origin. Typically uncommonly encountered, their appearance is said to be a harbinger of grave misfortune.
{(set:$barghest to $bestiary's "Barghest")
(Set:$barWeak to ($foeWeak's "Barghest"))
(Set:$barIm to ($foeImmune's "Barghest"))}
Weakness: $barWeak
Immunity: $barIm
Number killed: $barghest ]
----
(if:$bestiary's "Drowned Horse" > 0)[
Drowned Horse:
An entity that appears as a thin, gray horse, drenched in water. They typically appear near rivers and brooks, standing somewhere where they can be easily noticed, the only sound the dripping of water from their body and waterlogged mane, and they lead transfixed onlookers to the river. Children and other travelers entranced by them are carried into the water and never found.
{(set:$drowned to $bestiary's "Drowned Horse")
(Set:$drownWeak to ($foeWeak's "Drowned Horse"))
(Set:$rownIm to ($foeImmune's "Drowned Horse"))}
Weakness: $drownWeak
Immunity: $drownIm
Number killed: $drowned ]
-----
(if:$bestiary's "Minor Demon" > 0)[
Minor Demon:
A weak demon, humanoid in form, with the strength and skill of typical mortal, or less. Demons have a hierarchical society, where place in society is directly related to one's power. Minor demons are of the lowest class; they do not have individual names, as only strong demons can have a name. Demons are generally not a common sight, however weak, and it's strange to see so many out in these woods...
{(set:$minor to $bestiary's "Minor Demon")
(Set:$minorWeak to ($foeWeak's "Minor Demon"))
(Set:$minorIm to ($foeImmune's "Minor Demon"))}
Weakness: $minorWeak
Immunity: $minorIm
Number killed: $minor ]
----
(if:$bestiary's "Timeshift Stag" > 0)[
Timeshift Stag:
A very strange creature that resembles a huge white stag that is entirely white in color, antlers and all. They emit a soft glow, and the air surrounding them has a slight shimmer at all times. They can suddenly seem to disappear, only to immediately reappear somewhere farther than should be possible.
{(set:$timeshift to $bestiary's "Timeshift Stag")
(Set:$timeWeak to ($foeWeak's "Timeshift Stag"))
(Set:$timeIm to ($foeImmune's "Timeshift Stag"))}
Weakness: $timeWeak
Immunity: $timeIm
Number killed: $timeshift ]
-----
(if:$bestiary's "Demon Dimas" > 0)[
Demon Dimas:
A brute of a demon who sought powerful tools in Thiriston the Artificer's estate. You killed him there in the mansion.]
----
(if:$bestiary's "Nephilim Dysdera" is 1)[
Nephilim:
A rare creature, the scion of a union between demon and mortal being. Their power is reputed to be proportional to the power of their demon parent. In all holds of Eritan, to beget such a creature is punishable by death, and the nephilim, like demons, are to be killed on sight.
-----
]
[[Back.|menu]]Save your progress?
NOTE: game data is stored in your web browser. Clearing your web browser's cookies will delete your saved game.
[[Yes.|savesucc]]
[[No.|menu]]About companions:
-You can have only a single companion. This companion can be dismissed from the menu, but be warned: you will not be able to get them to rejoin you.
-You can talk to companions at any time from the menu. Companions also keep track of how you talk to them, and their approval may create subtle differences...
-In combat, you can control your companion's choices. Selecting the "Hold Back" command will cause them to not perform an action that turn. Companions have varying classes and movesets, and like you, can learn new skills as they level up.
-You cannot change a companion's class or equipment, nor do they have access to your inventory.
-You can view a companion's stats and descriptions of their known moves from the menu.
Gameplay tips:
-In combat, many enemy creatures have weaknesses and/or immunities. An attack using a spell or weapon with an element that an enemy is weak to will deal extra damage, but an attack that uses an element that an enemy is immune to deals no damage at all. Once you have killed at least one of that type of enemy, its weakness and immunity will be listed in the bestiary, which can be accessed from the menu.
-''Rogues'' have the highest speed, and so they can never be ambushed: rogues will always go first in combat. Rogues have mid-range defense, so they take somewhat reduced damage from enemy attacks. Rogues prefer to take chances, and while they have a normal Attack that is modified by their strength and equipped weapon, they have two unique skills: Dodge and Affliction. Dodge has a 67% chance of evading all damage next enemy turn (companions are unaffected). Affliction has an 80% of affecting the enemy with the equipped affliction. Rogues can learn new afflictions as they level up. As with Warriors, Rogues can take advantage of Weaknesses and Immunities by equipping weapons with damage types; rogues can equip bows and daggers.
-''Warriors'' have the highest defense and strength. Like Rogues, Warriors can take advantage of Weaknesses and Immunities through the use of weapons with damage types. Warriors have a basic attack, modified by their strength and weapon. They also have the unique skills Taunt and Reckless Strike. Taunt does not deal damage, but will focus enemy attention on the player for the next turn, drawing it from your companion, if you have one. Reckless Strike is a powerful attack that deals double base damage, but renders you unable to move next turn.
-''Mages'' have the least defense of all three classes. A mage focuses on learning a variety of spells insteading of equipping new weapons, as staffs do little damage and magic is a mage's true arsenal. Good mage combat strategy involves taking advantage of weaknesses and avoiding immunities while learning increasingly powerful spells.
-It's helpful to keep track of forks in your path, as you may want to return to them later. If you're uncertain of where to go next, try finding an unexplored path that you left behind.
-If you're stuck, try looking for options that you missed in the body of the passage itself. Any text that you can interact with will be highlighted in green when you hover over it. Additionally, occasionally talking to companions may yield some insight into the area you are currently in.
Other:
-You can save the game at any time from the menu. When you're ready to return to the game, select the "Load saved game" option from the beginning instead of starting a new game.
-NOTE: the Load option is available as long as the game can find your save data. Game data is stored in your web browser, and so clearing your browser's cookies will delete your saved game.
[[Back|menu]]{(if:$companion is "Lilah")[
[[Talk to $companion|lilah]] ]
(elseif:$companion is "Theo")[
[[Talk to $companion|theo]] ]
(elseif:$companion is "Rowin")[
[[Talk to $companion|rowin]] ]
(else:)[ [[Talk to $companion|sentry]] ]}
{(if:$companion is "Lilah")[ [[See $companion's status|lilahStats]] ](elseif:$companion is "Theo")[ [[See $companion's status|theoStats]] ](elseif:$companion is "Rowin")[ [[See $companion's status|rowinStats]] ](else:)[ [[See $companion's status|sentryStats]] ]}
[[Dismiss $companion|dismiss]]
[[Back|menu]](save-game:"SlotB")
Completed.
[[Back|menu]]Drink a Health Potion?
$name:
HP: $currHP / $maxHP
(if:$companion is not "none")[$companion: $cCurrHP / $cMaxHP]
[[Use a Health Potion on $name.|drinkThatHealthPot]]
(if:$companion is not "none")[ [[Use a Health Potion on $companion.|drinkthathealthcomp]] ]
[[Don't use a Health Potion.|inv]]
(set:$state to "shiravelle")
Shiravelle Beach is an elegant city. Countless tall, arched wooden lamp posts hold lanterns that cast the city in warm spheres of light. The dull crashing of waves is a constant amid the rounded wooden buildings.
Leaning against a stack of crates near an alleyway, an old man nods off where he sits, a tame sundog curled and sleeping at his feet. Elves glide past, going about their business. A booming crack echoes in the sky. A large inn stands nearby, a two-story building of rounded architecture and warm light spilling out from windows. A wooden sign hanging above the door declares it the Cormorant's Rest, the image of a slender bird with outstretched wings etched into the wood.
The skies start to open up, and rain hisses onto the ground around you, picking up to a dull roar.
[[Enter the inn.|shirainn]]
[[Menu|menu]]A metal lantern, embued with a powerful enchantment that creates a ball of bright, white light perpetually at its center. A sliding panel allows you to shutter the light or open it as needed.
It was a gift. One of the few you've kept.
[[Back.|menu]](set:$state to "potionguy")
The old man looks up as you approach. The sundog, a large orange canine with black legs and white chest, sits up, looking at you with mild interest. The man scratches its head absently.
"All I've got is potions," he tells you. "But me and Rusty make enough of a living from it."
Buy from the potion seller?
(set:$shop to "potionguy")
[[Yes.|potionguybuy]]
[[No.|shiraAfter]]{(set: $pguypots to ($pguyinv's "Health Potions"))
(set:$state to "potionguybuy")}
Potion seller's shop
$name's current silver: $silver
---
(if: $pguypots > 0)[
[[Health Potions|buyhealthpots]]
stock - $pguypots
cost - 10 ]
---
[[Back.|potionguy]](set:$cost to 10)
(set:$itemname to "Health Potions")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)](if: $cost > $silver)[Not enough silver.]
(else:)[
{(set: $silver to ($silver - $cost))
(if:$shop is "potionguy")[
(set: $previtem to $pguyinv's $itemname)
(set: $newitem to ($previtem - 1))
(set: $pguyinv's $itemname to $newitem)]
(elseif: $shop is "pietrShop")[
(set: $pietrinv's $itemname to ($pietrinv's $itemname - 1))]
(elseif: $shop is "munzakShop")[
(set:$munzinv's $itemname to ($munzinv's $itemname - 1))]
(set: $invamount to $inv's $itemname)
(set: $invamount to ($invamount + 1))
(set: $inv's $itemname to $invamount)}
You bought the $itemname and placed it in your inventory.]
(link: "Okay.")[(goto: $shop)](set:$state to "shirainn")
The Cormorant's Rest is spacious on the inside, but packed with patrons. There is a bar near the inn's entrance, and across from it, a room with several round tables. A wide fireplace is set in the far wall, by a corner, and a bench rests in front of it, following along the wall.
The crowd is largely elves and humans, though you spot [[a satyr by the fire|shirasatyr]], reading, a glass of wine in one hand, (if:$talkedtoInn is "no")[and a harpy drags a mop across the floor.](else:)[ and [[a harpy drags a mop across the floor.|arcadia]] ]
(if:$talkedtoInn is "no")[
The [[innkeep stands washing dishes at the crowded bar.|shirainnkeep]] ]
(if:$talkedtoInn is "yes")[The stairs to the upper floors are in the hallway at the back, where the groundfloor rooms are.
[[Go up to the loft room.|shiraloft]] ]
[[Menu|menu]]
The satyr man pays you no mind as you sit near him, by the fire. He appears to be engrossed in his book.
The fire is warm and comfortable, however, and its warmth as you sit on the cozy bench seeps into your bones and lulls into you drowsiness as you rest.
[[Continue|shirainn]]{(set:$talkedtoInn to "yes")
(set:$state to "shirainnkeep")}
"We're damn near bursting t'night," the human innkeep shouts over the noise of chatter as you approach the bar, without looking up from the glass he's cleaning. "You'll likely have t' look elsewhere."
He thrusts the glass down and spares a glance your way, and then fixes his gaze on you, surprised.
"Say," he says. "You're the (if:$name is "Sorrel")[one](else:)[fella] who came off ol' Leopold's ship, aren't ya? He's an old friend. I'm from Arctus, myself, y'know. Been here in Eritan for decades, now. But I've got my channels to back home, and I've heard of your exploits in the war. I don't know why you've come out here, but...you can have a room in the loft t'night, on me. Won't have the $epithet sleepin' in the rain $pos first night in Eritan on account of me."
He picks up another glass to clean. "Y'can head out 'n be on your way tomorrow. If ya want information about Eritan, or even jus' this area in Southern Hold, talk to Arcadia. And here, here's the key to yer room."
[["Thank you."|thankInn]]
[["I can't stay for free."|insistInn]]
[[Menu|menu]]The innkeep shakes his head.
"You'll be on your own soon enough, anyhow. One night's a small favor."
[[Continue|shirainn]]The innkeep shakes his head.
"I'm not much of a patriot, but I won't be turning out a famed war hero of my homeland," he says. "You'll be out there on your own soon enough anyhow. One night's a small favor."
(set:$liveForOthers to ($liveForOthers+1))
[[Continue|shirainn]](set:$state to "arcadia")
"Can I help you, love?" the harpy says a bit tiredly as you approach. She has brown hair pulled back loosely into a bun, purple feathers, and she wears an apron. Her feet are bare, and she stands with a ragged towel clutched under the claws of one birdlike foot.
[["The innkeep suggested I ask you about Eritan."|eritanQuestion]]
[["Is it difficult to mop with no hands?"|handsQuestion]]
[[Go back.|shirainn]]
[[Menu|menu]](set:$state to "eritanQuestion")
"Ah, sure," she says, smiling. She sets the handle of her mop down against a table. "I never mind helping travelers from far off. Well, to begin...Eritan's a big continent. It's divided into four holds: Northern, Southern, Eastern, and Western. Each is governed separately. You're standing in Southern Hold, the southernmost tip, in fact, in Shiravelle Beach."
Arcadia shrugs. "Anything in particular you'd like to know about?"
[["Tell me more about Northern Hold."|northask]]
[["Tell me more about Southern Hold."|southask]]
[["Tell me more about Western Hold."|westask]]
[["Tell me more about Eastern Hold."|eastask]]
[["I'm good, thanks."|arcadiaDone]]
[[Menu|menu]](set:$state to "handsQuestion")
She seems a bit surprised by the question, but then a laugh bursts forth.
"We're good at balancing things with our wings, you know," she tells you. "Besides, these feet sure are better for climbing than those wedges you humans and elves have, no offense. And, frankly...we can fly. I'll take that over mopping any day."
[["The innkeep suggested I ask you about Eritan."|eritanQuestion]]
[[Go back.|shirainn]]
[[Menu|menu]](set:$state to "northask")
"Northern Hold is vast, but probably the least populous of all of them. It's large swathes of untamed wilderness, and also the largest mountains in Eritan. Gets bitterly cold there, too," she says. "Several years back, the Lord of Northern Hold was murdered," she says in a quieter tone. "His niece rules the hold now. There was a lot of drama surrounding that."
[["Tell me about Eastern Hold."|eastask]]
[["Tell me about Western Hold."|westask]]
[["Tell me about Southern Hold."|southask]]
[["I've got no more questions. Thanks."|arcadiaDone]]
[[Menu|menu]](set:$state to "southask")
"Southern Hold is the traditional home of the elves, and to be honest, it's mostly where you'll still find them," she says. "There's a massive forest, The Eternal Gloaming. Some strange magic in that place. It raises my feathers, honestly. The capital is the large elven city of Lunnellvhan. Down here, in Shiravelle Beach, you'll find a more multicultural bunch, thanks mostly to the ports."
[["Tell me about Northern Hold."|northask]]
[["Tell me about Western Hold."|westask]]
[["Tell me about Eastern Hold."|eastask]]
[["That's all the questions I had, thanks."|shirainn]]
[[Menu|menu]](Set:$state to "westask")
"Western Hold's the traditional home of humans," she tells you. "Temperate forests, sometimes snows in winter in the northern parts. There's a famous river, the Silverbend, one of the largest. The capital is Westbay. Silent Crossing's a large city, too."
[["Tell me about Northern Hold."|northask]]
[["Tell me about Eastern Hold."|eastask]]
[["Tell me about Southern Hold."|southask]]
[["That's all the questions I have. Thanks."|arcadiaDone]]
[[Menu|menu]](set:$state to "eastask")
"Eastern Hold's the original home of satyrs and harpies--not me, personally, I was hatched in Reedmarch, just northeast of here. You'll also find some humans there, these days, of course. The capitol's the grand city of Eastridge-by-the-Sea, on the cliffs of the sea coast, where the Lord of Eastern Hold rules. Oh, and the second-biggest city is the famed Tonnelle d'âmes, lovely place. Famous for its fog, its wine, its striking black roosters, and--" she laughs, "the handsome Lord Montoire, and his gorgeous friend, the Lady Aldana."
[["Tell me about Western Hold."|westask]]
[["Tell me about Northern Hold."|northask]]
[["Tell me about Southern Hold."|southask]]
[["I don't have any more questions. Thanks."|arcadiaDone]]
[[Menu|menu]](set:$state to "arcadiaDone")
"Sure thing," Arcadia says, picking up the handle of the mop again. "Let me know if you need anything else."
[[Continue|shirainn]](set:$state to "shiraloft")
You make your way to the back hallway, and climb the wooden staircase up to the second floor, and then the third.
The third floor, as it turns out, is hardly more than an attic. There are only three rooms here in the small hall below a close ceiling. Your key doesn't work in the first one, but it does in the second, and you open your door and walk inside.
A straw cot sits on a wooden frame against the wall; there is a crooked chair in the corner of the small room, and an oil lamp burns on a sidetable by the bed. Something scurries in a dark corner of the room, and rushes into a crack in the wooden panels of the wall.
You shut and lock the door, and then lie back on the straw bed. You wonder whether the mattress or your cramped quarters on the ship is the larger home to insects. As you rest, you can hear the driving of rain on the roof, just on the other side of the wooden boards above your head. More faintly, you can hear the swell of voices from the tavern floor, and occassional strains of quieter speech from the rooms below you.
You turn off the oil lamp and close your eyes.
[[Eventually, you fade into sleep.|shiramorning]](set:$state to "shiramorning")
You open your eyes to utter darkness, and for a disorienting moment, you might well be blind. As you thrust your hand around you, you feel the edge of the sidetable, the lumpy straw mattress beneath you, and remember immediately that you're in The Cormorant's Rest.
You turn on the oil lamp beside you, and the small room is cast in flickering orange light. You stand and stretch; you can hear voices below you.
Probably about time to head out.
[[Take the stairs down to the first floor.|shirafirst]]
[[Menu|menu]](set:$state to "shirafirst")
You climb down to the first floor, a bit groggy. Something seems wrong the moment you enter the tavern, but you aren't sure why.
A small crowd has gathered around the bar, and you glimpse serious expressions and a few worried exclamations. It hits you only as you approach the bar.
There's no light outside. The tavern is lit by lamps and candles as it was last night when you walked in. Arcadia and the innkeep walk in from a room behind the bar, speaking quietly to each other. The patrons crowded around erupt into a flurry of questions and comments.
You walk over and join them.
[["It's dark outside?"|darkOut]]
[["Did I wake up too early?"|wakeEarly]]
[[Menu|menu]]
(set:$state to "darkOut")
"Yeah, that's a fair question that you're all askin'." says the innkeep.
He raises his hands and shouts for silence.
"Here's all we know," he says. "This morning, the sun didn't rise. We're not sure what damned magic this is, but so far..."
"It's currently midafternoon," Arcadia says. "Reports have been traveling all day by harpy couriers. They're still coming in. As best as we can tell, it's happening all over Eritan."
A silence fills the room, so heavy that it almost feels like it settles on your shoulders and pushes you downward.
"What magic is strong enough to do this?" whispers a man at the bar.
"This can't last forever," the innkeep says. "There's no use standin' around anyway. Just go about your day, you lot. What choice do you have?"
The crowd murmurs, but begins to dissipate. You make eye contact with the innkeep, and slide him your key.
He's right, probably. Can't let the sky scare you into hiding in the inn all day.
Not that you're a stranger to cowardice, you remind yourself.
[[Continue|shiraAfter]](set:$state to "darkOut")
"No, (if:$pos is "his")[lad](else:)[lass], you didn't," says the innkeep.
He raises his hands and shouts for silence.
"Here's all we know," he says. "This morning, the sun didn't rise. We're not sure what damned magic this is, but so far..."
"It's currently midafternoon," Arcadia says. "Reports have been traveling all day by harpy couriers. They're still coming in. As best as we can tell, it's happening all over Eritan."
A silence fills the room, so heavy that it almost feels like it settles on your shoulders and pushes you downward.
"What magic is strong enough to do this?" whispers a man at the bar.
"This can't last forever," the innkeep says. "There's no use standin' around anyway. Just go about your day, you lot. What choice do you have?"
The crowd murmurs, but begins to dissipate. You make eye contact with the innkeep, and slide him your key.
He's right, probably. Can't let the sky scare you into hiding in the inn all day.
Not that you're a stranger to cowardice, you remind yourself.
[[Continue|shiraAfter]](if:$compStatus is "dead")[$companion lies silent and unresponsive.](else:)[
Lilah:
(if:$location is "Shiravelle Beach")[Oh, what a pretty town.](elseif:$location is "Shiravelle Beach Front")[The sea! It smells sharp and vast.](elseif:$location is "Solton Forest")[I have excellent night vision and sharp hearing, don't worry, $name.](elseif:$location is "Artificer's Mansion")[This is...a dark place. These poor clockwork men...](elseif:$location is "Solton Forest, Southwalk Road")[Anurion's near, I think. I'll get ready to put my cloak back on.](elseif:$location is "eastern Anurion")[I enjoy spending time in this district during the day. There are nice shops around the corner from here...though I'm not sure if you'd be interesting in clothing merchants.](elseif:$location is "western Anurion")[I've worked at Irivain before planting flowers and delivering them to offices. It almost seems even bigger on the inside.](elseif:$location is "northern Anurion")[Rivain Forest is north from this gate.](elseif:$location is "Rivain Forest")[This forest is very dense, but the mountain is to the northwest.]But what did you need, $name?
[["I was hoping to talk to you."|talkLilah]] ]
[[Back.|menu]](if:$compStatus is "dead")[Theo lies silent and unresponsive.](else:)[
Theo:
(if:$location is "Shiravelle Beach")[ (either:"I love port towns. You meet the most interesting people in places like this.","Shiravelle Beach is the least Southern Hold-ish place in Southern Hold.")](elseif:$location is "Shiravelle Beach Front")[Man, something about the sea at night is real unsettling.](elseif:$location is "Solton Forest")[I usually find forests peaceful, you know? But this endless night makes everything feel wrong. Plus, I can barely see where I'm putting my hooves...](elseif:$location is "Artificer's Mansion")[This place carries some dark and strange magic, $name, be cautious.](elseif:$location is "Solton Forest, Southwalk Road")[Where does this road lead, I wonder?](elseif:$location is "eastern Anurion")[There are shops over there, if you're in need of anything.](elseif:$location is "western Anurion")[Irivain University, I knew a mage there. He was a fire mage, but...not the brightest.](elseif:$location is "northern Anurion")[I think that's the forest we have to head to past that gate.](elseif:$location is "Rivain Forest")[Silverwatch should be ahead somewhere in this gloom, to the northwest.]
Anyway, did you need something?
[["I was hoping to talk to you."|talkTheo]] ]
[["Nevermind."|menu]](if:$compStatus is "dead")[$companion lies silent and unresponsive.](else:)[
Rowin:
(if:$location is "Shiravelle Beach")[What a quaint town. You can smell and hear the ocean clearly...if not for its small size, I could be very happy living in a place like this.](elseif:$location is "Shiravelle Beach Front")[Look at that! I've rarely had occasion to see the ocean. It's beautiful, and frightening.](elseif:$location is "Solton Forest")[Be wary of ambushes.](elseif:$location is "Artificer's Mansion")[What...is this place? What happened here?](elseif:$location is "Solton Forest, Southwalk Road")[We're nearing Anurion.](elseif:$location is "eastern Anurion")[Hatharol's bar's near, if you fancy a drink. He's a charming bastard, and his devil-may-care attitude can be a refreshing change in a city of elves.](elseif:$location is "western Anurion")[Irivain University attracts travelers from across Eritan. I've never been inside, myself.](elseif:$location is "northern Anurion")[Rivain Forest is north from this gate.](elseif:$location is "Rivain Forest")[I believe Silverwatch is northeast from here, if we can navigate there in this dark forest.]
[["I was hoping to talk to you."|talkRowin]] ]
[[Back.|menu]](if:$compStatus is not "dead")[
Dismiss $companion from your side?
>>NOTE: this will cause them to disappear. You will not be able to have them rejoin you.
{(if:$companion is "Rowin")[
[[Yes.|dismissRowin]]
]
(elseif:$companion is "Theo")[
[[Yes.|dismissTheo]]
]
(elseif:$companion is "Lilah")[
[[Yes.|dismissLilah]]
]
(else:)[ [[Yes.|dismissSentry]] ]} ](else:)[Dismiss the unconscious, barely-clinging-to-life $companion from your side?
>>NOTE: This is permanent.
[["Yes, I'm a monster."|disDead]] ]
[[No.|menu]](if:$compStatus is "dead")[$companion lies silent and unresponsive.](else:)[
$companion:
(if:$location is "Shiravelle Beach")[Interesting place.](elseif:$location is "Shiravelle Beach Front")[Ah, the ocean. Crushing, lightless depths. No, thank you.](elseif:$location is "Solton Forest")[A forest makes ideal conditions for ambushing foes. A forest trapped in endless night is better than I could have asked for.](elseif:$location is "Artificer's Mansion")[This place...](elseif:$location is "Solton Forest, Southwalk Road")[This road heads north, through the heart of Southern Hold. Strange to see it constantly so empty...the endless night has changed much already.](elseif:$location is "eastern Anurion")[A place this large is bound to have useful things for us.](elseif:$location is "western Anurion")[The paladins have an office here...ah, paladins. How adorable.](elseif:$location is "northern Anurion")[Did...did you see that? A rat the size of...no, surely not.](elseif:$location is "Rivain Forest")[(either:"What confusing forest. The monsters running wild don't help, either.","So Silverwatch is somewhere in the northwest of this forest, right?")](if:$sentryApprove >= 5)[ Regardless, did you want something?
[["I was hoping to talk to you."|talkSentry]] ] ]
[[Back.|menu]](set:$companion to "none")
"So, you want to see this thing through on your own?" Rowin says. She nods, "Well, your reasons are your own."
She shakes your hand. "Good luck. If you succeed, I hope you'll stop back in Anurion sometime to tell me of it."
Rowin turns and walks away.
[[Back.|menu]](set:$companion to "none")
"Oh. Okay, man," Theo says, attempting a smile, but looking a little crestfallen. "It didn't work out, I feel."
He extends his hand to shake yours, saying, "I mean, best of luck, yeah?"
Then he turns and walks away.
[[Back.|menu]]"Very well," Lilah says, sadly. "Hunt well, $name."
(set:$companion to "none")
She turns and lopes away.
[[Back.|menu]](set:$companion to "none")
"I understand," $companion nods. "For what it's worth, I enjoyed our brief cooperation."
He turns and strides silently away.
[[Back.|menu]]{(set:$state to "shiraAfter")
(set:$checkpoint to "shiraAfter")
(set:$beachfought to "no")
(set:$shiraexitfought to "no")
(set:$path1fought to "no")
(set:$path2fought to "no")
(set:$path3fought to "no")
(set:$side1fought to "no")}
Shiravelle Beach is an elegant city. Countless tall, arched wooden lamp posts hold lanterns that cast the city in warm spheres of light. The dull crashing of waves is a constant amid the rounded wooden buildings.
Leaning against a stack of crates near an alleyway, [[an old man surveys passerby, a tame sundog lying at his feet.|potionguy]] Elves glide past, going about their business.
The Cormorant's Rest stands nearby, warm light spilling out from its windows. The image of a slender bird with outstretched wings is etched into the wooden sign hanging above the door.
(if:$talkedTheo is "no")[
[[A satyr leans against a nearby building|meetTheo]], smoking. He glances at you briefly.]
>>CHECKPOINT REACHED.
[[Head to the beach.|shiraBeachfront]]
[[Head to the town's north gate.|shiraExit]]
[[Menu|menu]](set:$talkedTheo to "yes")
As you get closer, you realize that the satyr is the same man who was reading a book in the inn last night. He stands currently beneath a hanging lamp installed in the outside wall of the building beside him, a hand-rolled cigarette in his hand. He wears glasses, a long-sleeved brown tunic, and black trousers.
"So, you're, what, an adventurer?" he says. "That's cool."
From his flat tone, you really can't tell if he's being sarcastic or not.
"Oh, hey," he says. "If you're interested, I have a proposition for an adventurer like you."
He opens his free hand, and a round, flat stone materializes in it from thin air. He waves the stone disc at you with a sheepish smile.
"So I'm a mage, and I'm, like, really into phonomancy? This is an enchanted disc. Another phonomancer embued it with a bard's song. I like to collect other phonomancer's discs and play them. But they're hard to find, all out there in the world."
He makes the disc disappear with a small movement of his fingers. "So here's my proposition. You take me along with you while you travel, and I look for rare discs along the way. In return, you get the help of a skilled mage in combat."
Take the satyr mage as your companion?
>>NOTE: you can only have one companion at a time. Accepting a companion will cause any current companion to be replaced. If dismissed or replaced, you will not be able to have a companion rejoin you.
[["Sure, why not?"|takeTheo]]
[["No."|rejectTheo]](set:$state to "shiraBeachfront")
(set:$location to "Shiravelle Beach Coast")
(if:$beachfought is "no")[
You're under attack!
{(Set:$foe to "Stone Hermit")
(Set:$foeHealth to 30)
(Set:$foeMaxHealth to 30)
(Set:$foeSkill1 to "Slow Claw Strike")
(Set:$fskill1DMG to 3)
(Set:$foeSkill2 to "Slow Claw Strike")
(Set:$foeSkill3 to "Slow Claw Strike")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 10)
(Set:$itemReward to "Hermit Claw")}
[[Fight!|combat]]
(Set:$beachfought to "yes")
]
(else:)[Shiravelle Beach's namesake glitters in the moonlight. The water is black in the darknesses, endless waves lapping against the dim sands. The lights of the city glisten in the waters.
The beach stretches for several kilometers before becoming steep and rocky, unnecessarily dangerous terrain for traveling in the dark.
Since you're not heading into the ocean, there's little to do here.
[[Go back.|shiraAfter]]
[[Menu|menu]] ](set:$state to "shiraExit")
(if:$shiraexitfought is "no")[
You're under attack!
{(Set:$foe to "Foxbat Swarm")
(Set:$foeHealth to 45)
(Set:$foeMaxHealth to 45)
(Set:$foeSkill1 to "Flurry of Bites")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Deafening Screech")
(Set:$foeSkill3 to "Flurry of Bites")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 5)
(Set:$XPreward to 15)
(Set:$itemReward to "Foxbat Pelt")}
[[Fight!|combat]]
(Set:$shiraexitfought to "yes")
](else:)[
Shiravelle Beach's main road eventually dwindles, just north of the town, to an unpaved forest road. The forest air is heavy with the cries of crickets, frogs, and cicadas, and the movement of other, larger things.
Your lantern surrounds you with a wash of white light, and illuminates an area around you of a fair-sized radius. Beyond the light of your lantern, the forest around you melds into inky darkness.
A small path, perhaps an animal trail or hunters' footpath, leads off into the woods to right.
[[Continue forward on the main path.|mainpath1]]
[[Take the small path to the right.|sidetrack1]]
[[Go back into Shiravelle Beach.|shiraAfter]]
[[Menu|menu]]
]"Glad to hear it," he says, grinning. He extends a hand to shake yours.
"Name's Theo, by the way. Looking forward to this."
NOTE: You have accepted a companion. You can speak to your companion, view their stats, or dismiss them at any time from the menu. You can read more about companions on the help page.
{(set:$companion to "Theo")
(set:$clevel to 1)
(set:$cspell1 to "Flames")
(set:$cDMG1 to 6)
(set:$cCost1 to 5)
(set:$cDMG2 to 7)
(set:$cCost2 to 7)
(set:$cDMG3 to 9)
(set:$cCost3 to 9)
(set:$cspell2 to "Spirit Bolt")
(set:$cspell3 to "Winterfugue")
(set:$cdesc1 to "Theo sends a small jet of flame at the foe.")
(set:$cdesc2 to "Theo releases a bolt of spirit energy at the foe.")
(set:$cdesc3 to "Theo concentrates, and a haunting song begins to play around the enemy, causing the air to become freezing cold.")
(set:$cCurrHP to 20)
(set:$cMaxHP to 20)
(set:$cCurrMP to 20)
(set:$cMaxMP to 20)
(set:$cStrength to 0)
(set:$cStreInc to 0)
(set:$cClass to "Phonomancer")}
[[Continue|shiraAfter]]The satyr nods sadly, dropping his cigarette butt to the ground and grinding it out with a hoof.
"I feel. Shame, though," he says. He walks away, disappearing into the streets.
[[Continue|shiraAfter]]$companion (if:$compStatus is "dead")[☠]
---
Level $clevel $cClass
HP: $cCurrHP / $cMaxHP
Strength: $cStrength
Known skills:
Attack
Bloodthirst Howl
Reckless Strike
(if:$compStatus is "dead")[$companion is unresponsive...]
[[See move descriptions.|lilahmovedesc]]
[[Back.|menu]]$companion (if:$compStatus is "dead")[☠]
---
Level $clevel $cClass
HP: $cCurrHP / $cMaxHP
MP: $cCurrMP / $cMaxMP
Known skills:
$cspell1
$cspell2
$cspell3
(if:$compStatus is "dead")[$companion is unresponsive...]
[[See move descriptions.|movedescTheo]]
[[Back.|menu]]$companion (if:$compStatus is "dead")[☠]
---
Level $clevel $cClass
HP: $cCurrHP / $cMaxHP
Strength: $cStrength
Known skills:
Attack
$cspell1
$cspell2
(if:$compStatus is "dead")[$companion is unresponsive...]
[[See move descriptions.|rowinMoveDesc]]
[[Back.|menu]]$companion (if:$compStatus is "dead")[☠]
---
Level $clevel $cClass
HP: $cCurrHP / $cMaxHP
Strength: $cStrength
Known skills:
Attack
Affliction - Sleep
Dodge
(if:$compStatus is "dead")[$companion is unresponsive...]
[[See move descriptions.|sentryMoveDesc]]
[[Back.|menu]]Theo:
(if:$theoApprove < 5)[Don't have much to say to you.](else:)[
(if:$theoTalkCount is 1)[I used to be kind of an uptight guy, can you believe it? I was in the Mages' Academy, believe it or not. Top of my cohort, too. I was pretty miserable, though. It's so competitive there. Everyone was alway ready to step on their peers to get ahead. It's an exhausting place. Glad I left that all behind. (set:$theoTalkCount to 2)](elseif:$theoTalkCount is 2)[So I told you about my time at the Mages' Academy, yeah? But honestly, I don't know if I would've left under normal circumstances. I was well on my way to becoming a reputable Force Mage at the most prestigious academy in Eritan. I thought if I dropped out, I'd never forgive myself. I worried about what others'd think of me too, you know? But what changed was, I met this guy at the academy. We had a thing going for three years. And then, one day, he... I know people are supposed to say they should've seen it coming, but there were no signs. No more than the rest of us, you know? Anyway, two things broke then, and one was my view that I was only worthwhile as a mage or a person if I stayed. The other was my heart. It put it in perspective. I know I can seem like some flaky hipster or whatever, but what people think of me doesn't bother me anymore. And now I'm practicing a form of magic that makes me happy.(set:$theoTalkCount to 3)](elseif:$theoTalkCount is 3)[You know that rare album I mentioned? It was his favorite.(set:$theoTalkCount to 4)](elseif:$theoTalkCount is 4)[(either:"Glad to be along for the ride with you, $name.","A mysterious adventurer accompanied by a satyr mage go to put a stop to an unending night, think this'd make a good story? Nah...that'd be dumb.")]
]
[[Back.|menu]]{(set:$reckless to "no")
(set:$taunt to "no")
(set:$foeStatus to "none")
(set:$leveledUp to "no")
(set:$newMove to "none")
(set:$newCMove to "none")
(set:$foeSleeping to "no")
(set:$foePoisStatus to "none")
(set:$rowinVamp to "no")
(set:$playerVamp to "no")
(set:$chevaliYou to "no")
(set:$chevaliRowin to "no")
(set:$aspectYou to 0)
(set:$aspectRowin to 0)
(set:$lilReck to "no")
(set:$howled to "no")
(set:$lilType to "null")}
(if:$class is not "Rogue")[
(Set:$turnCounter to (random:1,2)) ]
(else:)[
(Set:$turnCounter to 1)
]
(if:$turnCounter is 1)[
You face the $foe.
$foeHealth / $foeMaxHealth
[[Attack |playerTurn]]
]
(else:)[
[[The $foe attacks!|foeTurn]]
] -----------------------
$foe
-----------------------
$foeHealth / $foeMaxHealth
Equipped: $equippedWeapon
Commands:
{(if:$class is "Mage")[ [[Attack|mageAttack]] |
[[$spell1 - $spell1DMG, cost: $spell1cost|spell1Used]] |
[[$spell2 - $spell2DMG, cost: $spell2cost|spell2Used]] |
[[$spell3 - $spell3DMG, cost: $spell3cost|spell3Used]] |
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Hold Back|foeSleeping]] ](else:)[ [[Hold Back|foeTurn]] ] ](else:)[ [[Hold Back|compTurn]] ]]}
{(else:)[
[[Attack|basicAttack]] |
(if:$class is "Rogue")[ [[Dodge|dodge]] |
(if:$foe is not "Nephilim Dysdera")[ [[Affliction|affliction]] ](else:)[ [[Affliction|dysderaPois]] ]] |
(else:)[ [[Taunt|taunt]] |
[[Reckless Strike|recklessStrike]] ] ] |
[[Item|combatItem]]}
------------------------
$name
------------------------
HP: $currHP / $maxHP
(if:$class is "Mage")[MP: $currMP / $maxMP](if:$taunt is "yes")[ (set:$foeTarget to "you")(set:$taunt to "no")](else:)[
(if:$companion is "none" or $compStatus is "dead")[
(set:$foeTarget to "you")]
(else:)[
(set:$foeTarget to (either:"you","comp"))] ]
(if:$dodge is "yes")[
(set:$dodge to "no")
(set:$dodgeSucc to (either:"yes","yes","no"))]
(if:$dodgeSucc is "yes" and $foeTarget is "you")[
You successfully dodge the $foe attack! (set:$dodge to "no")
(set:$dodgeSucc to "no")
[[Okay.|dodgeCont]] ]
(else:)[
(Set:$foeChoice to (random:1,3))
(if:$foeChoice is 1)[
The $foe uses $foeSkill1!
(if:$foeTarget is "you")[
(if:$class is "Warrior")[(Set:$newfskill1DMG to ($fskill1DMG -(2+$aspectYou)))(if:$newfskill1DMG < 0)[(set:$newfskill1DMG to 0)]
$name takes $newfskill1DMG damage!
(Set:$currHP to ($currHP - $newfskill1DMG))]
(elseif:$class is "Rogue")[(Set:$newfskill1DMG to ($fskill1DMG -(1+$aspectYou)))(if:$newfskill1DMG < 0)[(set:$newfskill1DMG to 0)]
$name takes $newfskill1DMG damage!
(Set:$currHP to ($currHP - $newfskill1DMG))]
(else:)[
(set:$newfskill1DMG to ($fskill1DMG - $aspectYou))(if:$newfskill1DMG < 0)[(set:$newfskill1DMG to 0)]
(Set:$currHP to ($currHP - $newfskill1DMG))$name takes $newfskill1DMG damage!] ]
(else:)[
(if:$cDodge is "yes")[The $foe attacked $companion...but he evaded the attack!(set:$cDodge to "no")](else:)[(set:$newfskill1DMG to ($fskill1DMG - $aspectRowin))(if:$newfskill1DMG < 0)[(set:$newfskill1DMG to 0)]
$companion takes $newfskill1DMG damage!
(set:$cCurrHP to ($cCurrHP - $newfskill1DMG))] ]
]
(elseif:$foeChoice is 2)[
The $foe uses $foeSkill2!
(if:$foeTarget is "you")[
(if:$class is "Warrior")[(Set:$newfskill2DMG to ($fskill2DMG -(2+$aspectYou))) (if:$newfskill2DMG < 0)[(set:$newfskill2DMG to 0)]
$name takes $newfskill2DMG damage!
(Set:$currHP to ($currHP - $newfskill2DMG))]
(elseif:$class is "Rogue")[(Set:$newfskill2DMG to ($fskill2DMG -(1+$aspectYou))) (if:$newfskill2DMG < 0)[(set:$newfskill2DMG to 0)]
$name takes $newfskill2DMG damage!
(Set:$currHP to ($currHP - $newfskill2DMG))]
(else:)[(set:$newfskill2DMG to ($fskill2DMG - $aspectYou))(if:$newfskill2DMG < 0)[(set:$newfskill2DMG to 0)]$name takes $newfskill2DMG damage!
(Set:$currHP to ($currHP - $newfskill2DMG))] ]
(else:)[
(if:$cDodge is "yes")[The $foe attacked $companion...but he evaded the attack!(set:$cDodge to "no")](else:)[(set:$newfskill2DMG to ($fskill2DMG - $aspectRowin))
$companion takes $newfskill2DMG damage!
(set:$cCurrHP to ($cCurrHP - $newfskill2DMG))] ]
]
(elseif:$foeChoice is 3)[
The $foe uses $foeSkill3!
(if:$foeTarget is "you")[
(if:$class is "Warrior")[(Set:$newfskill3DMG to ($fskill3DMG -(2+$aspectYou))) (if:$newfskill3DMG < 0)[(set:$newfskill3DMG to 0)]
$name takes $newfskill3DMG damage!
(Set:$currHP to ($currHP - $newfskill3DMG))]
(elseif:$class is "Rogue")[(Set:$newfskill3DMG to ($fskill3DMG -(1+$aspectYou)))(if:$newfskill3DMG < 0)[(set:$newfskill3DMG to 0)]
$name takes $newfskill3DMG damage!
(Set:$currHP to ($currHP - $newfskill3DMG))]
(else:)[(set:$newfskill3DMG to ($fskill3DMG-$aspectYou))(if:$newfskill3DMG < 0)[(Set:$newfskill3DMG to 0)]$name takes $newfskill3DMG damage!
(Set:$currHP to ($currHP - $newfskill3DMG))] ]
(else:)[
(if:$cDodge is "yes")[The $foe attacked $companion...but he evaded the attack!(set:$cDodge to "no")](else:)[(set:$newfskill3DMG to ($fskill3DMG - $aspectRowin))(if:$newfskill3DMG < 0)[(set:$newfskill3DMG to 0)]
$companion takes $newfskill3DMG damage!
(set:$cCurrHP to ($cCurrHP - $newfskill3DMG))] ]
]
(if:$currHP <= 0)[
[[You have lost.|loss]]
]
(else:)[
(if:$companion is not "none")[
(if:$cCurrHP <= 0 and $compStatus is "alive")[
(if:$companion is "Theo")[Theo: "Ah..."]
(elseif:$companion is "Lilah")[Lilah: "Hrrng...!"]
(elseif:$companion is "Rowin")[Rowin: "Heh...heh..."]
(else:)[$companion: "..."]
$companion collapses to the ground.
(set:$compStatus to "dead")
] ]
(if:$foePoisStatus is not "none")[
(if:$foePoisStatus is "poisonedWeak")[The $foe takes 3 poison damage!
{(if:$playerVamp is "yes")[
Your Aspect of Vampire causes you to regain 3 HP!
(if:($currHP + 3) >= $maxHP)[
(set:$currHP to $maxHP)]
(else:)[
(set:$currHP to ($currHP +3))] ]
(if:$rowinVamp is "yes")[
Rowin's Aspect of Vampire causes her to regain 3 HP!
(if:($cCurrHP + 3) >= $cMaxHP)[
(set:$cCurrHP to $cMaxHP)]
(else:)[
(set:$cCurrHP to ($cCurrHP +3))] ]}
(set:$foeHealth to $foeHealth - 3)]
(elseif:$foePoisStatus is "poisonedMed")[The $foe takes 5 poison damage!
{(if:$playerVamp is "yes")[
Your Aspect of Vampire causes you to regain 5 HP!
(if:($currHP + 5) >= $maxHP)[
(set:$currHP to $maxHP)]
(else:)[
(set:$currHP to ($currHP +5))] ]
(if:$rowinVamp is "yes")[
Rowin's Aspect of Vampire causes her to regain 5 HP!
(if:($cCurrHP + 5) >= $cMaxHP)[
(set:$cCurrHP to $cMaxHP)]
(else:)[
(set:$cCurrHP to ($cCurrHP +5))] ]}
(set:$foeHealth to $foeHealth - 5)]
(elseif:$foePoisStatus is "poisonedStrong")[The $foe takes 8 poison damage!
{(if:$playerVamp is "yes")[
Your Aspect of Vampire causes you to regain 8 HP!
(if:($currHP + 8) >= $maxHP)[
(set:$currHP to $maxHP)]
(else:)[
(set:$currHP to ($currHP +8))] ]
(if:$rowinVamp is "yes")[
Rowin's Aspect of Vampire causes her to regain 8 HP!
(if:($cCurrHP + 8) >= $cMaxHP)[
(set:$cCurrHP to $cMaxHP)]
(else:)[
(set:$cCurrHP to ($cCurrHP +8))] ]}
(set:$foeHealth to $foeHealth - 8)]
{(set:$aspectYou to 0)
(set:$aspectRowin to 0)}
(if:$foeHealth <= 0)[ [[The $foe dies! Victory!|victory]] ] ]
(if:$reckless is "yes")[ [[Continue|reckless]] ]
(else:)[ [[Continue|playerTurn]] ] ]
]
{(Set:$typeDMG to $spellType's $spell1)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)}
(if:$currMP < $spell1cost)[
Not enough MP!
[[Back|playerTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
$name uses $spell1!
$spell1txt
...but the $foe is immune to $typeDMG!
(Set:$currMP to ($currMP-$spell1cost))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($spell1DMG/2))
(set:$dmgModifier to (ceil:$dmgModifier))}
$name uses $spell1!
$spell1txt
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-($spell1DMG+$dmgModifier)))
(Set:$currMP to ($currMP-$spell1cost))
]
(else:)[
$name uses $spell1!
$spell1txt
The $foe takes $spell1DMG damage!
(Set:$foeHealth to ($foeHealth-$spell1DMG))
(Set:$currMP to ($currMP-$spell1cost))
]
(if:$chevaliYou is "yes")[The $demon at your side uses $demonMove for $demonDam damage! The $demon disappears.(set:$chevaliYou to "no")(set:$foeHealth to ($foeHealth - $demonDam))]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ] ](else:)[ [[Continue|compTurn]] ]
]
]{(Set:$typeDMG to $spellType's $spell2)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)}
(if:$currMP < $spell2cost)[
Not enough MP!
[[Back|playerTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
$name uses $spell2!
$spell2txt
...but the $foe is immune to $typeDMG!
(Set:$currMP to ($currMP-$spell2cost))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($spell2DMG/2))
(set:$dmgModifier to (ceil:$dmgModifier))}
$name uses $spell2!
$spell2txt
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-($spell2DMG+$dmgModifier)))
(Set:$currMP to ($currMP-$spell2cost))
]
(else:)[
$name uses $spell2!
$spell2txt
The $foe takes $spell2DMG damage!
(Set:$foeHealth to ($foeHealth-$spell2DMG))
(Set:$currMP to ($currMP-$spell2cost))
]
(if:$chevaliYou is "yes")[The $demon at your side uses $demonMove for $demonDam damage! The $demon disappears.(set:$chevaliYou to "no")(set:$foeHealth to ($foeHealth - $demonDam))]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ] ](else:)[ [[Continue|compTurn]] ]
]
]{(Set:$typeDMG to $spellType's $spell3)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)}
(if:$currMP < $spell3cost)[
Not enough MP!
[[Back|playerTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
$name uses $spell3!
$spell3txt
...but the $foe is immune to $typeDMG!
(Set:$currMP to ($currMP-$spell3cost))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($spell3DMG/2))
(set:$dmgModifier to (ceil:$dmgModifier))}
$name uses $spell3!
$spell3txt
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-($spell3DMG+$dmgModifier)))
(Set:$currMP to ($currMP-$spell3cost))
]
(else:)[
$name uses $spell3!
$spell3txt
The $foe takes $spell3DMG damage!
(Set:$foeHealth to ($foeHealth-$spell3DMG))
(Set:$currMP to ($currMP-$spell3ost))
]
(if:$chevaliYou is "yes")[The $demon at your side uses $demonMove for $demonDam damage! The $demon disappears.(set:$chevaliYou to "no")(set:$foeHealth to ($foeHealth - $demonDam))]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ] ](else:)[ [[Continue|compTurn]] ]
]
]{(Set:$typeDMG to $weapType's $equippedWeapon)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)
(set:$streMod to $strength)
(set:$damDisplay to ($weaponDMG + $streMod))}
(if:$typeDMG is $immunity)[
$name strikes the $foe...but the $foe is immune to $typeDMG! ]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($weaponDMG*1.5))
(set:$dmgModifier to (ceil:$dmgModifier))}
$name strikes the $foe for $damDisplay damage!
The $foe is weak to $typeDMG! The $foe takes additional damage!
(Set:$foeHealth = $foeHealth - ($damDisplay + $dmgModifier)) ]
(else:)[
$name strikes the $foe for $damDisplay damage!
(Set:$foeHealth = $foeHealth - $damDisplay) ]
(if:$equippedWeapon is "Masochist's Thorn")[
(if:$currHP > 2)[
(set:$currHP to ($currHP - 2))]
Spikes form on the Masochist's Thorn's grip! $name takes 2 damage.]
(if:$chevaliYou is "yes")[The $demon at your side uses $demonMove for $demonDam damage! The $demon disappears.(set:$chevaliYou to "no")(set:$foeHealth to ($foeHealth - $demonDam))]
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victory]]
]
(else:)[
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ] ](else:)[ [[Continue|compTurn]] ]
](set:$dodge to "yes")
You ready yourself for the enemy's move, preparing to leap out of the way.
(set:$chevaliYou to "no")
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ] ](else:)[ [[Continue|compTurn]] ](if:$foePoisStatus is "none")[
(set:$afflictSucc to (either:"success","success","success","success","fail"))
(if:$afflictSucc is "success")[
(if:$affliction is "Weak Poison")[
(set:$foePoisStatus to "poisonedWeak")
You poison the $foe with Weak Poison!]
(elseif:$affliction is "Moderate Poison")[
(set:$foePoisStatus to "poisonedMed")
You poison the $foe with Moderate Poison!]
(elseif:$affliction is "Potent Poison")[
(set:$foePoisStatus to "poisonedStrong")
You poison the $foe with Moderate Poison!]
]
(else:)[Your attempt to afflict the $foe fails! ]
(set:$chevaliYou to "no")
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[
[[Continue|foeSleeping]] ]
(else:)[ [[Continue|foeTurn]] ] ]
(else:)[ [[Continue|compTurn]] ] ]
(else:)[The $foe is already poisoned!
[[Continue|playerTurn]] ]
(set:$taunt to "yes")
You raise the $equippedWeapon with a challenging cry, and draw the $foe's attention to yourself!
(set:$chevaliYou to "no")
(if:$companion is "none" or $compStatus is "dead")[ [[Continue|foeTurn]] ]
(else:)[ [[Continue|compTurn]] ]{(Set:$typeDMG to $weapType's $equippedWeapon)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)
(set:$streMod to $strength)
(set:$reckless to "yes")
(set:$recklessDMG to ($weaponDMG * 2))
(set:$damDisplay to ($recklessDMG + $streMod))}
(if:$typeDMG is $immunity)[
$name strikes the $foe...but the $foe is immune to $typeDMG! ]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($weaponDMG/2))
(set:$dmgModifier to (ceil:$dmgModifier))}
$name charges forth and delivers a massive blow to the $foe for $damDisplay damage!
The $foe is weak to $typeDMG! The $foe takes additional damage!
(Set:$foeHealth = $foeHealth - ($recklessDMG + $dmgModifier + $streMod)) ]
(else:)[
$name charges forth and delivers a massive blow to the $foe for $damDisplay damage!
(Set:$foeHealth = $foeHealth - ($recklessDMG + $streMod)) ]
(if:$chevaliYou is "yes")[The $demon at your side uses $demonMove for $demonDam damage! The $demon disappears.(set:$chevaliYou to "no")(set:$foeHealth to ($foeHealth - $demonDam))]
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victory]]
]
(else:)[
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ] ](else:)[ [[Continue|compTurn]] ]
]Items usuable in combat:
(if:$inv's "Health Potions" > 0)[ [[Health Potion|precombatHealthPot]] ]
(if:$inv's "Aetheria Leaves">0)[ [[Aetheria Leaves|precombatLeaves]] ]
(if:$inv's "Delicious Bread">0)[ [[Delicious Bread|combatBread]] ]
(if:$inv's "Really Strong Coffee">0)[ [[Really Strong Coffee|combatCoffee]] ]
[[Back.|playerTurn]]{(set:$fought to 1)
(Set:$bestiary's $foe to ($bestiary's $foe + 1))}
You are victorious!
{(if:$level < 20)[
(set:$currXP to ($currXP + $XPreward))
(if:$currXP >= $maxXP)[
(Set:$level to ($level + 1))
(Set:$currXP to 0)
(Set:$maxHP to ($maxHP +2))
(Set:$currHP to $maxHP)
(if:$class is "Mage")[
(Set:$maxMP to ($maxMP +2))
(Set:$currMP to $maxMP)]
(Set:$maxXP to ($maxXP+5))
(if:$class is "Warrior")[
(set:$streAdd to (.06 * $strength))
(set:$streAdd to (ceil:$streAdd))
(set:$strength to ($strength + $streAdd))]
(if:$class is "Rogue")[
(set:$streAdd to (.03 * $strength))
(set:$streAdd to (ceil:$streAdd))
(set:$strength to ($strength + $streAdd))]
(set:$clevel to ($clevel + 1))
(set:$cMaxHP to ($cMaxHP + 2))
(set:$cMaxMP to ($cMaxMP +2))
(set:$cCurrHP to $cMaxHP)
(set:$cCurrMP to $cMaxMP)
(if:$companion is "Lilah")[
(set:$cStreAdd to (.06 * $cStrength))
(set:$cStreAdd to (ceil:$cStreAdd))
(set:$cStrength to ($cStrength + $cStreAdd))]
(elseif:$companion is "Rowin")[
(set:$cStreAdd to (.04 * $cStrength))
(Set:$cStreAdd to (ceil:$cStreAdd))
(set:$cStrength to ($cStrength + $cStreAdd))]
(elseif:$companion is "Sentry-9"or$companion is "Adrian"or$companion is "Thomas"or$companion is "Cyril")[
(set:$cStreAdd to (.03 * $cStrength))
(set: $cStreAdd to (ceil:$cStreAdd))
(set:$cStrength to ($cStrength + $cStreAdd))]
(set:$leveledUp to "yes")
Leveled up!
]
(Set:$tilNext to ($maxXP - $currXP)) ]}
--------------------
$name
--------------------
Level $level
HP: $currHP / $maxHP
(if:$class is "Mage")[MP: $currMP / $maxMP]
(if:$level < 20)[
XP until next level: $tilNext ]
(if:$class is "Rogue" and $levelUp is "yes")[
(if:$level is 6 or $level is 11)[
(set:$newAfflic to "yes")] ]
(if:$companion is not "none")[Companion Stats: $companion
Level $clevel
HP: $cCurrHP / $cMaxHP]
(if:$itemReward is not "null")[ (Set:$inv's $itemReward to ($inv's $itemReward +1))
You obtained a $itemReward! ]
{(Set:$itemReward to "null")
(if:$leveledUp is "yes" and $class is "Mage")[
(set:$newMove to ($mageSpells's $level))]
(if:$leveledUp is "yes" and $companion is "Theo")[
(set:$newCMove to ($theoSkills's $clevel))]
(elseif:$leveledUp is "yes" and $companion is "Rowin")[
(set:$newCMove to ($rowinSkills's $clevel))]
(elseif:$leveledUp is "yes" and $clevel is 7)[(if:$companion is "Sentry-9" or $companion is "Adrian" or $companion is "Cyril" or $companion is "Thomas")[$companion learned a more potent sleep poison!]]}
(if:($newMove is not "none") or ($newCMove is not "none"))[
[[New move learned!|setNewMove]] ]
(elseif:$newAfflic is "yes")[ [[New skill learned!|newAfflic]] ]
(else:)[ (link: "Return")[(goto: $state)] ]
(if:$companion is "Theo")[Theo: "I've got this."
[[Continue|theoTurn]] ]
(elseif:$companion is "Lilah")[Lilah is snarling.
[[Continue|lilahTurn]] ]
(elseif:$companion is "Rowin")[Rowin: "Looking to play, are ya?"
[[Continue|rowinTurn]] ]
(else:)[$companion: "You seek death? Let me assist you."
[[Continue|sentryTurn]] ]You crumple to the ground, flooded with pain.
(if:$companion is "alive" and $compStatus is not "none")[ (if:$companion is "Theo")[Theo: "...$name!"](elseif:$companion is "Lilah")[Lilah: "No! Hold on!"](elseif:$companion is "Rowin")[Rowin: "Is this a joke? Get up, $name!"](else:)[$companion: "Don't die on me, $name. Come on..."] ]
You fall into nothingness.
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currMP to $maxMP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)](set:$reckless to "no")
Your reckless, all-out attack last turn leaves you recovering and vulnerable to damage.
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ] ](else:)[ [[Continue|compTurn]] ]-----------------------
$foe
-----------------------
$foeHealth / $foeMaxHealth
Commands:
{[[$cspell1|theo1]] |
[[$cspell2|theo2]] |
[[$cspell3|theo3]] |
[[Hold back|foeTurn]]}
------------------------
$companion
------------------------
HP: $cCurrHP / $cMaxHP
MP: $cCurrMP / $cMaxMP (if:$lilReck is "no")[
-----------------------
$foe
-----------------------
$foeHealth / $foeMaxHealth
Commands:
{[[Attack|lilahAttack]] |
(if:$howled is "no")[ [[Bloodthirst Howl|howl]] |]
[[Reckless Strike|lilahReckless]] |
[[Hold back|foeTurn]]}
------------------------
$companion
------------------------
HP: $cCurrHP / $cMaxHP ](else:)[Lilah's all-out attack last turn leaves her unable to attack!
(set:$lilReck to "no")
[[Continue|foeTurn]] ]-----------------------
$foe
-----------------------
$foeHealth / $foeMaxHealth
Commands:
{[[Attack|rowinAttack]] |
[[$cspell1|rowinSpell1]] |
[[$cspell2|rowinSpell2]] |
[[Hold back|foeTurn]]}
------------------------
$companion
------------------------
HP: $cCurrHP / $cMaxHP
MP: $cCurrMP / $cMaxMP -----------------------
$foe
-----------------------
$foeHealth / $foeMaxHealth
Commands:
{[[Attack|sentryAttack]] |
(if:$foe is not "Nephilim Dysdera")[ [[Affliction - Sleep|sentryAfflict]] ](else:)[ [[Affliction - Sleep|dysderaSleep]] ] |
[[Dodge|sentryDodge]] |
(if:$foeSleeping is "yes")[ [[Hold back|foeSleeping]] ](else:)[ [[Hold back|foeTurn]] ]}
------------------------
$companion
------------------------
HP: $cCurrHP / $cMaxHP
{(Set:$typeDMG to $spellType's $cspell1)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)
(if:$cClass is "Phonomagus")[(set:$magemod to 3)](else:)[(set:$magemod to 0)]}
(if:$cCurrMP < $cCost1)[
Not enough MP!
[[Back|theoTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
Theo uses $cspell1!
$cdesc1
...but the $foe is immune to $typeDMG!
(Set:$cCurrMP to ($cCurrMP-$cCost1))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($cDMG1/2))
(set:$dmgModifier to (ceil:$dmgModifier))
(set:$comDam to ($cDMG1+$dmgModifier+$magemod))}
$companion uses $cspell1!
$cdesc1 The foe takes $comDam damage!
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-$comDam))
(Set:$cCurrMP to ($cCurrMP-$cCost1))
]
(else:)[
(set:$comDam to ($cDMG1 + $magemod))
$companion uses $cspell1!
$cdesc1
The $foe takes $comDam damage!
(Set:$foeHealth to ($foeHealth-$comDam))
(Set:$cCurrMP to ($cCurrMP-$cCost1))
]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
[[Continue|foeTurn]]
]
]{(Set:$typeDMG to $spellType's $cspell2)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)
(if:$cClass is "Phonomagus")[(set:$magemod to 3)](else:)[(set:$magemod to 0)]}
(if:$cCurrMP < $cCost2)[
Not enough MP!
[[Back|theoTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
$companion uses $cspell2!
$cdesc2
...but the $foe is immune to $typeDMG!
(Set:$cCurrMP to ($cCurrMP-$cCost2))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($cDMG2/2))
(set:$dmgModifier to (ceil:$dmgModifier))
(set:$comDam to ($cDMG2+$dmgModifier+$magemod))}
$companion uses $cspell2!
$cdesc2 The foe takes $comDom damage!
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-$comDam))
(Set:$cCurrMP to ($cCurrMP-$cCost2))
]
(else:)[
(set:$comDam to ($cDMG2+$magemod))
$companion uses $cspell2!
$cdesc2
The $foe takes $comDam damage!
(Set:$foeHealth to ($foeHealth-$comDam))
(Set:$cCurrMP to ($cCurrMP-$cCost2))
]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
[[Continue|foeTurn]]
]
]{(Set:$typeDMG to $spellType's $cspell3)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)
(if:$cClass is "Phonomagus")[(set:$magemod to 3)](else:)[(set:$magemod to 0)]}
(if:$cCurrMP < $cCost3)[
Not enough MP!
[[Back|theoTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
$companion uses $cspell3!
$cdesc3
...but the $foe is immune to $typeDMG!
(Set:$cCurrMP to ($cCurrMP-$cCost3))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($cDMG3/2))
(set:$dmgModifier to (ceil:$dmgModifier))
(set:$comDam to ($cDMG3+$dmgModifier+$comDam))}
$companion uses $cspell3!
$cdesc3 The foe takes $comDam damage!
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-($cDMG3+$dmgModifier)))
(Set:$cCurrMP to ($cCurrMP-$cCost3))
]
(else:)[
(set:$comDam to ($$cDMG3 + $magemod))
$companion uses $cspell3!
$cdesc3
The $foe takes $comDam damage!
(Set:$foeHealth to ($foeHealth-$cDMG3))
(Set:$cCurrMP to ($cCurrMP-$cCost3))
]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
[[Continue|foeTurn]]
]
]{(set:$hpots to $inv's "Health Potions")
(set:$hpots to ($hpots - 1))
(set: $inv's "Health Potions" to $hpots)
(set:$currHP to $maxHP)}
Used a Health Potion. HP restored.
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ]
(else:)[ [[Continue|foeTurn]] ] ]
(else:)[ [[Continue|compTurn]] ]
The severed large claw of a Stone Hermit. It's hard as rock, unsurprisingly.
[[Back.|inv]]Your trusted staff, made of blackened, gnarled wood. The top is fitted with an iron ornament of a snarling beast's head.
It was crafted for you by a weaponsmith who wanted the honor of creating the $epithet's signature weapon.
You hate what it represents, but it's too useful to give up.
[[Back.|inv]]Your trusted sword, made of steel, with a hilt of cold, black metal. The end of the pommel is fitted with an iron ornament of a snarling beast's head.
It was crafted for you by a weaponsmith who wanted the honor of creating the $epithet's signature weapon.
You hate what it represents, but it's too useful to give up.
(if:$equippedWeapon is not "Felltooth")[Equip Felltooth?
{(set:$newWeapon to "Felltooth")
(set:$newWeaponDMG to 4)}
[[Yes.|weaponEquip]] ]
[[Back.|inv]]Your trusted bow, made of smooth, polished black wood. Each of the wings is embossed with the intricate image of a snarling beast.
It was crafted for you by a weaponsmith who wanted the honor of creating the $epithet's signature weapon.
You hate what it represents, but it's too useful to give up.
(if:$equippedWeapon is not "Silent Fang")[Equip Silent Fang?
{(set:$newWeapon to "Silent Fang")
(set:$newWeaponDMG to 3)}
[[Yes.|weaponEquip]] ]
[[Back.|inv]](if:$foePoisStatus is not "none")[
(if:$foePoisStatus is "poisonedWeak")[The $foe takes 3 poison damage!
{(if:$playerVamp is "yes")[
Your Aspect of Vampire causes you to regain 3 HP!
(if:($currHP + 3) >= $maxHP)[
(set:$currHP to $maxHP)]
(else:)[
(set:$currHP to ($currHP +3))] ]
(if:$rowinVamp is "yes")[
Rowin's Aspect of Vampire causes her to regain 3 HP!
(if:($cCurrHP + 3) >= $cMaxHP)[
(set:$cCurrHP to $cMaxHP)]
(else:)[
(set:$cCurrHP to ($cCurrHP +3))] ]}
(set:$foeHealth to $foeHealth - 3)]
(elseif:$foePoisStatus is "poisonedMed")[The $foe takes 5 poison damage!
{(if:$playerVamp is "yes")[
Your Aspect of Vampire causes you to regain 5 HP!
(if:($currHP + 5) >= $maxHP)[
(set:$currHP to $maxHP)]
(else:)[
(set:$currHP to ($currHP +5))] ]
(if:$rowinVamp is "yes")[
Rowin's Aspect of Vampire causes her to regain 5 HP!
(if:($cCurrHP + 5) >= $cMaxHP)[
(set:$cCurrHP to $cMaxHP)]
(else:)[
(set:$cCurrHP to ($cCurrHP +5))] ]}
(set:$foeHealth to $foeHealth - 5)]
(elseif:$foePoisStatus is "poisonedStrong")[The $foe takes 8 poison damage!
{(if:$playerVamp is "yes")[
Your Aspect of Vampire causes you to regain 8 HP!
(if:($currHP + 8) >= $maxHP)[
(set:$currHP to $maxHP)]
(else:)[
(set:$currHP to ($currHP +8))] ]
(if:$rowinVamp is "yes")[
Rowin's Aspect of Vampire causes her to regain 8 HP!
(if:($cCurrHP + 8) >= $cMaxHP)[
(set:$cCurrHP to $cMaxHP)]
(else:)[
(set:$cCurrHP to ($cCurrHP +8))] ]}
(set:$foeHealth to $foeHealth - 8)] ]
[[Continue|playerTurn]](set:$companion to "none")
You set $companion's body down on the ground, and go on your way.
(set:$liveForSelf to ($liveForSelf +1))
[[Continue|menu]](if:$newMove is not "none")[
[[Set $name's moves|yourSet]]
](else:)[ (if:$companion is "Theo")[ [[Set Theo's moves|theoSet]] ]
(elseif:$companion is "Rowin")[ [[Set Rowin's moves|rowinSet]] ] ]Theo can now learn the spell $newCMove.
{(set:$newSkillDMG to ($skillDMGs's $newCMove))
(set:$newSkillCost to ($skillCosts's $newCMove))
(set:$newSkilltxt to ($skilltxt's $newCMove))}
$newCMove - $newSkillDMG DMG, $newSkillCost MP
Replace one of his known moves?
[[Replace $cspell1 - $cDMG1 DMG, $cCost1 MP|TreplaceSpell1]]
[[Replace $cspell2 - $cDMG2 DMG, $cCost2 MP|TreplaceSpell2]]
[[Replace $cspell3 - $cDMG3 DMG, $cCost3 MP|TreplaceSpell3]]
(link: "Don't replace anything--keep the old moves.")[(set:$newCMove to "none")(goto: $state)]Rowin can now learn the spell $newCMove.
{(set:$newSkillDMG to ($skillDMGs's $newCMove))
(set:$newSkillCost to ($skillCosts's $newCMove))
(set:$newSkilltxt to ($skilltxt's $newCMove))}
$newCMove - $newSkilltxt, $newSkillCost MP
Replace one of her known moves?
[[Replace $cspell1 - $cCost1 MP|TreplaceSpell1]]
[[Replace $cspell2 - $cCost2 MP|TreplaceSpell2]]
(link: "Don't replace anything--keep the old moves.")[(set:$newCMove to "none")(goto: $state)]You've become a more powerful mage, and can learn the spell $newMove.
{(set:$newSkillDMG to ($skillDMGs's $newMove))
(set:$newSkillCost to ($skillCosts's $newMove))
(set:$newSkilltxt to ($skilltxt's $newMove))}
$newMove - $newSkillDMG DMG, $newSkillCost MP
Replace one of your known moves?
[[Replace $spell1 - $spell1DMG DMG, $spell1cost MP|replaceSpell1]]
[[Replace $spell2 - $spell2DMG DMG, $spell2cost MP|replaceSpell2]]
[[Replace $spell3 - $spell3DMG DMG, $spell3cost MP|replaceSpell3]]
(link: "Don't replace anything--keep the old moves.")[(goto: $state)]{(set:$spell1 to $newMove)
(set:$spell1DMG to $newSkillDMG)
(set:$spell1cost to $newSkillCost)
(set:$spell1txt to $newSkilltxt)}
Done.
(if:$newCMove is "none")[
(link: "Return")[(goto: $state)] ]
(else:)[
(if:$companion is "Theo")[ [[Set Theo's moves.|theoSet]] ]
(elseif:$companion is "Rowin")[ [[Set Rowin's moves.|rowinSet]] ]
]{(set:$spell2 to $newMove)
(set:$spell2DMG to $newSkillDMG)
(set:$spell2cost to $newSkillCost)
(set:$spell2txt to $newSkilltxt)}
Done.
(if:$newCMove is "none")[
(link: "Return")[(goto: $state)] ]
(else:)[
(if:$companion is "Theo")[ [[Set Theo's moves.|theoSet]] ]
(elseif:$companion is "Rowin")[ [[Set Rowin's moves.|rowinSet]] ]
]{(set:$spell3 to $newMove)
(set:$spell3DMG to $newSkillDMG)
(set:$spell3cost to $newSkillCost)
(set:$spell3txt to $newSkilltxt)}
Done.
(if:$newCMove is "none")[
(link: "Return")[(goto: $state)] ]
(else:)[
(if:$companion is "Theo")[ [[Set Theo's moves.|theoSet]] ]
(elseif:$companion is "Rowin")[ [[Set Rowin's moves.|rowinSet]] ]
]{(set:$cspell1 to $newCMove)
(set:$cDMG1 to $newSkillDMG)
(set:$cCost1 to $newSkillCost)
(set:$cdesc1 to $newSkilltxt)
(set:$newCMove to "none")}
Done.
(link: "Return")[(goto: $state)]
{(set:$cspell2 to $newCMove)
(set:$cDMG2 to $newSkillDMG)
(set:$cCost2 to $newSkillCost)
(set:$cdesc2 to $newSkilltxt)
(set:$newCMove to "none")}
Done.
(link: "Return")[(goto: $state)]{(set:$cspell3 to $newCMove)
(set:$cDMG3 to $newSkillDMG)
(set:$cCost3 to $newSkillCost)
(set:$cdesc3 to $newSkilltxt)
(set:$newCMove to "none")}
Done.
(link: "Return")[(goto: $state)]{(set:$state to "mainpath1")
(set:$location to "Solton Forest, Southwalk Road")}
(if:$path1fought is "no")[
You're under attack!
{(Set:$foe to "Spideer")
(Set:$foeHealth to 20)
(Set:$foeMaxHealth to 20)
(Set:$foeSkill1 to "Venomed Antler")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Stomp")
(Set:$foeSkill3 to "Stomp")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 10)
(Set:$itemReward to "Poison Antler Shards")}
[[Fight!|combat]]
(Set:$path1fought to "yes")]
(else:)[You stand on a wide, cobblestone-paved road cut through the dense forest. With the white light of your lantern illuminating your way, you can see that the road is devoid of other travelers. Ahead, the road continues northward.
[[Continue north.|mainpath2]]
[[Head back toward Shiravelle Beach.|shiraExit]]
[[Menu|menu]] ]{(set:$state to "sidetrack1")
(set:$location to "Solton Forest")
(set:$battleChoose to (random:1,3))}
(if:$side1fought is "no")[
(if:$battleChoose is 3)[
You're under attack!
{(Set:$foe to "Failed Polymorph")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Writhing and Screaming")
(Set:$fskill1DMG to 3)
(Set:$foeSkill2 to "Senseless Flailing")
(Set:$foeSkill3 to "Desperate Claws")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 15)
(Set:$itemReward to "null")}
[[Fight!|combat]]
(Set:$side1fought to "yes")]
(else:)[
You're under attack!
{(Set:$foe to "Spideer")
(Set:$foeHealth to 20)
(Set:$foeMaxHealth to 20)
(Set:$foeSkill1 to "Venomed Antler")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Stomp")
(Set:$foeSkill3 to "Stomp")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 10)
(Set:$itemReward to "Poison Antler Shards")}
[[Fight!|combat]]
(Set:$side1fought to "yes")] ]
(else:)[The narrow forest path is overgrown and would be difficult to see under the best of circumstances, but in the pitch black with only the light of your lantern, it is especially hard to follow. You stop and rest by a (if:$inv's "Tree Sap" is 0)[ [[young tree|youngTree]] ](else:)[young tree] at a fork. The path curves to the left, and in that direction you can hear the burbling of water. Continuing straight, the path is even fainter in the undergrowth, but it seems there may be a thin footpath going ahead.
[[Follow the path to the left.|creek]]
[[Continue straight.|thinTrail]]
[[Turn back.|shiraExit]]
[[Menu|menu]] ]Piece of a Spideer's antler, possibly yet containing some venom from the Spideer's venom glands. Best handle with care...
[[Back.|inv]](set:$state to "youngTree")
The young tree has a small gash in its trunk, leaving a small, amber rivulet leaking out.
You got some tree sap and put it in your inventory.
(set:$inv's "Tree Sap" to 1)
[[Continue|sidetrack1]](set:$state to "creek")
You arrive at the creek, which rushes in the darkness. You can't gauge its depth, but you can hear a louder roar--a telltale sign that the water drops off into a fall somewhere close by. Somewhere to your right, you can see the dark outline of [[a fallen log|crossCreek]].
It's too dark to make out the opposite shore, but across the water you can clearly see two bright eyes in the dark looking steadily at you.
[[Turn back.|sidetrack1]]
[[Menu|menu]]{(set:$state to "thinTrail")
(if:$sentryMet is "no")[
(set:$meetDecide to (either:"yes","no"))]}
(if:$meetDecide is "yes")[
As you walk the dark trail, your lantern casting cold white light around you, you begin to feel distinctly as though you are being watched. You listen for the faint giveaways of some other person nearby, but what sounds you can hear--rustlings, snapping twigs, amid the chirping of insects and occasional sigh of wind--are indistinguishable from the typical sounds of night.
(set:$meetDecide to "no")(set:$sentryMet to "yes")
--And then, suddenly, before you can quite grasp what is happening, cold steel bites at your throat, and a presence leans onto you from behind. (if:$companion is "Theo")[Theo immediately turns and raises his hand to ready a spell. "Let $them go, pal," he says cautiously.](elseif:$companion is "Rowin")[Rowin hears the unseen foe hold you captive and turns. "You wanted to die today? Let $them go and I'll end you painlessly."](elseif:$companion is "Lilah")[Lilah turns with a snarl to attack, but holds herself back, seeing that you stand between her and the foe. "Let $them go!" she growls.]
[["Uh, okay...let's all just calm down for a moment..."|calmSent]]
[["Who the hell do you think you are?"|angrySent]] ]
(else:)[The dark forest trail continues. Ahead, the trail seems to lead up to something large and looming amid the rest of the forest.
[[Continue ahead.|artificerGrounds]]
[[Turn back.|sidetrack1]]
[[Menu|menu]] ]Just some good, sticky amber sap from a tree. You're not totally sure what compelled you to take some, but it might come in handy somehow.
[[Back.|inv]](set:$state to "crossCreek")
The fallen log, while a bit slippery, is steady and wide enough to allow you to cross the creek.
On the opposite shore, there is a clearing in the grass by the riverbank. In the worn patch of earth are clearly prints of some kind, too numerous and unclear to guess their source. A spideer carcass, fresh and torn open, lies glistening nearby, its dead eyes shining blackly in your lantern light.
You can't see or hear anything, but you inexplicably feel watched...
(if:$foundCreekPotion is "no")[ [[Something seems to be loosely buried in the dirt.|creekPot]] ]
[[Go back.|creek]]
[[Menu|menu]]{(set:$foundCreekPotion to "yes")
(set:$hPots to $inv's "Health Potions")
(set:$inv's "Health Potions" to ($hPots + 1))}
You unearth a Health Potion and place it into your inventory.
[[Okay.|crossCreek]](if:$sentryTalkCount is 1)[$companion looks at you. It's difficult to judge his affect from a mask and his blue lights for eyes, but you swear you can sense an edge of wariness.
"What is it?" he says.
(set:$sentryTalkCount to 2)
[["I was curious about the mask."|maskAsk]]
[["Are you always this unpersonable?"|rudeAsk]] ]
(elseif:$sentryTalkCount is 2)[$companion sweeps his cloak aside to take a seat.
"Yes, $name?"
(set:$sentryTalkCount to 3)
[["Can you tell me anything about how your body works?"|bodyAsk]] ]
(elseif:$sentryTalkCount is 3)[
(set:$sentryTalkCount to 4)
(if:$sentryApprove >= 15)[$companion looks at you. A little sheepishly, he says, "Actually, I had a question for you."
[["Sure, go for it."|nameAsk]] ](else:)[$companion gives you a nod.
"I admit, traveling at your side has been an interesting experience. Thank you for asking to team up," he says.
[[Continue|sentry]] ]
]
(else:)[(if:$sentryApprove is >= 10)["I'm honored to fight alongside you, $name," $companion says.](else:)["A lovely night for striking our enemies from the shadows, is it not?" $companion says.]
[[Back.|menu]] ]{(set:$streMod to $cStrength)
(set:$damDisplay to (3 + $streMod))}
$companion strikes the $foe for $damDisplay damage!
(Set:$foeHealth = $foeHealth - $damDisplay)
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victory]]
]
(else:)[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ]
(else:)[ [[Continue|foeTurn]] ] ]
(if:$foeAsleep is "yes")[The $foe is already asleep!
[[Back|sentryTurn]] ](else:)[
(if:$clevel < 7)[(set:$sleepDecide to (random:1,2))
(if:$sleepDecide is 2)[
(set:$foeSleeping to "yes")](else:)[(set:$sleepDecide to (random:1,20))(if:$sleepDecide is <= 13)[(set:$foeSleeping to "yes")]]
$companion's poisoned attack caused the $foe to fall asleep!
[[Continue|foeSleeping]]
](else:)[ $companion attempted to put the $foe to sleep with a poisoned attack, but it failed.
[[Continue|foeTurn]] ] ]$companion readies himself to leap out of the way of the enemy attack.
(set:$cDodge to (either:"yes","no","no"))
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ](set:$sleepDecide to (random:1,4))
(if:$sleepDecide is 4)[
The $foe woke up!
(set:$foeSleeping to "no")
[[Continue|foeTurn]] ](else:)[
The $foe sleeps.
[[Continue|playerTurn]] ]The silky sable pelt of a foxbat. It's both a high-quality and fashionable material.
[[Back.|inv]]$name HP: $currHP / $maxHP (if:$class is "Mage")[ MP: $currMP / $maxMP]
(if:$companion is not "none" and $compStatus is "alive")[$companion HP: $cCurrHP / $cMaxHP (if:$companion is "Theo" or $companion is "Rowin")[ MP: $cCurrMP / $cMaxMP] ]
Use health potion on which?
[[Use on $name|combatHealthPot]]
(if:$companion is not "none" and $compStatus is "alive")[ [[Use on $companion|combatCompHealthPot]] ]{(set:$hpots to $inv's "Health Potions")
(set:$hpots to ($hpots - 1))
(set: $inv's "Health Potions" to $hpots)
(set:$cCurrHP to $cMaxHP)}
Used a Health Potion on $companion. HP restored.
[[Continue|compTurn]]{(set:$sentryMet to "yes")
(set:$sentryApprove to 7)}
The knife slides away from your throat at once, and the stranger steps away from your back. He walks into your view. He's slightly on the short side of average, and fairly thin. There's something clearly unusual about his arms, where you can see them; he's dressed in a black traveling cloak and trousers, and wears an odd mask. The mask is silver and resembles a simplified face, bland of expression.
"You are no demon, forgive me," he says, sheathing his dagger. "So, who are you, then? Another treasure hunter come for the relics in the manse ahead, perhaps."
[["I don't actually know where I am."|sentHonest]]
[["I wasn't, but now I'm sure interested in these relics."|sentRelics]](set:$sentryMet to "yes")
After a moment's hesitation, the knife slides away from your throat, and the stranger steps away from your back. He walks into your view. He's slightly on the short side of average, and fairly thin. There's something clearly unusual about his arms, where you can see them; he's dressed in a black traveling cloak and trousers, and wears an odd mask. The mask is silver and resembles a simplified face, bland of expression.
"You are no demon, forgive me," he says, sheathing his dagger. "So, who are you, then? Another treasure hunter come for the relics in the manse ahead, perhaps."
[["I don't actually know where I am."|sentHonest]]
[["I wasn't, but now I'm sure interested in these relics."|sentRelics]]{(set:$state to "artificerGrounds")
(if:$sentryMet is "no")[
(set:$meetDecide to (either:"yes","no"))]}
(if:$meetDecide is "yes")[
As you walk the dark trail, your lantern casting cold white light around you, you begin to feel distinctly as though you are being watched. You listen for the faint giveaways of some other person nearby, but what sounds you can hear--rustlings, snapping twigs, amid the chirping of insects and occasional sigh of wind--are indistinguishable from the typical sounds of night.
(set:$meetDecide to "no")(set:$sentryMet to "yes")
--And then, suddenly, before you can quite grasp what is happening, cold steel bites at your throat, and a presence leans onto you from behind. (if:$companion is "Theo")[Theo immediately turns and raises his hand to ready a spell. "Let $them go, pal," he says cautiously.](elseif:$companion is "Rowin")[Rowin hears the unseen foe hold you captive and turns. "You wanted to die today? Let $them go and I'll end you painlessly."](elseif:$companion is "Lilah")[Lilah turns with a snarl to attack, but holds herself back, seeing that you stand between her and the foe. "Let $them go!" she growls.]
[["Uh, okay...let's all just calm down for a moment..."|calmSent]]
[["Who the hell do you think you are?"|angrySent]] ]
(else:)[(if:$sentry1fought is "no")[A sentry approaches, dagger drawn, saying, "Father insisted we remain. What other purpose do we have?"
{(Set:$foe to "Clockwork Sentry")
(Set:$foeHealth to 30)
(Set:$foeMaxHealth to 30)
(Set:$foeSkill1 to "Dagger Strike")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Poisoned Dagger Strike")
(Set:$foeSkill3 to "Dagger Strike")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 5)
(Set:$XPreward to 10)
(Set:$itemReward to "Soul Fragment")}
[[Fight!|combat]]
(Set:$sentry1fought to "yes")
](else:)[The mansion grounds are overgrown, tall grasses swaying around you in the darkness. The mansion itself is a huge and forlorn building of wood and stone, glass arch windows reflecting your lantern's light. The whole structure carries an air of abandonment, yet it is physically pristinely kept.
[[Enter the mansion.|artificerManse]]
[[Head back.|thinTrail]]
[[Menu|menu]] ] ]"I see," he says. After an apparent moment of thought, he turns and gestures ahead.
"These are the grounds of Thiriston The Artificer, who practiced forbidden magic, the details of which were known only to him, and whose creations are unrivaled. Demons and mortals who come to know of this place seek it for tools and secrets to help them gain power."
He looks steadfastly at you. "I've returned to this place after many years. I promised myself to not return, but...I wish to know more about how...why I am."
You realize now that the strange quality of his arms you had noticed was that they were mechanical.
[["You're a machine!"|sentSad]]
[["Could I join you?"|sentOffer]]He watches you silently. After an apparent moment of thought, he turns and gestures ahead.
(set:$liveForSelf to ($liveForSelf + 3))
"These are the grounds of Thiriston The Artificer, who practiced forbidden magic, the details of which were known only to him, and whose creations are unrivaled. Demons and mortals who come to know of this place seek it for tools and secrets to help them gain power."
He looks steadfastly at you. "I've returned to this place after many years. I promised myself to not return, but...I wish to know more about how...why I am."
You realize now that the strange quality of his arms you had noticed is that they are mechanical.
[["You're a machine!"|sentSad]]
[["Could I join you?"|sentOffer]]He seems a little hurt.
"No," he says sharply. "I'm a man. I may be a mechanical man, but...I am a person."
[["Could I join you?"|sentOffer]]
(link: "Wish him luck with everything and leave.")[(goto: $state)]"You wish to join me?" he says, a bit surprised.
He thinks for a moment. "I admit it, traveling and fighting monsters alone is tiring. Companionship could be interesting. Sure. We can become a team."
Take this man as your companion?
>>NOTE: You can only have one companion at a time. Any current companion you have will be dismissed, and you will not be able to have them rejoin you later.
[[Yes, take him on as your companion.|takeSent]]
[[No, actually nevermind.|rejectSent]]He extends his hand to you, and you shake it.
"Very well," he says. "I suppose you need something to call me. Sentry-9 is the name I was assigned upon my creation. I suppose it's the only name I have."
{(set:$companion to "Sentry-9")
(set:$compStatus to "alive")
(set:$clevel to 2)
(set:$cspell1 to "none")
(set:$cDMG1 to 0)
(set:$cCost1 to 0)
(set:$cDMG2 to 0)
(set:$cCost2 to 0)
(set:$cDMG3 to 0)
(set:$cCost3 to 0)
(set:$cspell2 to "none")
(set:$cspell3 to "none")
(set:$cdesc1 to "none")
(set:$cdesc2 to "none")
(set:$cdesc3 to "none")
(set:$cCurrHP to 30)
(set:$cMaxHP to 30)
(set:$cCurrMP to 0)
(set:$cMaxMP to 0)
(set:$cStrength to 4)
(set:$cStreInc to 1)
(set:$cClass to "Clockwork Sentry")}
(link: "Continue")[(goto: $state)]"Very well," he says with a nod. "May your own travels be safe in these strange times."
He walks, silent as a cat, into the dark forest, and is quickly completely gone from your sight.
(link: "Continue")[(goto: $state)](set:$state to "artificerManse")
(set:$location to "Artificer's Mansion")
(if:$soldier1fought is "no")[
A clockwork man, taller and physically sturdier than the sentries, approaches, fixing you with a hollow stare of glowing blue eyes set into his metal face.
"If the gods are true, let me end here," he whispers, raising his sword.
{(Set:$foe to "Clockwork Soldier")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Swift Blow")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Overhand Stab")
(Set:$foeSkill3 to "Blade Jab")
(Set:$fskill2DMG to 8)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 15)
(Set:$itemReward to "Soul Fragment")}
[[Fight!|combat]]
(Set:$soldier1fought to "yes")](else:)[You stand in the first floor of the mansion. Inside, it is dim, but ocassional tall, wax candles in stands and candelabras provide enough light to see, once your eyes adjust.
There are some other clockwork men around you in the gloom, you realize.(if:$examinedClocks is "no")[ [[Three of them lie on the ground|examineDeadClocks]] ](else:)[Three of them lie on the ground], near the grand staircase, unmoving. The room is surprisingly empty, though there is [[a small desk nearby|smallDesk]].
[[There is an entranceway to another room to your left.|kitchen]] (if:$talkedSoldier is "no")[Leaning against a wall to your right, watching you in silence in the dim light are [[two pairs of glowing blue eyes.|sentryAndSoldier]] ](else:)[ [[Near a wall to your right, the sentry kneels beside the soldier.|sentryAndSoldier2]] ]
[[Take the staircase to the second floor.|secondFloor]]
[[Head back outside.|artificerGrounds]]
[[Menu|menu]] ]A small, gem-like shard, glowing weakly and faintly blue. Inexplicably, holding it in your palm and gazing at it causes a feeling of profound sorrow.
[[Back|inv]]The crumpled figures are clockwork soldiers, sprawled and broken. There is no blue light in their eyes or silent clicking and whirring; they are dark and silent.
(if:$companion is "Sentry-9" or $companion is "Cyril" or $companion is "Adrian" or $companion is "Thomas")[$companion gazes down at them. "I wish you could have gotten out of here. Rest in peace, brothers," he says.]
You obtained 10 silver and 3 Soul Fragments.
{(set:$silver to ($silver+10))
(set:$inv's "Soul Fragment" to ($inv's "Soul Fragment" + 3))
(set:$examinedClocks to "yes")}
[[Continue.|artificerManse]]It's a small desk littered with papers.
(if:$examinedSmallDesk is "no")[You find a pouch of 20 silver in a drawer, and a scroll describing the spell Eventide's Calling, and put them into your inventory. (set:$examinedSmallDesk to "yes")](else:)[There's little else here of interest to you.]
(set:$silver to ($silver + 20))
(set:$inv's "Eventide's Calling" to 1)
[[Continue|artificerManse]](set:$state to "kitchen")
You stand in a large room even more dimly lit than than the other, due to containing fewer lit candles. A large stone oven and firepit stand against the far wall; various hooks on the ceiling hang gleaming and empty. An herb net contains a withered stalk of impossible to determine origin.
The stone counters and all other surfaces are blanketed with a small layer of dust, and the firepit has been cold for a long time. The webs of industrious spiders hang in corners and tight places. (if:$foundCheese is "no")[ [[A cabinet door|kitchenCabinet]] nearby swings very slightly on its hinges.]
A basket of mushrooms sitting on the floor contains, miraculously, some still-thriving specimens, of short, thick stalk and wide caps that are deep purple in hue. (if:$inv's "Purple Mushroom" is 0)[You take one of the mushrooms and place it in your inventory.(set:$inv's "Purple Mushroom" to 1)]
[[Return to main room.|artificerManse]]
[[Menu|menu]]One of the clockwork men is a soldier, who lies with his head propped against the wall, gazing upward. You can see now that his chest and right arm are badly damaged; a long gash ripped into the metal of his chest and flank reveals spinning gears and a glowing blue stone, nearly the size of the palm of a hand and the same shade as their eyes, centered in the chest where a human's heart would be. His eyes occasionally flicker, and noticeable grinding and clicking sounds emanate from his body.
(set:$talkedSoldier to "yes")
The other, a sentry, kneels beside him. They seem to have no intention to attack you. The sentry turns his head to you. "This brother is dying," he says.
(if:$companion is "Sentry-9" or $companion is "Adrian" or $companion is "Thomas" or $companion is "Cyril")[$companion kneels in front of the soldier. "Sentry-9?" says a deeper voice, the soldier's, "What a surprise, to see you one last time."
"Soldier-10. What happened here, brother?" $companion says.
"Demon," Soldier-10 replies. "Was bound to happen, as we all knew. The Artificer's death wouldn't be kept a secret forever, and the scavengers turned out stronger and stronger."
"I wasn't here," $companion says. "Everything's fallen apart, and I wasn't here. We had to kill Sentry-3 and Soldier-6 at the door. If I had been here to help you--"
"--You would've died, too, probably," Soldier-10 says. "No, you were right to leave and come into your own, Nine. More of us should have done the same...I'm proud of you." He slides an upturned palm forward, and the sentry kneeling beside him places his own hand there and grasps it.] "If the After is real...do you think we're allowed in?" the soldier says, chuckling, and then his eyes fade and the gears grind to a halt. The sentry kneels with his gaze fixed on him and his hand still grasping the soldier's.
[[Back.|artificerManse]](set:$state to "secondFloor")
You ascend to the second floor of the large building, which turns out to be a single, grand room. The room you arrive in is large and high-ceilinged, but in a greater state of disrepair than downstairs--no, on closer inspection, it appears to be damage, evidence of a recent fight.
Another dead soldier lies curled by your feet, mere steps away from the stairs, his sword fallen beside him. This room, seemingly a study and living area, is fairly quiet. Behind you, the stairs continue upward.
Damaged bookcases and furnishings lie around you, their contents scattered on the floor. An intricate light fixture lies shattered and dark on a fur carpet. [[A leather-bound journal|artijournal]] lies facedown by your feet. A dark, cold fireplace faces an arrangement of chairs like a yawning mouth.
Nothing stirs in this room.
(if:$dimasfought is "no")[ [[Head upstairs to the third floor.|thirdFloor]] ](else:)[ [[Head upstairs to the third floor.|thirdFloorAfter]] ]
[[Head back downstairs.|artificerManse]]
[[Menu|menu]]The sentry kneels beside the unmoving soldier, grasping his hand, and does not appear to notice you.
[[Back|artificerManse]](set:$foundCheese to "yes")
You cautiously open the cabinet...and a small, dark object leaps at you!
{(Set:$foe to "Kamaitachi")
(Set:$foeHealth to 15)
(Set:$foeMaxHealth to 15)
(Set:$foeSkill1 to "Bony Sickle")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Rapid Teeth")
(Set:$foeSkill3 to "Bony Sickle")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 15)
(Set:$itemReward to "Aged Cheese Wheel")}
[[Fight!|combat]]A huge wheel of well-aged cheese. Like, really, really well-aged.
It's probably worth quite a lot if you sell it, but eating it might completely restore you...if you can get past the stench.
Eat the smelly cheese wheel?
[[Yes.|eatCheese]]
[[No.|inv]]A mushroom of thick, short stalk, and a broad, deep purple cap. Eating it could be interesting, but it could also kill you...you're not a mushroom expert.
Still, it could be useful for something.
[[Back|inv]]
A scroll containing the details of a spell called Eventide's Calling.
(if:$class is "Rogue" or $class is "Warrior")[As a $class, it has little meaning to you, but it could fetch a high price.](else:)[
Eventide's Calling - 20 DMG, 9 MP (spirit damage)
Learn the spell Eventide's Calling?
>>NOTE: doing so will cause the scroll to disappear.
(set:$newMove to "Eventide's Calling")
(link: "Yes.")[(set:$inv's "Eventide's Calling" to 0)(goto: "yourSet")] ]
[[Back|inv]] {(set:$currHP to $maxHP)
(set:$currMP to $maxMP)
(if:$companion is not "none")[
(set:$cCurrHP to $cMaxHP)
(set:$cCurrMP to $cMaxMP)]
(set:$inv's "Aged Cheese Wheel" to 0)}
(if:$companion is "Theo" or $companion is "Lilah" or $companion is "Rowin")[You split the cheese wheel in half, and give the other half to $companion. You scarf down the cheese.](elseif:$companion is "Sentry-9" or $companion is "Adrian" or $companion is "Thomas" or $companion is "Cyril")[You split the cheese wheel in half and offer the other half to $companion, but he shakes his head. "I don't eat," he tells you. You scarf down the cheese on your own...somehow.](else:)[You scarf down the entire cheese wheel.]
You feel a little unwell, but somewhat paradoxically, your HP (if:$class is "Mage")[and MP] was restored, so there's that.
[[Back.|inv]]You examine the journal; it appears some pages came loose from binding, perhaps when it was dislodged from wherever it had stood during the fight. You flip it open.
The page reads:
"and they will be a creation unlike any other to date, but more than that--perfect guardians of my estate. Better than golems, those mere piles of enchanted rock! Better than hired men--no grounds for disloyalty, fearless, untiring...they shall protect me and my grounds and shall be tasked with protecting my archives and work long after my death.
10 soldiers and 10 sentries. Scions of a new form of existence.
I admit it. A strange feeling lies buried in my chest these days. The conflation of a researcher's pride and a father's?...or, rather, a god's, I suppose.
My greatest accomplishment will always be the creation of this new soul magic. Bloodmages have long had their phylacteries, certainly. The best of them can even revive a dead man with that stored soul...but only I have learned how to take those souls and make something new. Indeed, it seems so far that these new creations retain no memory of the past lives of their souls. A curious observation, but of no consequence.
That is what makes them useful, ultimately. Perfect bodies that I designed myself, but no mere machines. They can think and act like people, make rational decisions in the moment.
After all, that is the secret to these clockwork men. They are human souls in mechanical bodies."
[[Back.|secondFloor]](set:$state to "thirdFloor")
(if:$inv's "Masochist's Thorn" is 0)[
You climb the stairs and find yourself in a much smaller room than before; the topmost floor is smaller, with sloping walls, and seems to be a study. Bookcases line this room also, with a desk sitting in the center. Papers and books are strewn catastrophically about the room; the wooden desk chair sits in a splintered heap in front of the desk. A huge figure is standing in front of the sole window across the room. The moment you walk in, he lifts a damaged clockwork soldier in one hand, and with the other, he punches the plating of the soldier's chest and rips out the glowing blue stone at its center; the soldier goes dim and limp immediately.
"What a waste of time," he says, dropping the body unceremoniously. He turns toward you, and you see that he is large, a bulky, humanoid man's body with the head of a white bull. His long, curved horns gleam. "I come all this way, and all I can find is a damn bow! There might be more here, but I've wasted enough time." He advances, hefting an axe. "My old battleaxe is more than enough to kill you, and then I'm gonna burn this place down."
{(Set:$foe to "Demon Dimas")
(Set:$foeHealth to 50)
(Set:$foeMaxHealth to 50)
(Set:$foeSkill1 to "Bellowing Strike")
(Set:$fskill1DMG to 8)
(Set:$foeSkill2 to "Horngore")
(Set:$foeSkill3 to "Light Blow")
(Set:$fskill2DMG to 8)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 35)
(Set:$itemReward to "Masochist's Thorn")}
[[Fight!|combat]]
]
(else:)[(set:$dimasfought to "yes")
You are in a small room with sloping walls. Bookcases line the room, and books and papers are scattered all around. In front of you is a desk, and a splintered wooden chair. The body of a dead clockwork soldier lies on the floor before a large window at the back of the room. The corpse of the demon Dimas lies in a heap on floor.
(if:$companion is "Sentry-9" or $companion is "Adrian" or $companion is "Thomas" or $companion is "Cyril")[$companion regards the room silently for a moment. "I was wrong," he says. "I don't care about how I work. I thought I would, but I really don't give a damn about how Thiriston made us. I'm done with this place. For good this time."
He looks at you steadily. "Let's leave here. Please."
[["Sure. Let's go."|letsGoSentry]] ]
[[Continue.|thirdFloorAfter]] ](set:$state to "thirdFloorAfter")
You are in a small room with sloping walls. Bookcases line the room, and books and papers are scattered all around. In front of you is a desk, and a splintered wooden chair. The body of a dead clockwork soldier lies on the floor before a large window at the back of the room. The corpse of the demon Dimas lies in a heap on floor.
[[Descend to the second floor.|secondFloor]]
[[Menu|menu]]A sleek, polished black bow with shimmering red undertones. Holding it fills you with a dark, reckless feeling...
DMG: 9 (spirit damage)
Drains the user of 2 HP each use.
(if:$class is "Mage" or $class is "Warrior")[As a $class, you cannot wield the Masochist's Thorn.](else:)[Equip the Masochist's Thorn?
{(set:$newWeapon to "Masochist's Thorn")
(set:$newWeaponDMG to 9)}
[[Yes.|weaponEquip]] ]
[[Back.|inv]]
{(set:$inv's $equippedWeapon to 1)
(set:$equippedWeapon to $newWeapon)
(set:$inv's $newWeapon to 0)
(set:$weaponDMG to $newWeaponDMG)}
Equipped the $equippedWeapon.
[[Okay.|inv]](set:$sentryApprove to ($sentryApprove + 2))
"Thank you," he says quietly.
[[Continue|thirdFloorAfter]]$companion adjusts his cloak, lost in thought.
"My face is pretty clearly non-human without it," he says. "But a mask, especially at first glance...anyone could be behind it. It's often helped me to be passably human."
He stands fidgeting a little.
"I'm a person. Not a machine. I just want to be treated like one," he says.
[["I see. Thanks."|menu]]
[["There's no doubt you're a person."|maskAsk2]]$companion shrugs.
(set:$liveForSelf to ($liveForSelf +1))
"Nothing's forcing you to speak with me," he casually suggests, before walking away.
[[Back.|menu]](set:$sentryApprove to ($sentryApprove + 5))
$companion looks quickly at you and then looks away.
"Thank you," he says, a little awkwardly, and then he walks off.
[[Back.|menu]]$companion sighs.
"I know you mean no harm, but in my travels I've received that question a lot. For one thing, I don't know any more than you know about your heart and lungs. And frankly," he says, hands tightening reflexively, "I hate to be reminded that I don't have a body like yours."
"I apologize," he says. "It's just...all I want is to be seen as a man. Not clockwork man. Just a normal man."
[["I'm sorry. That was a little rude of me."|bodyApologize]]
[["Fine, nevermind."|menu]]$companion shifts his weight uncomfortably for a moment as he speaks.
"You've only ever treated me like any other man," he says. "It means...it means a lot. And I was thinking, a person should have a person's name."
"I don't want to be called Sentry-9," he says, reaching under his cloak and pulling out a scrap of paper. "I've been reading human literature, looking for names...I've found a few I like."
He holds the scrap of paper out to you.
"It's a tough decision to make," he says. "If you would be so kind...your input would mean more than I can say."
You examine the three names scrawled on the paper.
[["You should be Adrian."|adrianSet]]
[["You should be Thomas."|thomasSet]]
[["You should be Cyril."|cyrilSet]](set:$sentryApprove to ($sentryApprove + 5))
"It's quite all right, I don't mean to make you feel bad," $companion says, his tone loosening.
"I...thank you," he adds. "For listening, and understanding, I suppose."
[[Back.|menu]](set:$companion to "Adrian")
"$companion," he says, nodding. "That will be my name now. It suits me, I believe."
"Thank you. For everything," he says to you.
(set:$liveForOthers to ($liveForOthers +1))
[[Back.|menu]](set:$companion to "Thomas")
"$companion," he says, nodding. "That will be my name now. It suits me, I believe."
"Thank you. For everything," he says to you.
(set:$liveForOthers to ($liveForOthers +1))
[[Back.|menu]](set:$companion to "Cyril")
"$companion," he says, nodding. "That will be my name now. It suits me, I believe."
"Thank you. For everything," he says to you.
(set:$liveForOthers to ($liveForOthers +1))
[[Back.|menu]](set:$state to "mainpath2")
(if:$path2fought is "no")[
You're under attack!
{(Set:$foe to "Failed Polymorph")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Writhing and Screaming")
(Set:$fskill1DMG to 3)
(Set:$foeSkill2 to "Senseless Flailing")
(Set:$foeSkill3 to "Desperate Claws")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 15)
(Set:$itemReward to "null")}
[[Fight!|combat]]
(Set:$path2fought to "yes")]
(else:)[You stand on a stretch of the Southwalk Road, surrounded by dense forest. Nightsounds cascade through the air around you from insects that don't seem to know how else to handle the unnatural, constant night.
[[Continue north.|mainpath3]]
[[Head back toward Shiravelle Beach.|mainpath1]]
[[Menu|menu]] ](set:$state to "mainpath3")
(if:$path3fought is "no")[
You're under attack!
{(Set:$foe to "Doppelgänger")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "%^f. R$--INCOMPREHENSIBLE")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Aa@*^--INCOMPREHENSIBLE")
(Set:$foeSkill3 to "&&Y.~]--INCOMPREHENSIBLE")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 14)
(Set:$itemReward to "Rusted Relic")}
[[Fight!|combat]]
(Set:$path3fought to "yes")]
(else:)[You stand at the end of the forest road; the lights of Anurion spill out onto the road ahead. You see watchful city guards at the gate.
(if:$firstAnurion is "no")[ [[Enter the city.|anurionFirst]] ](else:)[ [[Enter Anurion.|anurionEast]] ]
[[Head south toward Shiravelle Beach.|mainpath2]]
[[Menu|menu]] ]A very ancient sword. It's in too poor of a shape to be of any use as your weapon, but it would likely fetch a decent price to a collector.
[[Back.|inv]](if:$level is 6)[You've become more skilled in the rogue arts. You learned how to create Moderate Poison. (set:$affliction to "Moderate Poison")]
(elseif:$level is 10)[You've become more skilled in the rogue arts. You learned how to create Potent Poison. (set:$affliction to "Potent Poison")]
(link: "Return")[(goto: $state)]{(set:$state to "anurionFirst")
(set:$firstAnurion to "yes")}
Anurion is huge. Sturdy stone walls surround the city, and lanterns hanging periodically from them provide warm red light around its perimeter, along with light from the city itself that soaks the night above it. You'd always heard elven cities were well-lit. Their enchantment ability is unmatched--aided by long-kept secrets.
There are people moving about near the city walls, carrying firewood, leading animals. Most head inside. Armored guards stand along the entrance. Another man stands with them--he's dressed in a combination of plated armor and finery, wearing a fine velvet cloak over gleaming plated armor. Not a common guard, certainly...a noble, likely.
They're speaking to a group of armed young men, and the men eventually nod and pass through.
"...'ts all we can," a guard is saying as you get near.
"Not enough," the other figure says. A woman, not a man, you realize as you get closer and in the light, a woman with close-cut dark hair; her cloak is black, but with a deep red interior. Her voice is sharp and firm. "They'll be dead within a night. Or whatever bloody passes for a night right now." She notices you. "Ho, what's this?"
"You there," one of the guards says. "What's your business?"
[["I'm just a traveler. Just passing through."|justTravel]]
[["I'm...here to visit my brother."|visitBrother]]
"All right, mate, we can play it that way," laughs the guard.
(set:$liveForOthers to ($liveForOthers +2))
"Listen," says the noble. "I don't care if you just robbed the bloody King Farilin's treasury at this point, just tell us who you are."
[["I'm $name. The $epithet."|tellTruth]]"Yeah?" says the guard, scratching his jaw. "An' where's he live at?"
(set:$liveForSelf to ($liveForSelf +1))
[["Down by...fifth street..."|fifthStreetLie]]
[["His house?"|fakebrohouse]]The guards all guffaw with laughter.
"Could've thought that through better, mate," one says.
"All right," says the noble. "I don't care if you just robbed the bloody King Farilin's treasury at this point, just tell us who you are."
[["I'm $name. The $epithet."|tellTruth]]"All right, mate, we can play it that way," laughs the guard.
"Listen," says the noble. "I don't care if you just robbed the bloody King Farilin's treasury at this point, just tell us who you are."
[["I'm $name. The $epithet."|tellTruth]]The guard shrugs. "Never heard of him."
It seems to be true; the guards' expressions remain unchanged.
The noble narrows her eyes thoughtfully.
"In truth? I know of you, $name. Can you prove it, though?" she says.
You show her (if:$class is "Mage")[Wildstrike.](elseif:$class is "Warrior")[Felltooth.](else:)[Silent Fang.]
"Well," she says, "It's your fabled weapon, to be sure."
(if:$companion is "Theo")[The guard points, "And the satyr?"
"I'm $pro companion," he says. "No fabled hero, myself...just a lover of music."](elseif:$companion is "Sentry-9" or $companion is "Adrian" or $companion is "Cyril" or $companion is "Thomas")[The guard gestures casually at $companion, saying to you, "You may want to register your automaton if you'll be in the city long."
$companion's grip tightens around the hilt of one of his daggers, but remains there. "Companion," he says coolly, "not automaton."]
[["Can I enter the city now?"|enterAsk]]"Yes," the noble says. "In fact, you're coming with me. No, don't be alarmed. You're exactly what we've been looking for." She turns toward the city, her cloak flowing behind her, and glances at you over her shoulder. "I'll explain along the way."
"Lord Artimir is in need of the strongest we can find for this mission, and so I'm tasked with finding promising travelers and bringing them to him. Hmm...I suppose you're wondering who I am, first," she tells you, as you clamber through smooth, paved streets past bustling crowds.
Walking behind her, you note an emblem on the back of her cloak: the image of a sandhill crane standing on foot, wings outstretched and head reared; its body gray save for the distinctive red patch on its head, above its eyes.
Around you, the city is remarkably clean and of gorgeous design, and you wish you could stop and take it in, but the noble leads you through at breakneck speed.
"I'm Rowin, of house Carmine. The only human noble house in Southern Hold, in fact--I, and my family, are from Redcorry, the only primarily human settlement in Southern Hold. This city, Anurion, is one of the largest in the hold, and it's ruled by Lord Artimir. The latest news of this endless night that has befallen all of Eritan is that the best mages have finally identified its source--the source of the magic is here, in Southern Hold. Lord Artemir has been trying to organize the effort to go investigate it--and more realistically, to kill whatever's doing this," she tells you, speaking fairly effortlessly as you struggle to keep up.
Then, suddenly, you stop.
"This way," she states, and then you follow the swish of her cloak into a grand palace, getting only a momentary glimpse of the fountains and statues outside. Then, you're within the grand palace.
Inside, you hear muted chatter and from somewhere, gentle lute music, along with the quiet trickle of running water. The floor is smooth marble. Alongside floor of the entrance hallway on either side is a stretch of water; the carved image of an obsidian heron standing with one foot resting on an overturned pitcher rests by the wall on either side, with water flowing from the pitchers into the pools. Colorful carp drift leisurely in the water.
As Rowin leads you into a main hall, you see a number of well-dressed elves, some of whom give you a polite smile as you pass. You enter a large room. Natural sunlight from a skylight above creates a spotlight on the center of the room, where broad-leafed green plants stand opposite a marble throne. Two obsidian heron statues mirror each other's stance before the throne, wings splayed and necks lowered as if in obeisance.
Seated on the throne is quite possibly the most beautiful man you've ever seen. Lord Artemir sits calmly, an elf of deeply dark skin and tightly curled locks swept back and cascading over his right shoulder. He gives you an easy smile, and your chest stirs.
"Welcome," he says, standing, and gliding over to you. Rowin stands beside you. "I am Artemir-//aewimorn//, Artemir the Black Heron."
"He's the $epithet, my lord," says Rowin.
"Is that so?" Artemir says, turning to you without a hint of surprise. "Certainly Rowin has briefed you...we have need of great heroes such as yourself at present."
You can feel your stomach sinking. What bitter irony. How? How did things end up here?
"Would you aid us?" Artemir says.
Every fiber of your body desires to turn and bolt from the room. You look at Artemir's unreadable, steady gaze.
It's too late now. You'll have to play this out till the end.
[["I suppose so."|supposeSo]]
Artemir bows gracefully.
"You have my deepest gratitude, //erasil//. Should you complete this woeful errand, I will not forget it," he says. "Here is what we know: the source of the magic perpetually locking Eritan into night lies upon Silverwatch, the highest point in Southern Hold. It's nothing compared to the mountains of the Northern Hold, but still...it is no negligible climb."
"Further," he adds, "We know nothing as to the nature of the source. Our scouts have not returned, and I can not risk more. Neither Anurion nor Lunellvhen maintain a strong offensive force. It is //ellvhen// custom to be prepared for siege, but not aggression. Thus, for this unusual task, we rely on you and the others suitable."
He spares a long glance directly into your eyes.
"To maintain the night alone would require immense power, and who knows what other plans this foe has," Artemir says. "It is likely an incredibly dangerous task. Knowing now all the details, I give you one last chance: will you do this? I would not blame you for backing away in order to not risk your life."
Backing away. You've always run away.
No.
No more cowardice.
Something inside of you breaks, and reforms more strongly. No more running away. This will end now--whether or not you survive.
[["I'll do it."|takeQuest]]"When the task is complete, I will owe you a great debt. As will Eritan itself. I pray you the best of luck...and, here," Artemir says.
He opens the top of his silk shirt a fraction, and slides something out from near his breast, and then he extends it to you: an ornate, silver-handled dagger.
Rowin's eyebrows raise.
"Artemir, I didn't realize--you're entrusting that to...?" she says.
"Let $them take it as a token of my gratitude, but it may serve you well against our mysterious foe, should the need arise. That strange dagger has but one use, after which it will disapear in a bout of cold fire. Any living creature pierced with its blade has its connection to //aetheri//, perhaps most easily translated as magic, severed forever."
Rowin mumbles, "Creator, Artemir, you had that thing under your shirt the whole time? What if you accidentally"--
"It's sheathed, Rowin," Artemir says languidly. To you, he says, "I pray you never need it, but may Amra's Sorrow serve you well."
(set:$inv's "Amra's Sorrow" to 1)
"And thank you, Rowin, for your tireless search and help with everything," he says to her.
"It's no issue," she says with a smile. "You merely owe fashion advice, as always."
"Don't become arrogant," Artemir says, with the ghost of a grin, before turning to walk back to the throne.
"You're one to talk," she says, bowing, and that brings a pleasing laugh from Artemir.
Rowin leads you out of the room.
[[Continue|rowinAskJoin]]
A silver dagger that belonged to Artemir, the Black Heron. The sheath and handle are ornate, with a design of curling vines and leaves engraved and inlaid in black on the silver handle and in gold on the black sheath. The blade has a pleasing honey colored tint. The entire dagger is strangely lightweight.
It can be used exacly once, after which it will be destroyed. Being pierced by its blade seals the victim off from magic. For a demon, this is fatal.
[[Back.|inv]]She returns you to the entrance hallway. The calming trickle of water surrounds you. Reflections of the water make swirling circular patterns on the ceiling.
Rowin turns to face you, standing with one hand casually resting on the hilt of the sword at her side, and the other hand combing through her short dark hair.
"I would ask you one more question before you take your leave," she says. "If you seek a companion on this dangerous mission, I'd be interested in joining you, and destroying whatever's at the heart of this."
Take Rowin on as your companion?
>>NOTE: any current companion you have will be permanently dismissed.
[[Yes.|takeRowin]]
[[No.|leaveRowin]]{(set:$companion to "Rowin")
(set:$compStatus to "alive")
(set:$clevel to 3)
(set:$cspell1 to "Infernal Steward")
(set:$cDMG1 to 0)
(set:$cCost1 to 10)
(set:$cDMG2 to 0)
(set:$cCost2 to 5)
(set:$cDMG3 to 0)
(set:$cCost3 to 0)
(set:$cspell2 to "Aspect of Pangolin")
(set:$cspell3 to "none")
(set:$cdesc1 to "Rowin summons a demon imp, bound to her will. The imp heals the target for HP.")
(set:$cdesc2 to "Rowin enchants the target for slightly reduced damage until next turn.")
(set:$cdesc3 to "none")
(set:$cCurrHP to 30)
(set:$cMaxHP to 30)
(set:$cCurrMP to 20)
(set:$cMaxMP to 20)
(set:$cStrength to 5)
(set:$cStreInc to 2)
(set:$cClass to "Knight-Summoner")}
"Excellent," says Rowin, with a grin. "Well, onward, shall we?"
[[Exit the palace.|anurionEast]]She nods. "That's fair, and I guessed you might say so. Still, thought I'd ask," she says, turning to head back into the recesses of the palace.
"And, $name: good luck. With whatever the bastard is." Then she strides away, armored feet clacking against the marble floor, cloak rippling behind her.
[[Exit the palace.|anurionEast]]Rowin:
(if:$rowinTalkCount is 1)[The Carmine family of Redcorry is the only human noble family in Southern Hold, a place largely dominated by elves. I think I'd mentioned that to you when we first met. I certainly have a lot of freedom, but, and I don't mean to complain, nobility comes with certain unique challenges.(set:$rowinTalkCount to 2)](elseif:$rowinTalkCount is 2)[My parents were only able to have but one child, me, obviously. And, well...there's a lot of pressure. They're worried the direct line might end with me. That's partly why I left Redcorry and mostly reside here. That, and I've become good friends with Artemir. We're kind of alike, in that way. He prefers other men, and I prefer other women. But elves are so long-lived...the issue of an heir isn't so immediate for him.(Set:$rowinTalkCount to 3)](if:$rowinTalkCount is 3)[I enjoy Anurion. It's a city of good size, and that affords much freedom. I enjoy being so far from Redcorry. And frankly...the beauty of elven women is unmatched.(set:$rowinTalkCount to 4)](elseif:$rowinTalkCount is 4)[(either:"I've enjoyed traveling with you this far, $name. Thank you for letting me accompany you.","I have great certainty that we can end this eternal night, now that I've seen your skill in combat combined with mine.")]
[[Back.|menu]]{(set:$streMod to $cStrength)
(set:$damDisplay to (3 + $streMod))}
$companion strikes the $foe for $damDisplay damage!
(Set:$foeHealth = $foeHealth - $damDisplay)
(if:$chevaliRowin is "yes")[The $demon at Rowin's side uses $demonMove for $demonDam damage! The $demon disappears.(set:$chevaliRowin to "no")(set:$foeHealth to ($foeHealth - $demonDam))]
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victory]]
]
(else:)[
[[Continue|foeTurn]]
](set:$chevaliRowin to "no")
(if:$cCurrMP < $cCost1)[
Not enough MP!
[[Back|rowinTurn]]
]
(else:)[
(set:$cCurrMP to ($cCurrMP - $cCost1))
(if:$cspell1 is "Infernal Steward")[Summon a demon to heal which target?
[[$name|inStewardYou]]
[[Rowin|inStewardRow]] ](elseif:$cspell1 is "Aspect of Pangolin")[Cast on which target?
[[$name|pangolinYou]]
[[Rowin|pangolinRowin]] ](elseif:$cspell1 is "Demon Chevalier")[Summon a demon to aid which target?
[[$name|chevaliYou]]
[[Rowin|chevaliRowin]] ](elseif:$cspell1 is "Aspect of Vampire")[Cast on which target?
[[$name|vampireYou]]
[[Rowin|vampireRowin]] ](elseif:$cspell1 is "Aspect of Stone Hermit")[Cast on which target?
[[$name|stoneYou]]
[[Rowin|stoneRowin]] ](elseif:$cspell1 is "Aspect of Dragon")[Cast on which target?
[[$name|dragonYou]]
[[Rowin|dragonRowin]] ](elseif:$cspell1 is "Carmine Oath")[Rowin turns her sword on herself and collapses. Your HP (if:$class is "Mage")[and MP] is fully restored.(set:$cCurrHP to 0)(set:$compStatus to "dead")(set:$currHP to $maxHP)(if:$class is "Mage")[(set:$currMP to $maxMP)] ]
[[Continue|foeTurn]]
](set:$chevaliRowin to "no")
(if:$cCurrMP < $cCost2)[
Not enough MP!
[[Back|rowinTurn]]
]
(else:)[
(set:$cCurrMP to ($cCurrMP - $cCost2))
(if:$cspell2 is "Infernal Steward")[Summon a demon to heal which target?
[[$name|inStewardYou]]
[[Rowin|inStewardRow]] ](elseif:$cspell2 is "Aspect of Pangolin")[Cast on which target?
[[$name|pangolinYou]]
[[Rowin|pangolinRowin]] ](elseif:$cspell2 is "Demon Chevalier")[Summon a demon to aid which target?
[[$name|chevaliYou]]
[[Rowin|chevaliRowin]] ](elseif:$cspell2 is "Aspect of Vampire")[Cast on which target?
[[$name|vampireYou]]
[[Rowin|vampireRowin]] ](elseif:$cspell2 is "Aspect of Stone Hermit")[Cast on which target?
[[$name|stoneYou]]
[[Rowin|stoneRowin]] ](elseif:$cspell2 is "Aspect of Dragon")[Cast on which target?
[[$name|dragonYou]]
[[Rowin|dragonRowin]] ](elseif:$cspell2 is "Carmine Oath")[Rowin turns her sword on herself and collapses. Your HP (if:$class is "Mage")[and MP] is fully restored.(set:$cCurrHP to 0)(set:$compStatus to "dead")(set:$currHP to $maxHP)(if:$class is "Mage")[(set:$currMP to $maxMP)] ]
[[Continue|foeTurn]]
]A demon in the form of a sharply-dressed young man appears and bows in front of Rowin, and then walks over to you and does the same.
(either:"'As you wish, Master,'","'I live to serve,'","'Please exercise caution on the battlefield,'") he says.
Your HP is restored by 10!
(if:($currHP +10) >= $maxHP)[(set:$currHP to $maxHP)]
(else:)[(set:$currHP to ($currHP +10))]
[[Continue|foeTurn]]A demon in the form of a sharply-dressed young man appears and bows in front of Rowin.
(either:"'As you wish, Master,'","'I live to serve,'","'Please exercise caution on the battlefield,'") he says.
Rowin's HP is restored by 10!
(if:($cCurrHP +10) >= $cMaxHP)[(set:$cCurrHP to $cMaxHP)]
(else:)[(set:$cCurrHP to ($cCurrHP +10))]
[[Continue|foeTurn]]Rowin casts Aspect of Pangolin on $name!
Your defense is increased a little until your next turn.
(set:$aspectYou to 3)
[[Continue|foeTurn]]Rowin casts Aspect of Pangolin!
Her defense is increased a little until your next turn.
(set:$aspectRowin to 3)
[[Continue|foeTurn]]{(set:$demonChooser to (random:1,5))
(Set:$chevaliYou to "yes")}
(if:$demonChooser is 5)[
A beautiful woman with dragon-like wings appears! The incubus walks over to you and places her arms playfully around your waist.
{(set:$demon to "Incubus")
(set:$demonMove to "Deceptive Blade")
(set:$demonDam to 10)}
"I saw the battle...Can I join in your fun?" she says.
]
(else:)[
A black-armored minor demon appears! (either:"'I am in your service,'","'Let us wash in their blood,'","'I will strike without mercy,'") he says as he strides over to stand beside you, hefting his two-handed axe.
{(set:$demon to "Minor Demon Knight")
(set:$demonMove to (either:"Two-handed Strike","Quick Axe"))
(if:$demonMove is "Two-handed Strike")[(set:$demonDam to 7)]
(else:)[(set:$demonDam to 5)]}
]
[[Continue|foeTurn]]{(set:$demonChooser to (random:1,5))
(Set:$chevaliRowin to "yes")}
(if:$demonChooser is 5)[
A beautiful woman with dragon-like wings appears! The incubus saunters over to Rowin and places her arms playfully around her waist.
{(set:$demon to "Incubus")
(set:$demonMove to "Deceptive Blade")
(set:$demonDam to 10)}
"I saw the battle...Can I join in your fun?" she says.
]
(else:)[
A black-armored minor demon appears! (either:"'I am in your service,'","'Let us wash in their blood,'","'I will strike without mercy,'") he says as he strides over to stand beside Rowin, hefting his two-handed axe.
{(set:$demon to "Minor Demon Knight")
(set:$demonMove to (either:"Two-handed Strike","Quick Axe"))
(if:$demonMove is "Two-handed Strike")[(set:$demonDam to 7)]
(else:)[(set:$demonDam to 5)]}
]
[[Continue|foeTurn]](if:$foePoisStatus is "none")[Rowin attempts to cast Aspect of Vampire, but the foe is not poisoned.]
(else:)[
(if:$playerVamp is "no")[
Rowin casts Aspect of Vampire on $name! $name will regain HP each turn proportional to the HP lost by the foe to poison.
(set:$playerVamp to "yes")]
(else:)[Rowin attempts to cast Aspect of Vampire, but $name already has Aspect of Vampire.]
]
[[Continue|foeTurn]](if:$foePoisStatus is "none")[Rowin attempts to cast Aspect of Vampire, but the foe is not poisoned.]
(else:)[
(if:$rowinVamp is "no")[
Rowin casts Aspect of Vampire on herself! She will regain HP each turn proportional to the HP lost by the foe to poison.
(set:$rowinVamp to "yes")]
(else:)[Rowin attempts to cast Aspect of Vampire, but she already has Aspect of Vampire.]
]
[[Continue|foeTurn]]Rowin casts Aspect of Stone Hermit on $name!
Your defense is increased moderately until your next turn.
(set:$aspectYou to 6)
[[Continue|foeTurn]]Rowin casts Aspect of Stone Hermit!
Her defense is increased moderately until your next turn.
(set:$aspectRowin to 6)
[[Continue|foeTurn]]Rowin casts Aspect of Dragon on $name!
Your defense is increased greatly until your next turn.
(set:$aspectYou to 10)
[[Continue|foeTurn]]Rowin casts Aspect of Dragon!
Her defense is increased greatly until your next turn.
(set:$aspectRowin to 10)
[[Continue|foeTurn]]{(set:$state to "anurionEast")
(set:$location to "eastern Anurion")
(set:$checkpoint to "anurionEast")
(set:$foughtErastos to "no")}
You stand in eastern Anurion. It feels strange to see so many people going about their typical business seemingly in the dark of night, and to see merchants hawking wares from their stalls all by the light of torches and street lanterns. People have to continue living even if the sky has forgotten that it's day, you suppose.
The road you stand on leads southeast, and a little ways down it is the entrance to the city that you first used; beyond it is the Southwalk Road. Nearby, in a small plaza, [[a human man runs a small shop|pietrShop]] from his stand. Across from him, [[a large reptilian|munzakShop]] stands hunched over the counter of another stall. A tavern and inn, the [[Dead Dog Inn|deadDogInn]], stands at the corner of a crowded junction, with a wooden placard painted black, with the white outline of a dog's barking head.
(set:$checkpoint to "anurionEast")
>>CHECKPOINT REACHED.
[[Head into western Anurion.|anurionWest]]
[[Leave the city via Southwalk Road.|mainpath3]]
[[Menu|menu]]Pietr, a short human man, bows in elven fashion as you approach.
"Best deals you'll find in Anurion," he says.
(set:$shop to "pietrShop")
[[Buy from Pietr.|pietrBuy]]
[[Sell to Pietr.|pietrSell]]
[[Talk to Pietr.|pietrTalk]]
[[Exit shop.|anurionEast]](set:$state to "deadDogInn")
You enter the Dead Dog Inn, a surprisingly raucous and smoke-filled place in contrast to the clean and stolid city outside. Crowds of people--human and elves alike, and even a few sobek--hang around the bar, or around tables.
[[A bard strums a lute languidly|lexene]], to an adoring crowd; she is dressed in casual shades of gray. At the bar, you see no one behind the counter, but [[an elf man reclines|hatharol]] along the bar, lying on his back and laughing at something one of the men seated at the bar is saying.
[[Exit and return to the city.|anurionEast]]
[[Menu|menu]](set:$state to "anurionWest")
(set:$location to "western Anurion")
You stand in the western portion of the large city of Anurion. Nearby is the cluster of spires making up (if:$sobekGiven is "no")[ [[Irivain University|university]] ](else:)[Irivain University].
There's also the mid-sized building adorned with marble griffon statues guarding its entrance, labeled [[Paladin Administration|paladinOffice]].
Following the roads east would take you to the southeastern entrance to the city, where you first entered. You can also follow the roads north.
[[Follow the roads to eastern Anurion.|anurionEast]]
[[Follow the roads to northern Anurion.|anurionNorth]]
[[Menu|menu]]You approach the reptile's shop. They are huge, standing at a hulking six feet easily, even with a bit of a slouched gait. They have armor-like deep green scales, with the softer scales on their underside a lighter gray-green. Their eyes are striking yellow, the pupil a predatory black slash. The only clothing they wear is a pair of silver bangles around the wrists, and an ornate silver pendant around the neck. You have no idea how to read them for their gender.
They dip their head in greeting, uttering a low thrumming sound.
"Am greet," they say. "Am Munzak. Please, look my shop. Sell weapons."
(set:$shop to "munzakShop")
[[Buy from Munzak.|munzBuy]]
[[Sell to Munzak.|munzSell]]
[[Talk to Munzak.|talkMunz]]
[[Exit shop.|anurionEast]](set:$state to "munzBuy")
Munzak's shop
$name's current silver: $silver
---
(if: $munzinv's "Soulbond Blade" > 0)[
[[Soulbond Blade|buySoulbond]]
Sword
9 DMG - spirit
cost - 95 ]
---
(if: $munzinv's "Demon Samraza's Knife" > 0)[
[[Demon Samraza's Knife|buyDemonKnife]]
Dagger
7 DMG - electric
cost - 95 ]
---
(if: $munzinv's "Morningstar" > 0)[
[[Morningstar|buyMorn]]
Morningstar
9 DMG - fire
cost - 75 ]
----
(if: $munzinv's "Turok's Hookblade" > 0)[
[[Turok's Hookblade|buyTurok]]
Sword
9 DMG
cost - 75 ]
----
(if: $munzinv's "Shockwave Bow" > 0)[
[[Shockwave Bow|buyShockwave]]
Bow
8 DMG - force
cost - 95 ]
----
[[Back.|munzakShop]]"Ahh, not greet sobek in past?" Munzak says. "Sobek travel from Pure Sands Islands, to east. Sometimes come here...not much more north. Too cold."
Munzak leans forward a little, conspiratorially, and says, "Hairs-people sometimes saying, 'Why not clothes on sobek?'"
They throw their head back and open their jaws, making a loud chirruping with their throat. "Maybe sobek wear clothes, if sobek have soft and dangly pieces to hide like hairs-people."
[[Back.|munzakShop]]{(set: $pietrPots to ($pietrinv's "Health Potions"))
(set:$pietrHerbs to ($pietrinv's "Aetheria Leaves"))
(set:$pietrRevive to ($pietrinv's "Really Strong Coffee"))
(set:$state to "pietrBuy")}
Pietr's shop
$name's current silver: $silver
---
(if: $pietrPots > 0)[
[[Health Potions|buyhealthpots]]
Restores HP.
stock - $pietrPots
cost - 10 ]
---
(if:$pietrHerbs > 0)[
[[Aetheria Leaves|buyAetheria]]
Restores MP.
stock - $pietrHerbs
cost - 5]
----
(if:$pietrRevive > 0)[
[[Really Strong Coffee|buyCoffee]]
Coffee strong enough to wake the (nearly) dead.
stock - $pietrRevive
cost - 50]
---
(if:$pietrinv's "Gossipy Pamphlet" > 0)[
[[Gossipy Pamphlet|buyPamphlet]]
The front page reads "SHOCKING news about Aldana and Montoire (details inside!)"
cost - 1]
---
[[Back.|pietrShop]]Pietr: Sure, I'll take that off your hands.
$name's current silver: $silver
Sell from your inventory?
{(set:$healthSell to ($inv's "Health Potions"))
(set:$clawSell to ($inv's "Hermit Claw"))
(set:$antlerSell to ($inv's "Poison Antler Shards"))
(set:$foxbatSell to ($inv's "Foxbat Pelt"))
(set:$fragSell to ($inv's "Soul Fragment"))
(set:$cheeseSell to ($inv's "Aged Cheese Wheel"))
(set:$mushroomSell to ($inv's "Purple Mushroom"))
(set:$treeSell to ($inv's "Tree Sap"))
(set:$EvenSell to ($inv's "Eventide's Calling"))
(set:$masoSell to ($inv's "Masochist's Thorn"))
(set:$rustSell to ($inv's "Rusted Relic"))
(set:$aethSell to ($inv's "Aetheria Leaves"))
(set:$coffeeSell to ($inv's "Really Strong Coffee"))
(set:$soulbSell to ($inv's "Soulbond Blade"))
(set:$samrazaSell to ($inv's "Demon Samraza's Knife"))
(set:$shockwaveSell to ($inv's "Shockwave Bow"))
(set:$turokSell to ($inv's "Turok's Hookblade"))
(set:$morningstarSell to ($inv's "Morningstar"))
(set:$barghestSell to ($inv's "Barghest Horn"))
(set:$whiteSell to ($inv's "White Orb"))
(set:$albumSell to ($inv's "Rare Album"))}
---
(if:$healthSell > 0)[
[[Health Potions|healthSell]] - number: $healthSell, value: 5
---
](if:$clawSell > 0)[
[[Hermit Claw|clawSell]] - number: $clawSell, value: 20
---
](if:$antlerSell > 0)[
[[Poison Antler Shards|antlerSell]] - number: $antlerSell, value: 7
---
](if:$foxbatSell > 0)[
[[Foxbat Pelt|foxbatSell]] - number: $foxbatSell, value: 45
---
](if:$fragSell > 0)[
[[Soul Fragment|fragSell]] - number: $fragSell, value: 50
---
](if:$cheeseSell > 0)[
[[Aged Cheese Wheel|cheeseSell]] - number: $cheeseSell, value: 15
---
](if:$mushroomSell > 0)[
[[Purple Mushroom|mushroomSell]] - number: $mushroomSell, value: 1
---
](if:$treeSell > 0)[
[[Tree Sap|treeSell]] - number: $treeSell, value: 1
---
](if:$EvenSell > 0)[
[[Eventide's Calling|evenSell]] - number: $EvenSell, value: 75
---
](if:$masoSell > 0)[
[[Masochist's Thorn|masoSell]] - number: $masoSell, value: 75
---
](if:$rustSell > 0)[
[[Rusted Relic|rustSell]] - number: $rustSell, value: 35
---
](if:$coffeeSell > 0)[
[[Really Strong Coffee|coffeeSell]] - number: $coffeeSell, value: 25
---
](if:$aethSell > 0)[
[[Aetheria Leaves|aethSell]] - number: $aethSell, value: 3
---
](if:$soulbSell > 0)[
[[Soulbond Blade|soulbSell]] - number: $soulbSell, value: 50
---
](if:$samrazaSell > 0)[
[[Demon Samraza's Knife|samrazaSell]] - number: $samrazaSell, value: 50
---
](if:$shockwaveSell > 0)[
[[Shockwave Bow|shockwaveSell]] - number: $shockwaveSell, value: 50
---
](if:$turokSell > 0)[
[[Turok's Hookblade|turokSell]] - number: $turokSell, value: 50
---
](if:$morningstarSell > 0)[
[[Morningstar|morningstarSell]] - number: $morningstarSell, value: 50
---
](if:$barghestSell > 0)[
[[Barghest Horn|barghestSell]] - number: $barghestSell, value: 30
---
](if:$whiteSell > 0)[
[[White Orb|whiteSell]] - number: $whiteSell, value: 65
---
](if:$albumSell > 0)[
[[Rare Album|albumSell]] - number: $albumSell, value: 95
---
]
[[Back.|pietrShop]]
"I don't have time for idle chat, friend," he says.
[[Back.|pietrShop]](set:$cost to 5)
(set:$itemname to "Aetheria Leaves")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)]Dried leaves of the aetheria, an evergreen tree native to the Southern Hold's forests. It has long held a place in elven culture for its use in brewing an aromatic tea, but in a pinch, you can eat the leaves directly, like a heathen, to restore MP.
(set:$numAether to $inv's "Aetheria Leaves")
Number in inventory: numAether
Eat Aetheria Leaves?
[[Yes.|eatLeaves]]
[[No.|inv]](set:$inv's "Aetheria Leaves" to ($inv's "Aetheria Leaves" - 1))
(if:$class is not "Mage")[You crunch the bitter leaves and swallow them down, though you're not really sure why you did that. You have no MP to restore.](else:)[Your MP is fully restored.
(set:$currMP to $maxMP)
MP: $currMP / $maxMP]
[[Back.|inv]]$name HP: $currHP / $maxHP (if:$class is "Mage")[ MP: $currMP / $maxMP]
(if:$companion is not "none" and $compStatus is "alive")[$companion HP: $cCurrHP / $cMaxHP (if:$companion is "Theo" or $companion is "Rowin")[ MP: $cCurrMP / $cMaxMP] ]
Use Aetheria Leaves on which?
[[Use on $name|combatLeaves]]
(if:$companion is not "none" and $compStatus is "alive")[ [[Use on $companion|combatCompLeaves]] ](set:$inv's "Aetheria Leaves" to ($inv's "Aetheria Leaves"-1))
Used Aetheria Leaves.
(if:$class is not "Mage")[...But nothing happened.](else:)[
(set:$currMP to $maxMP)MP restored.
MP: $currMP / $maxMP]
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ]
(else:)[ [[Continue|foeTurn]] ] ]
(else:)[ [[Continue|compTurn]] ](set:$inv's "Aetheria Leaves" to ($inv's "Aetheria Leaves"-1))
Used Aetheria Leaves on $companion.
(if:$companion is not "Theo" or "Rowin")[...$companion gives you a strange look. Nothing happens.](else:)[$companion's MP is restored.
(set:$cCurrMP to $cMaxMP)
MP: $cCurrMP / $cMaxMP]
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ]
(else:)[ [[Continue|foeTurn]] ] ]
(else:)[ [[Continue|compTurn]] ](set:$cost to 50)
(set:$itemname to "Really Strong Coffee")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)](set:$cost to 1)
(set:$itemname to "Gossipy Pamphlet")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)]A glass jar of some hella strong coffee. Opening the stopper releases a rich and enticing aroma that promises a bold and delicious brew.
(if:$companion is not "none")[
(if:$compStatus is "dead")[
Brew a jar of coffee to revive $companion?
[[Yes.|useCoffee]] ] ]
[[Back.|inv]]The front page reads "SHOCKING news about Aldana and Montoire (details inside!)"
You flip it open to a random page. It reads:
"CELESTE'S BEAUTY TIP: Drink Mead! A new study from a group of research mages in Lunellvhen says drinking a full glass of mead every day actually helps you LOSE weight! The researchers had this to say when we reached out: "We caution you not to over-intrepret these results, as larger sample sizes--and more tests on a non-troll population--are needed." We think that means it's safe to say: bottoms up!
LADY ALDANA AND LORD MONTOIRE'S SHOCKING CONFESSION!
[below is a large sketch of a harried looking pair of people, a well-dressed, gorgeous woman, and an equally well-dressed handsome man.]
Everyone's heard the rumors for years: the Lady Augustina Aldana of Florentina in Eastern Hold and Lord Gautier Montoire of Tonnelle d'Âmes are inseperable...so are they...you know?
Well, finally we have a definitive answer! In a public announcement yesterday, Lady Aldana had this to say: "I want to say it this time publicly, once and for all: Gautier and I are not a couple, never have been, nor will we ever be. He's a lovely man and a dear friend, but we have no romantic interest in each other. I no longer care whether this is known publicly or not, but I have only romantic interest in other women."
What a surprise! We here at Eyrie Magazine support you, Lady Aldana. But more excitingly for fans of Lord Montoire...he's single after all!"
[The next page is a large full-page sketch of Lord Montoire standing in a fine suit.]
...You feel like you've read enough for now.
(set:$liveForSelf to ($liveForSelf+1))
[[Back.|inv]]
You brew a pot of coffee and carefully pour some for your barely-conscious companion.
{(set:$compStatus to "alive")
(set:$cCurrHP to 2)}
(if:$companion is "Rowin")["Holy shit," Rowin gasps, shooting upright.](elseif:$companion is "Theo")["That smells amazing," Theo says, shooting upright suddenly.](elseif:$companion is "Lilah")["Gah!" Lilah exclaims, sitting upright and spitting most of the coffee on the ground.](else:)[$companion gasps and sits upright. "I don't eat or drink, how did that even work?" he says.]
[[Back.|inv]](set:$healthSell to ($healthSell -1))
(set:$inv's "Health Potions" to $healthSell)
(set:$silver to ($silver + 5))
Sold.
(link: "Okay.")[(goto: $shop)](set:$clawSell to ($clawSell -1))
(set:$inv's "Hermit Claw" to $clawSell)
(set:$silver to ($silver + 20))
Sold.
(link: "Okay.")[(goto: $shop)](set:$antlerSell to ($antlerSell -1))
(set:$inv's "Poison Antler Shards" to $antlerSell)
(set:$silver to ($silver + 7))
Sold.
(link: "Okay.")[(goto: $shop)](set:$foxbatSell to ($foxbatSell -1))
(set:$inv's "Foxbat Pelt" to $foxbatSell)
(set:$silver to ($silver + 45))
Sold.
(link: "Okay.")[(goto: $shop)](set:$fragSell to ($fragSell -1))
(set:$inv's "Soul Fragment" to $fragSell)
(set:$silver to ($silver + 50))
Sold.
(link: "Okay.")[(goto: $shop)](set:$cheeseSell to ($cheeseSell -1))
(set:$inv's "Aged Cheese Wheel" to $cheeseSell)
(set:$silver to ($silver + 15))
Sold.
(link: "Okay.")[(goto: $shop)](set:$mushroomSell to ($mushroomSell -1))
(set:$inv's "Purple Mushroom" to $mushroomSell)
(set:$silver to ($silver+1))
Sold.
(link: "Okay.")[(goto: $shop)](set:$treeSell to ($treeSell -1))
(set:$inv's "Tree Sap" to $treeSell)
(set:$silver to ($silver + 1))
Sold.
(link: "Okay.")[(goto: $shop)](set:$EvenSell to ($EvenSell -1))
(set:$inv's "Eventide's Calling" to $EvenSell)
(set:$silver to ($silver + 75))
Sold.
(link: "Okay.")[(goto: $shop)](set:$masoSell to ($masoSell -1))
(set:$inv's "Masochist's Thorn" to $masoSell)
(set:$silver to ($silver + 75))
Sold.
(link: "Okay.")[(goto: $shop)](set:$rustSell to ($rustSell -1))
(set:$inv's "Rusted Relic" to $rustSell)
(set:$silver to ($silver + 35))
Sold.
(link: "Okay.")[(goto: $shop)](set:$coffeeSell to ($coffeeSell -1))
(set:$inv's "Really Strong Coffee" to $coffeeSell)
(set:$silver to ($silver + 25))
Sold.
(link: "Okay.")[(goto: $shop)](set:$aethSell to ($aethSell -1))
(set:$inv's "Aetheria Leaves" to $aethSell)
(set:$silver to ($silver + 3))
Sold.
(link: "Okay.")[(goto: $shop)]Munzak: Having interesting items? I will judge.
$name's current silver: $silver
Sell from your inventory?
{(set:$healthSell to ($inv's "Health Potions"))
(set:$clawSell to ($inv's "Hermit Claw"))
(set:$antlerSell to ($inv's "Poison Antler Shards"))
(set:$foxbatSell to ($inv's "Foxbat Pelt"))
(set:$fragSell to ($inv's "Soul Fragment"))
(set:$cheeseSell to ($inv's "Aged Cheese Wheel"))
(set:$mushroomSell to ($inv's "Purple Mushroom"))
(set:$treeSell to ($inv's "Tree Sap"))
(set:$EvenSell to ($inv's "Eventide's Calling"))
(set:$masoSell to ($inv's "Masochist's Thorn"))
(set:$rustSell to ($inv's "Rusted Relic"))
(set:$aethSell to ($inv's "Aetheria Leaves"))
(set:$coffeeSell to ($inv's "Really Strong Coffee"))
(set:$soulbSell to ($inv's "Soulbond Blade"))
(set:$samrazaSell to ($inv's "Demon Samraza's Knife"))
(set:$shockwaveSell to ($inv's "Shockwave Bow"))
(set:$turokSell to ($inv's "Turok's Hookblade"))
(set:$morningstarSell to ($inv's "Morningstar"))
(set:$barghestSell to ($inv's "Barghest Horn"))
(set:$whiteSell to ($inv's "White Orb"))
(set:$albumSell to ($inv's "Rare Album"))}
---
(if:$healthSell > 0)[
[[Health Potions|healthSell]] - number: $healthSell, value: 5
---
](if:$clawSell > 0)[
[[Hermit Claw|clawSell]] - number: $clawSell, value: 20
---
](if:$antlerSell > 0)[
[[Poison Antler Shards|antlerSell]] - number: $antlerSell, value: 7
---
](if:$foxbatSell > 0)[
[[Foxbat Pelt|foxbatSell]] - number: $foxbatSell, value: 45
---
](if:$fragSell > 0)[
[[Soul Fragment|fragSell]] - number: $fragSell, value: 50
---
](if:$cheeseSell > 0)[
[[Aged Cheese Wheel|cheeseSell]] - number: $cheeseSell, value: 15
---
](if:$mushroomSell > 0)[
[[Purple Mushroom|mushroomSell]] - number: $mushroomSell, value: 1
---
](if:$treeSell > 0)[
[[Tree Sap|treeSell]] - number: $treeSell, value: 1
---
](if:$EvenSell > 0)[
[[Eventide's Calling|evenSell]] - number: $EvenSell, value: 75
---
](if:$masoSell > 0)[
[[Masochist's Thorn|masoSell]] - number: $masoSell, value: 75
---
](if:$rustSell > 0)[
[[Rusted Relic|rustSell]] - number: $rustSell, value: 35
---
](if:$coffeeSell > 0)[
[[Really Strong Coffee|coffeeSell]] - number: $coffeeSell, value: 25
---
](if:$aethSell > 0)[
[[Aetheria Leaves|aethSell]] - number: $aethSell, value: 3
---
](if:$soulbSell > 0)[
[[Soulbond Blade|soulbSell]] - number: $soulbSell, value: 50
---
](if:$samrazaSell > 0)[
[[Demon Samraza's Knife|samrazaSell]] - number: $samrazaSell, value: 50
---
](if:$shockwaveSell > 0)[
[[Sockwave Bow|shockwaveSell]] - number: $shockwaveSell, value: 50
---
](if:$turokSell > 0)[
[[Turok's Hookblade|turokSell]] - number: $turokSell, value: 50
---
](if:$morningstarSell > 0)[
[[Morningstar|morningstarSell]] - number: $morningstarSell, value: 50
---
](if:$barghestSell > 0)[
[[Barghest Horn|barghestSell]] - number: $barghestSell, value: 30
---
](if:$whiteSell > 0)[
[[White Orb|whiteSell]] - number: $whiteSell, value: 65
---
](if:$albumSell > 0)[
[[Rare Album|albumSell]] - number: $albumSell, value: 95
---
]
[[Back.|munzakShop]]The bard plays the lute to a stirring, dreamlike melody, with the soft and bittersweet tones of her voice overlaid.
You watch her for a moment, entranced.
(if:$companion is "Theo")[Theo is enraptured. When she finishes her song, before the applause even clears, Theo is approaching her.
(set:$theoApprove to ($theoApprove + 2))
"Lexene, I'm a huge fan," he says, more timidly than you've ever seen him. "Could I...have your autograph?"
"Sure," she says, smiling. Theo hands her his spellbook. "It's all I have on me," he says apologetically.
"A mage, huh?" she says, signing her name. "What's your focus?"
"Phonomancy," he says.
"What's the difference between a phonomancer and a magic-using bard?" she asks, finishing and handing him his book.
"Bards have instruments," Theo says. "Phonomancy is all about magically creating vibrations. I create the music in thin air."]
[[Continue.|deadDogInn]]The elf man lying on the bar counter is dressed in fitted black trousers and a shirt, and has long, dark hair. Like all elves, his face is hairless, but he has two rings pierced into each of his ears.
As you approach, some of the bar crowd part their shoulders so you can walk up to the bar to speak to him, and he looks up you from where he lays.
"//Sinvaas//, welcome," he says leisurely. "I am Hatharol, owner"--he makes a faux-grand sweep of the hand, or maybe real grand? Hard to say--"of this fine establishment. How may I serve you? We have drinks and beds." He says. "With a face like yours, drinks are on the house," he adds slyly. The patrons at the bar erupt into laughter.
"You're shameless, Hatharol," says a woman at the bar.
(if:$silver >= 40)[ [["I'll take a room." (40 silver)|deadDogSleep]] ](else:)[ [["I'll take a room." (40 silver)|deadDogReject]] ]
(if:$drankWithHath is "no")[(if:$companion is "Rowin")[ [["I'll have a drink."|hatharolDrinkRowin]] ](else:)[ [["I'll have a drink."|hatharolDrink]] ] ]
[["What's the story behind Dead Dog Inn?"|askDeadDog]]
[[Walk away from the bar.|deadDogInn]]
[[Menu|menu]]
Hathorol gestures to behind the bar.
"Too drunk. Take a key. Much of the third floor is open," he says.
You walk behind the counter and take the key to 301. Then you ascend the stairs and find your room.
You awaken feeling well-rested, with your health fully restored.
{(set:$currHP to $maxHP)
(if:$class is "Mage")[(set:$currMP to $maxMP)]
(if:$companion is not "none" and $compStatus is not "dead")[(set:$cCurrHP to $cMaxHP)(set:$cCurrMP to $cMaxMP)]}
[[Continue|deadDogInn]](set:$drankWithHath to "yes")
Hatharol rises to his feet, sways, steadies himself, and then lifts a tin mug from behind the bar and fills it from a keg.
He hands it to you.
"As I said, on the house." (if:$companion is not "none")[He looks to $companion. "And anything for you? On me as well." (if:$companion is "Lilah")[Lilah draws her hood tighter around her head and face, but agrees to a mug of ale.](elseif:$companion is "Sentry-9" or $companion is "Thomas" or $companion is "Cyril" or $companion is "Adrian")["Ah...no thank you," $companion says.](elseif:$companion is "Theo")["Sure," Theo says.] ]Hatharol pours a mug for himself from the keg.
"So," Hatharol says after a while, "here's the thing, I'm quite drunk already, and you're a (if:$name is "Basil")[handsome](else:)[gorgeous] stranger. Could I take you to bed? My feelings are not fragile, you can take it or leave it."
[[Sleep with Hatharol.|hatharolRest]]
[[Don't sleep with Hatharol.|hatharolReject]]
"My deepest apologies, //erasil//, but you don't seem to have the coin," Hatharol tells you.
[[Back.|hatharol]]"Not much of a story to tell, //erasil//," he says.
[[Back.|hatharol]](set:$drankWithHath to "yes")
Hatharol takes a tin mug from behind the bar and fills it from a keg. He turns and hands it to you, and then looks at Rowin and pauses, eyes narrowing.
"Rowin? //Rinhael//, it's been a while," he says then, smiling. "Wondered if you died...figured it would take more to kill a stubborn ass like you."
"Ha!" Rowin says, grinning. "Glad you haven't changed, you pretentious bastard."
"All //ellvhen// are pretentious bastards," Hatharol says casually. "But I'm a pretentious bastard with a sense of humor."
Rowin laughs, and he hands fills two more mugs of ale, and hands one to her while drinking from the other.
"Redcorrian Ale? Since when do you serve good ale instead of the dishwater you usually serve?" Rowin says.
"I've grown fond of that dishwater," he murmurs, lifting his ale to his lips. "But I obtained a barrel while visiting Redcorry a few months back, and I've kept it here for special occasions." He seems to have forgotten his interest in you. He laughs quietly, "And who knows. Might as well drink it now, yes? The sky's gone dark forever, and who knows what will happen next."
"Not if we can help it," Rowin says quietly. She gestures to you. "$name here is a famed hero from Arctus. At Artemir's request, $pro's on $pos way to end this at the source, whatever it is. I'm presently accompanying $them," she says.
Hatharol regards you seriously.
"Well," he says, "I suppose I'm glad to see Artemir doing something right for once."
"Don't be crass," Rowin says. She takes a long drink, and then sighs. "You should ease up on him, and not just because he's a friend to me. If you could look past your history with him, you'd see as a leader, he's excellent for Anurion."
"Hmm." Hatharol stares into his mug, and then at Rowin. "In truth, it was equally my fault, anyway. But, let us talk of this no more."
"Fine by me," Rowin says. She lifts her mug. "Here." Hatharol raises his in response, and they look at you until you do the same.
"To the end of the endless night!" Rowin says.
Then you all drain what's left of your ale.
[[Continue.|deadDogInn]]
You take Hatharol upstairs to one of the vacant inn rooms.
You awaken feeling...not quite well-rested, actually. But your health is fully restored, in any case. (set:$currHP to $maxHP)(set:$currMP to $maxMP)(set:$cCurrHP to $cMaxHP)(set:$cCurrMP to $cMaxMP)
Hatharol is already gone from your room when you awaken. You walk back down the stairs to the tavern's first floor.
(set:$liveForSelf to ($liveForSelf +1))
[[Continue|deadDogInn]]"Fair enough," he says respectfully, and lies back down on the bar.
[[Continue.|deadDogInn]]HP fully restored.
(set:$inv's "Health Potions" to ($inv's "Health Potions"-1))
(set:$currHP to $maxHP)
HP: $currHP / $maxHP
[[Okay.|inv]]$companion's HP fully restored.
(set:$inv's "Health Potions" to ($inv's "Health Potions"-1))
(set:$cCurrHP to $cMaxHP)
HP: $cCurrHP / $cMaxHP
[[Okay.|inv]]{(set:$description to ($skilltxt's $cspell1))
(set:$spelltype to ($spellType's $cspell1))
(set:$spellDam to ($skillDMGs's $cspell1))
(set:$description2 to ($skilltxt's $cspell2))
(set:$spelltype2 to ($spellType's $cspell2))
(set:$spellDam2 to ($skillDMGs's $cspell2))
(set:$description3 to ($skilltxt's $cspell3))
(set:$spelltype3 to ($spellType's $cspell3))
(set:$spellDam3 to ($skillDMGs's $cspell3))}
Theo's known skills:
//$cspell1//: $description ($spellDam DMG, $spelltype)
//$cspell2//: $description2 ($spellDam2 DMG, $spelltype2)
//$cspell3//: $description3 ($spellDam3 DMG, $spelltype3)
[[Back.|menu]]{(set:$description to ($skilltxt's $spell1))
(set:$spelltype to ($spellType's $spell1))
(set:$spellDam to ($skillDMGs's $spell1))
(set:$description2 to ($skilltxt's $spell2))
(set:$spelltype2 to ($spellType's $spell2))
(set:$spellDam2 to ($skillDMGs's $spell2))
(set:$description3 to ($skilltxt's $spell3))
(set:$spelltype3 to ($spellType's $spell3))
(set:$spellDam3 to ($skillDMGs's $spell3))}
$name's known skills:
//$spell1//: $description ($spellDam DMG, $spelltype)
//$spell2//: $description2 ($spellDam2 DMG, $spelltype2)
//$spell3//: $description3 ($spellDam3 DMG, $spelltype3)
[[Back.|menu]]$name's known skills:
//Attack//: A basic attack. Damage is influenced by your strength statistic and a weapon's base damage and damage type.
//Taunt//: You bellow a challenge and draw the foe's attention. If you have a companion, the enemy is guaranteed to target you instead for the next turn.
//Reckless Strike//: A savage, all-out attack that will deal double damage but render you unable to move next turn.
[[Back.|menu]]$name's known skills:
//Attack//: A basic attack. Damage is influenced by your strength statistic and a weapon's base damage and damage type.
//Dodge//: If the enemy targets you next turn, you evade all damage. Has a 67% change of success.
//Affliction - $affliction//: If succesful, poisons the foe. A poisoned enemy takes damage each turn proportional to the poison's potency, at the end of the enemy's turn. Has a 80% chance of successfully poisoning the foe.
[[Back.|menu]]$companion's known skills:
//Attack//: A basic attack. Damage is influenced by $companion's strength statistic.
//Affliction - Sleep//: Puts the foe to sleep. A sleeping foe makes no moves, but has a chance of waking up at the beginning of its turn. (if:$clevel < 7)[Has a 50% chance of successfully putting the foe to sleep.](else:)[Has a 65% chance of successfully putting the foe to sleep.]
//Dodge//: If the enemy targets $companion next turn, he will evade all damage. Has a 67% change of success.
[[Back.|menu]]{(set:$description to ($skilltxt's $cspell1))
(set:$description2 to ($skilltxt's $cspell2))}
Rowin's known skills:
//Attack//: A basic attack. Damage is influenced by Rowin's strength statistic.
//$cspell1//: $description
//$cspell2//: $description2
[[Back.|menu]]A rugged-looking sword of sobek origin with a long, curved blade, and a handle made of bone. (9 DMG)
(if:$class is "Warrior")[
(if:$equippedWeapon is not "Turok's Hookblade")[Equip Turok's Hookblade?
{(set:$newWeapon to "Turok's Hookblade")
(set:$newWeaponDMG to 9)}
[[Yes.|weaponEquip]] ] ]
[[Back.|inv]]A spiked ball mounted on a sturdy wooden shaft, and enchanted with fire magic. (9 DMG, fire damage)
(if:$class is "Warrior")[
(if:$equippedWeapon is not "Morningstar")[Equip Morningstar?
{(set:$newWeapon to "Morningstar")
(set:$newWeaponDMG to 9)}
[[Yes.|weaponEquip]] ] ]
[[Back.|inv]]A gorgeous, intricately designed elven sword with a hilt of pearl and a steel blade. It has the engraved design of a water dragon curling around the hilt. It's rumored to have the soul of a great warrior trapped within. You're pretty sure it's just a rumor, though it's still a good sword. (9 DMG, spirit damage)
...Although...you could almost swear...the blade whispers to you in the dark.
(if:$class is "Warrior")[
(if:$equippedWeapon is not "Soulbond Blade")[Equip Soulbond Blade?
{(set:$newWeapon to "Soulbond Blade")
(set:$newWeaponDMG to 9)}
[[Yes.|weaponEquip]] ] ]
[[Back.|inv]]A gleaming dagger of obsidian color, blade and all, and a relic of a dangerous demon. The Demon Samraza forged it himself, using it in battle and for his own sadistic purposes until he was killed by the elven hero Luthin. When it slices into flesh, it discharges electricity. (7 DMG, electric damage)
(if:$class is "Rogue")[
(if:$equippedWeapon is not "Demon Samraza's Knife")[Equip Demon Samraza's Knife?
{(set:$newWeapon to "Demon Samraza's Knife")
(set:$newWeaponDMG to 7)}
[[Yes.|weaponEquip]] ] ]
[[Back.|inv]]A beautifully-crafted, enchanted wooden elven bow. When an arrow is fired, a shockwave is fired through the air in the same direction, creating an additional source of damage, and facilitating speedy flight of the arrow. (8 DMG, force damage)
(if:$class is "Rogue")[
(if:$equippedWeapon is not "Shockwave Bow")[Equip Shockwave Bow?
{(set:$newWeapon to "Shockwave Bow")
(set:$newWeaponDMG to 8)}
[[Yes.|weaponEquip]] ] ]
[[Back.|inv]](set:$cost to 95)
(set:$itemname to "Demon Samraza's Knife")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)](set:$cost to 75)
(set:$itemname to "Morningstar")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)](set:$cost to 75)
(set:$itemname to "Turok's Hookblade")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)](set:$cost to 95)
(set:$itemname to "Soulbond Blade")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)](set:$cost to 95)
(set:$itemname to "Shockwave Bow")
Buy $itemname for $cost silver?
[[Yes.|itembuy]]
(link: "No.")[(goto: $shop)](set:$soulbSell to ($soulbSell -1))
(set:$inv's "Soulbond Blade" to $soulbSell)
(set:$silver to ($silver+50))
Sold.
(link: "Okay.")[(goto: $shop)](set:$samrazaSell to ($samrazaSell -1))
(set:$inv's "Demon Samraza's Knife" to $samrazaSell)
(set:$silver to ($silver+50))
Sold.
(link: "Okay.")[(goto: $shop)](set:$shockwaveSell to ($shockwaveSell -1))
(set:$inv's "Shockwave Bow" to $shockwaveSell)
(set:$silver to ($silver+50))
Sold.
(link: "Okay.")[(goto: $shop)](set:$turokSell to ($turokSell -1))
(set:$inv's "Turok's Hookblade" to $turokSell)
(set:$silver to ($silver+50))
Sold.
(link: "Okay.")[(goto: $shop)](set:$morningstarSell to ($morningstarSell -1))
(set:$inv's "Morningstar" to $morningstarSell)
(set:$silver to ($silver+50))
Sold.
(link: "Okay.")[(goto: $shop)]{(set:$state to "anurionNorth")
(set:$location to "northern Anurion")
(set:$checkpoint to "anurionNorth")
(set:$riv1fought to "no")
(set:$riv2fought to "no")
(set:$riv3fought to "no")
(set:$riv4fought to "no")
(set:$riv5fought to "no")
(set:$riv6fought to "no")
(set:$riv7fought to "no")
(set:$riv8fought to "no")
(set:$riv9fought to "no")
(set:$riv10fought to "no")
(set:$riv11fought to "no")
(set:$riv12fought to "no")
(set:$riv13fought to "no")
(set:$riv14fought to "no")
(set:$ghostsfought to "no")
(set:$riverfought to "no")}
You enter the northern part of the city of Anurion. (if:$helpedCook is "no")[Beside you, standing outside of a restaurant, [[a dejected man|cook]] leans against the wall and smokes from a pipe.] (if:$lilahMet is "no")[ [[A large hooded figure|meetLilah]] stands staring at you, but quickly averts their head when you look over.]
Ahead, you can see the northern exit of Anurion, a gaping maw with inky wilderness beyond. Several elven city guards stand by the gate, facing the darkness. Seeing you approach, one says to you, "Hail, citizen. We urge everyone to stay within the city walls where we can protect you. If you absolutely must go outside, please use extreme caution. The creatures beyond are bolder and seemingly more numerous as of late."
>>CHECKPOINT REACHED.
[[Exit Anurion through the north gate.|rivain1]]
[[Walk back to western Anurion.|anurionWest]]
[[Menu|menu]](set:$state to "university")
You enter the nearest building of the university and look around. The hall you stand in is nondescript, simply a long, white corridor with many rooms off to either side. The hall is lit with small blue orbs of light hovering against the walls periodically, and it is slightly dim.
You can see one room ahead is open, and light from inside cuts a broad, bright wedge in the corridor around it. Curious, you enter the room.
There are tables and cabinets everywhere. Large glass tubes, some in odd shapes, fill the desk space; some have strangely-colored liquids in them. (if:$sobekQuest is "no" and $sobekGiven is "no")[Seated at a table, crouching forward with jaws resting on the table and arms hanging loosely down, is a sobek dressed in white robes.
The black slit of their orange, crocodilian eye drifts to you as they continue to sit, unmoving. "I greet you," they say, tiredly.
[["What do you do here?"|askAlchemist]] ](elseif:$sobekQuest is "yes" and $sobekGiven is "no")[
[[Speak to Timurr.|timurr]] ]
[[Leave.|anurionWest]]
[[Menu|menu]](set:$state to "paladinOffice")
"Hail, citizen," a tired-looking woman in a paladin's casual uniform greets you as you enter the building.
She sits behind a desk at the entrance. "We are communicating closely with the Lightkeeper Fort about the ongoing darkness crisis. At this time, we ask all citizens to exercise extreme caution, ration their food, and avoid leaving the city at all costs due to unprecedented levels of monster activity at this time. We are not accepting citizen requests at this time due to backlog. Recruitment is still open. Now then...how may I help you?"
(if:$paladin is "no")[ [["Recruitment?"|askJoinPaladin]] ]
[["What are paladins?"|askaboutpal]]
[[Head back outside.|anurionWest]]
[[Menu|menu]]
"We need all of the help we can get at the moment," the woman says. She nods toward a hallway.
"If you're interested in joining, go speak with Erastos."
[[Enter the hallway.|erastos]]
[[Back.|paladinOffice]]The woman blinks. "You...uh. Well, paladins are an order sworn to uphold law, justice, and light. Across Eritan, we seek to protect citizens from monsters, and especially demons, wielders of forbidden magic, and those who would do evil. Our main head of operations is the Lightkeeper's Fort, up in Eastern Hold."
[[Back.|paladinOffice]]You travel down the hallway and find only one door open, to your left. You enter the room and find yourself standing in a large, mostly empty circular room. An armored male satyr sits at a small desk in the corner, reading papers.
"Here to join?" Erastos says, removing his reading glasses and glancing up. He fixes you with a solemn stare. "Normally, there's much more of a process to join our holy order. But we're stretched a little thin right now, with everything going on."
He rises from his desk. "As an emergency measure, if you wish to join, you may pass a simplified test immediately. There will be time for proper training and study after. It will go like this: you'll take our oath. But first, you must defeat me in combat."
He rests his hand on the hilt of his sword. "So, newblood. Will you show me your skill?"
[[Accept Erastos's challenge.|fightErastos]]
[[Back.|paladinOffice]](set:$state to "fightErastos")
(if:$foughtErastos is "no")[
You challenge Erastos!
{(Set:$foe to "Knight-Paladin Erastos")
(Set:$foeHealth to 65)
(Set:$foeMaxHealth to 65)
(Set:$foeSkill1 to "Holy Strike")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Overhand Strike")
(Set:$foeSkill3 to "Quick Blade")
(Set:$fskill2DMG to 9)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 40)
(Set:$itemReward to "null")}
[[Fight!|combat]]
(Set:$foughtErastos to "yes")]
(else:)[
(set:$paladin to "yes")
...Wait, Erastos isn't actually dead, you realize, just kneeling on the floor. Thankfully.
With some effort, he pulls himself back up to his feet.
"Well, you've certainly got the combat skill it takes," he says. "I'll allow you to take the oath now." He raises his right hand. "It is the sworn duty of a paladin to uphold justice, law, and light. Do you vow to devote your life to maintaining order and standing as a vital barrier between citizens and the denizens of darkness?"
[["I do so vow."|takeVow]]
]"Then by my authority as a sworn and humble agent of The Light, I grant you acceptance into our order." He makes his way back to the small desk, and wearily takes a seat. "You will be contacted in the future for your assignments," he says. "And take this."
Obtained (if:$class is "Mage")[Dawn's Glory.(set:$inv's "Dawn's Glory" to 1)](elseif:$class is "Warrior")[Beacon.(set:$inv's "Beacon" to 1)](else:)[Herald of Dawn.(set:$inv's "Herald of Dawn" to 1)]
(set:$liveForOthers to ($liveForOthers +5))
[[Continue.|paladinOffice]]A sword of beautiful and intricate design. It has a gleaming hilt, the end of which is ornamented with the head of a griffon, and the crossguard is fashioned in the shape of a pair of wings. (9 DMG, light damage)
(if:$equippedWeapon is not "Beacon")[Equip Beacon?
{(set:$newWeapon to "Beacon")
(set:$newWeaponDMG to 9)}
[[Yes.|weaponEquip]] ]
[[Back.|inv]]A beautiful and intricately carved bow, with the wings fashioned to resemble a griffon's, and the grip carved with the image of a griffon's head. (7 DMG, light damage)
(if:$equippedWeapon is not "Herald of Dawn")[Equip Herald of Dawn?
{(set:$newWeapon to "Herald of Dawn")
(set:$newWeaponDMG to 7)}
[[Yes.|weaponEquip]] ]
[[Back.|inv]]A scroll containing the details of a spell called Dawn's Glory. (9 DMG, light damage)
Learn the spell Dawn's Glory?
>>NOTE: doing so will cause the scroll to disappear.
(set:$newMove to "Dawn's Glory")
(link: "Yes.")[(set:$inv's "Eventide's Calling" to 0)(goto: "yourSet")]
[[Back|inv]] "I'm Timurr, a master alchemist," the sobek says, wearily placing a scaly, clawed hand on their face. "Well, I'm apprenticed to become a master alchemist. At this rate, I'll be here forever."
"I had to redo my entire thesis, since sunlight was a crucial part of the process. Now, I just want to finish a project and defend it, but I lack the ingredients necessary."
Timurr sits up and looks pleadingly at you--at least, you suspect it's pleading; to your mammalian sensibilities, sobek are very hard to read.
"Please, if you happen to be a traveler...I need three ingredients. Some tree sap, a purple mushroom, and a Balaur Heart. If you bring me those, I'll be incredibly grateful, and I'll give you something interesting in return."
(set:$sobekQuest to "yes")
[[Back.|university]]Timurr sits up sharply, saying, "Have you brought them?"
They rise, a full six feet in height when standing, and walk over, tail whipping anxiously.
(if:$inv's "Tree Sap" is 1 and $inv's "Purple Mushroom" is 1 and $inv's "Balaur Heart" >= 1)["You've done it!" Timurr says. "You've saved me so much my time...here, for your trouble. Our stipend is small and I don't have much, but this is a rare record, from my personal collection. If listening to it isn't really your thing, you can sell it for quite a bit of silver. Now, if you can excuse me, I must begin processing these..."
{(set:$inv's "Tree Sap" to 0)
(set:$inv's "Purple Mushroom" to 0)
(set:$inv's "Balaur Heart" to ($inv's "Balaur Heart" - 1))
(set:$sobekGiven to "yes")
(if:$companion is not "Theo")[(set:$inv's "Rare Album" to 1)]
Timurr gathers the ingredients and hurries from the room.
(if:$companion is "Theo")[ [[Continue|theoRecord]] ](else:)[ [[Continue|anurionWest]] ] ](else:)[ (if:$inv's "Tree Sap" is 1 or $inv's "Purple Mushroom" is 1 or $inv's "Balaur Heart" >= 1)["Ah," Timurr says. "I appreciate your trouble, but I need all three for this to work, else the others are useless. If you manage to find all three, please return."](else:)["Ah...I suppose not," they say, sitting back down. ]
[[Back.|university]] ]Lilah's known skills:
//Attack//: A basic attack with claws. Damage is influenced by Lilah's strength statistic.
//Bloodthirst Howl//: A chilling howl that creates a magical aura around Lilah. It allows her to select an elemental damage type to apply to her attacks. The aura lasts for the remainder of the battle, and can only be used once per battle.
//Reckless Strike//: A savage, all-out attack where Lilah rushes and bites her foe. This move deals double damage but renders her unable to move the next turn.
[[Back.|menu]]The smoking man, a tall and gaunt human of sallow complexion, takes a breath of smoke from his cigarette and exhales slowly. He looks at you sadly.
"'ello," he says. "I'm the cook here. Least, for's long as "here" stays in business." He looks up at the dark, sky; there are some stars visible from here. "W'out the sun, farmers' crops are dyin all round Eritan." He scoffs to himself, "Forget the monsters, we might all starve to death. An' yet here I am, worried about my damn restaurant. Maybe it's 'cause it's the end of days, I jus' want to make my best dishes one last time. Got all I need but a damn wheel of cheese."
He shakes his head.
(if:$inv's "Aged Cheese Wheel" > 0)[Offer the man the Aged Cheese Wheel?
[[Yes.|giveCheese]] ]
[[Back.|anurionNorth]]The cook's eyes widen, and he stomps out his cigarette.
"You'd give this to...?" He accepts the cheese wheel, and looks like he might cry. Then he seems to get an idea.
"I know just how to thank you," he says. "Don't go nowhere too far for a couple of hours. Or, come on in, actually."
He invites you into the restaurant, and you take a seat at a table. The place is indeed warm, invited, and packed with patrons. The cook disappears with the cheese into a back room, and emerges just as you find yourself getting drowsy.
"Here," he says, proudly, dropping something wrapped in cloth on the table before you. It smells amazing. "It's crab, yeah? And garlic, and that cheese, baked into bread. Y'can take it with you, if you want."
(set:$inv's "Delicious Bread" to 3)
(set:$helpedCook to "yes")
[[Back.|anurionNorth]](set:$state to "rivain1")
(set:$location to "Rivain Forest")
(if:$riv1fought is "no")[
(Set:$foe to "Barghest")
(Set:$foeHealth to 40)
(Set:$foeMaxHealth to 40)
(Set:$foeSkill1 to "Firebite")
(Set:$fskill1DMG to 8)
(Set:$foeSkill2 to "Leaping Claws")
(Set:$foeSkill3 to "Bonecrush Maw")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 25)
(Set:$itemReward to "Barghest Horn")
[[Fight!|combat]]
(set:$riv1fought to "yes")](else:)[
You exit the gates of Anurion and head into the darkness of the forest ahead. (if:$companion is "Lilah")[Lilah unfastens throws back her hood, revealing her canine head, and unfastens the front of her cloak, wearing it in open style. "Good to not be stifled," she says.]
You can head north in the forest from here.
[[Go north.|rivain2]]
[[Enter Anurion.|anurionNorth]]
[[Menu|menu]] ]
(set:$state to "rivain2")
(if:$riv2fought is "no")[
{(set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
(Set:$foe to "Barghest")
(Set:$foeHealth to 40)
(Set:$foeMaxHealth to 40)
(Set:$foeSkill1 to "Firebite")
(Set:$fskill1DMG to 8)
(Set:$foeSkill2 to "Leaping Claws")
(Set:$foeSkill3 to "Bonecrush Maw")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 35)
(Set:$itemReward to "Barghest Horn")]
(else:)[(Set:$foe to "Minor Demon")
(Set:$foeHealth to 40)
(Set:$foeMaxHealth to 40)
(Set:$foeSkill1 to "Quick Blade")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Spirit Bolt")
(Set:$foeSkill3 to "Daring Strike")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 35)
(Set:$itemReward to "null")]
(set:$riv2fought to "yes")}
[[Fight!|combat]] ]
(else:)[You stand in the dark forest north of Anurion, by the light of your lantern. There are noises of wildlife all around you; the tops of the trees block any view of the stars or moon above you. From here, you can head north.
[[Go north.|rivain3]]
[[Go south.|rivain1]]
[[Menu|menu]] ](set:$state to "rivain3")
(if:$riv3fought is "no")[
{(set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
(Set:$foe to "Barghest")
(Set:$foeHealth to 40)
(Set:$foeMaxHealth to 40)
(Set:$foeSkill1 to "Firebite")
(Set:$fskill1DMG to 8)
(Set:$foeSkill2 to "Leaping Claws")
(Set:$foeSkill3 to "Bonecrush Maw")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 35)
(Set:$itemReward to "Barghest Horn")]
(else:)[(Set:$foe to "Timeshift Stag")
(Set:$foeHealth to 30)
(Set:$foeMaxHealth to 30)
(Set:$foeSkill1 to "Distortion Wave")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Teleport Strike")
(Set:$foeSkill3 to "Spacerend")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 35)
(Set:$itemReward to "White Orb")]
(set:$riv3fought to "yes")}
[[Fight!|combat]] ]
(else:)[You're in a swath of dark forest, grand trees looming all around you. You can move north, east, and south from here.
[[Go north.|forestbridge]]
[[Go east.|rivain4]]
[[Go south.|rivain2]]
[[Menu|menu]] ]Crab meat, garlic, and cheese baked into a bread roll. It's hard-baked on the outside so it's easy to travel with, yet moist enough on the inside to be like biting into a dream.
Eating one will fully restore your and your companion's HP and MP.
(set:$rolls to $inv's "Delicious Bread")
Number in inventory: $rolls
Eat a delicious bread roll?
[[Yes.|eatBread]]
[[No.|inv]]{(set:$currHP to $maxHP)
(set:$currMP to $maxMP)
(set:$cCurrHP to $cMaxHP)
(set:$cCurrMP to $cMaxMP)}
HP (if:$class is "Mage")[and MP] fully restored.
(if:$companion is not "none")[$companion's health fully restored.]
[[Back.|inv]](set:$state to "rivain4")
(if:$riv4fought is "no")[
(set:$fightDecide to (random:1,2))
{(if:$fightDecide is 1)[
(Set:$foe to "Spideer")
(Set:$foeHealth to 20)
(Set:$foeMaxHealth to 20)
(Set:$foeSkill1 to "Venomed Antler")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Stomp")
(Set:$foeSkill3 to "Stomp")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 10)
(Set:$itemReward to "Poison Antler Shards")]
(else:)[(Set:$foe to "Doppelgänger")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "%^f. R$--INCOMPREHENSIBLE")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Aa@*^--INCOMPREHENSIBLE")
(Set:$foeSkill3 to "&&Y.~]--INCOMPREHENSIBLE")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 14)
(Set:$itemReward to "Rusted Relic")]}
(set:$riv4fought to "yes")
[[Fight!|combat]] ]
(else:)[You stand in the shadowed forest.
It's quiet here.
You can head east or west from here.
[[Go east.|kitsune]]
[[Go west.|rivain3]]
[[Menu|menu]] ](set:$state to "kitsune")
(if:$kitsunePlayed is "no")[
You stand in a clearing illuminated with four hovering blue flames arranged in a square.
In the center sits a white, five-tailed fox; it wears a stylized red fox face mask.
"Oh, hello," says a man's voice, coming, apparently, from the fox. "Interested in a little game? I'll ask you some questions, and if you get them all right, you'll get something useful. But, you'll only get one chance at this! What do you say?"
[["Okay."|playgame]] ](else:)[You stand in a clearing. You can head west or north from here.]
[[Head north.|ghosts]]
[[Head west.|rivain4]]
[[Menu|menu]](set:$state to "forestbridge")
(if:$bridgefought is "no")[
{(set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
(Set:$foe to "Drowned Horse")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Hoof Strike")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Surge of Water")
(Set:$foeSkill3 to "iR+_% Aa--INCOMPREHENSIBLE")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 15)
(Set:$itemReward to "Rusted Relic")]
(else:)[(Set:$foe to "Doppelgänger")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "%^f. R$--INCOMPREHENSIBLE")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Aa@*^--INCOMPREHENSIBLE")
(Set:$foeSkill3 to "&&Y.~]--INCOMPREHENSIBLE")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 14)
(Set:$itemReward to "Rusted Relic")]
(set:$bridgefought to "yes")}
[[Fight!|combat]] ]
(else:)[You stand at a deep ravine; you can hear water rushing below. A large fallen log crosses the river, creating a natural bridge.
From here, you can cross the bridge north or head south.
[[Go north.|rivain7]]
[[Go south.|rivain3]]
[[Menu|menu]] ](set:$state to "ghosts")
{(if:$ghostsfought is "no")[
(Set:$foe to "Doppelgänger")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "%^f. R$--INCOMPREHENSIBLE")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Aa@*^--INCOMPREHENSIBLE")
(Set:$foeSkill3 to "&&Y.~]--INCOMPREHENSIBLE")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 15)
(Set:$itemReward to "Rusted Relic")
(set:$ghostsfought to "yes")
[[Fight!|combat]] ]}(else:)[
You stand in a quiet, small, but steep ravine. (if:$talkGhosts is "no")[There are [[two shadowy figures nearby|talkGhosts]], by an enormous fallen tree; they're loudly arguing.]
From here, you can go north or south.
[[Go north.|rivain6]]
[[Go south.|kitsune]]
[[Menu|menu]] ]
You stand in the dark forest. (if:$talkedWere is "yes")[ [[The entrance to a large cave system stands in a hillside nearby.|wolfCave1]] ](else:)[The entrance to a large cave system stands in a hillside nearby.]
From here, you can go west, east, or south.
[[Go west.|rivain8]]
[[Go east.|rivainRiver]]
[[Go south.|forestbridge]]
[[Menu|menu]](set:$state to "rivain6")
{(if:$riv6fought is "no")[
(Set:$foe to "Drowned Horse")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Hoof Strike")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Surge of Water")
(Set:$foeSkill3 to "iR+_% Aa--INCOMPREHENSIBLE")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 15)
(Set:$itemReward to "Rusted Relic")
(set:$riv6fought to "yes")
[[Fight!|combat]] ]}(else:)[
You are in a small, grassy clearing. You can hear the quiet whisper of water--and, you would swear, the quiet whispering of voices over it.
From here, you can go south or west.
[[Go west.|rivainRiver]]
[[Go south.|ghosts]]
[[Menu|menu]] ](set:$state to "rivainRiver")
{(if:$riverfought is "no")[
(Set:$foe to "Drowned Horse")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Hoof Strike")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Surge of Water")
(Set:$foeSkill3 to "iR+_% Aa--INCOMPREHENSIBLE")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 15)
(Set:$itemReward to "Rusted Relic")
(set:$riverfought to "yes")
[[Fight!|combat]] ]}(else:)[
You stand on the banks of a river. The water whispers in the darkness, its expanse a rolling black mirror. You can walk west or east along its banks.
[[Go east.|rivain6]]
[[Go west.|rivain7]]
[[Menu|menu]] ]
(set:$state to "rivain8")
{(if:$riv8fought is "no")[
(Set:$foe to "Balaur")
(Set:$foe to "Balaur")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Electric Slam")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Swift Fang")
(Set:$foeSkill3 to "Winged Dive")
(Set:$fskill2DMG to 10)
(Set:$fskill3DMG to 10)
(Set:$XPreward to 25)
(Set:$itemReward to "Balaur Heart")
(set:$riv8fought to "yes")
[[Fight!|combat]] ]}(else:)[
You stand in the depths of the dark forest. From here, you can go east or west.
[[Go west.|rivain9]]
[[Go east.|rivain7]]
[[Menu|menu]] ](set:$state to "rivain9")
{(if:$riv9fought is "no")[
(Set:$foe to "Minor Demon")
(Set:$foeHealth to 40)
(Set:$foeMaxHealth to 40)
(Set:$foeSkill1 to "Quick Blade")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Spirit Bolt")
(Set:$foeSkill3 to "Daring Strike")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 35)
(Set:$itemReward to "null")
(set:$riv9fought to "yes")
[[Fight!|combat]] ]}(else:)[
You stand in the depths of the forest. From here you can go east, south, or north.
[[Go east.|rivain8]]
(if:$talkedWere is "no")[ [[Go south.|werewolfCamp]] ](else:)[ [[Go south.|camp]] ]
[[Go north.|rivain10]]
[[Menu|menu]] ](set:$state to "rivain10")
{(if:$riv10fought is "no")[
(Set:$foe to "Timeshift Stag")
(Set:$foeHealth to 30)
(Set:$foeMaxHealth to 30)
(Set:$foeSkill1 to "Distortion Wave")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Teleport Strike")
(Set:$foeSkill3 to "Spacerend")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 35)
(Set:$itemReward to "White Orb")
(set:$riv10fought to "yes")
[[Fight!|combat]] ]}(else:)[
You stand in the dark forest. From here, you can go west, north, or south.
[[Go north.|rivain11]]
[[Go west.|rivain12]]
[[Go south.|rivain9]]
[[Menu|menu]] ](set:$state to "rivain12")
{(if:$riv12fought is "no")[
(Set:$foe to "Spideer")
(Set:$foeHealth to 20)
(Set:$foeMaxHealth to 20)
(Set:$foeSkill1 to "Venomed Antler")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Stomp")
(Set:$foeSkill3 to "Stomp")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 10)
(Set:$itemReward to "Poison Antler Shards")
(set:$riv12fought to "yes")
[[Fight!|combat]] ]}(else:)[You stand in the dark forest, near the base of the mountain. From here, you can go east or west.
[[Go east.|rivain10]]
[[Go west.|rivain13]]
[[Menu|menu]] ](set:$state to "werewolfCamp")
You reach a small camp in the woods, with a crackling fire. Werewolves sit by the fire and stand around it, watching you warily.
"You seem to mean us no harm," says one finally, a large male with a huge mane, sitting by the fire. "Come join us for a moment and rest."
You walk over and sit down. (if:$companion is "Lilah")["We don't know you, do we?" he says to Lilah. She shakes her head shyly. "I thought not," he says, "but you are welcome here also, all the same."]
"Traveler, will you listen to our unfortunate story?" he says. "When the eternal night fell, we who are cursed to become wolves by night have been trapped in this form completely. Though most of us were city-goers by day, we have been forced to flee out here, lest we be killed by terrified uncursed--especially with increase in monster attacks creating heightened fear.
"We returned to our meeting caves to take up permanent residence. But, alas, a young usurper took advantage of the increased confusion recently and challenged me to combat--and won, taking control. And now, a usurper with violent attitudes is in control of most of my people, and I and my small group of followers who left with me will almost certainly be killed, out here in the open, if not by monsters, then by townspeople.
"I, Anselm, former wolf-king, humbly beg this of you, stranger: if you happen upon our caves, to the east of here, and you feel you are strong enough, you would have my endless gratitude if you kill Kudlak. The fate of us here in this camp aside, I fear he means to lead an attack on uncursed in his arrogance."
(set:$talkedWere to "yes")
Anselm stands. "Whether or not you take this upon yourself, I thank you for listening, kind stranger. You are welcome to rest in our camp however long you see fit."
[[Continue|camp]]
(set:$state to "rivain13")
(set:$bossKilled to "no")
(set:$checkpoint to "rivain13")
You have reached the base of the mountain, Silverwatch. It's quiet here.
The only sound is the rush of wind picking up through the trees. A faint footpath follows the gentle slope of the mountainside upward.
Looking at the mountain above, you can sense that once you climb it, there will be no turning back.
>>CHECKPOINT REACHED.
Ascend Silverwatch?
(if:$companion is "none")[ [[Yes.|rivain14]] ](else:)[(if:$companion is "Theo")[ [[Yes.|rivainTheo]] ](elseif:$companion is "Lilah")[ [[Yes.|rivainLilah]] ](elseif:$companion is "Rowin")[ [[Yes.|rivainRowin]] ](else:)[ [[Yes.|rivainSent]] ] ]
[[Go back.|rivain12]]
[[Menu|menu]](set:$state to "rivain11")
{(if:$riv11fought is "no")[
(Set:$foe to "Timeshift Stag")
(Set:$foeHealth to 30)
(Set:$foeMaxHealth to 30)
(Set:$foeSkill1 to "Distortion Wave")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Teleport Strike")
(Set:$foeSkill3 to "Spacerend")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 35)
(Set:$itemReward to "White Orb")
(set:$riv11fought to "yes")
[[Fight!|combat]] ]}(else:)[
You stand in the dark forest. You're near the base of the mountain, but it's too steep to climb from this angle. From here, you can go south or east.
[[Go south.|rivain10]]
[[Go east.|succubus]]
[[Menu|menu]] ](set:$state to "succubus")
(if:$metSucc is "no")[The Succubus attacks!
Fight!...no, wait. She seems to have changed her mind. She sheathes her dagger and walks up to you, encircling you.
"Look, you seem strong," she says in a sultry voice. "I answered Dysdera's call, but I have no desire to die here. But such a (if:$name is "Basil")[handsome man](else:)[beautiful woman] as yourself, surely," she says, touching your arm, "can think of something else you'd rather do with me than fight?"
[[Sleep with the succubus.|sleepSucc]]
[[Demand that she leave.|leaveSucc]] ](else:)[You stand in a small clearing near the mountainside. From here, you can go west.
[[Go west.|rivain11]]
[[Menu|menu]] ]As you climb the silent mountain known as Silverwatch, you pause.
Momentarily, it hits you with full force how crazy this is. How did you even end up here? It's not too late to flee...
...again, you think. No, you remind yourself, you're tired of running away.
Your hand tightens around $equippedWeapon. You're seeing this through.
What, honestly, do you have to lose?
[[Keep climbing.|mountainAscent]](set:$state to "mountainAscent")
You have nearly reached the top of the mountain; you stop to catch your breath.
The pervasive silence continues, still permeated only by the shifting wind, which has picked up even more.
The trees surrounding you shudder. Off to your right, beyond the mountain, you can see much of the Rivain Forest, and even the easily distinguishable lights of Anurion. To your north, you can even see the edge of the prodigious forest known as The Eternal Gloaming that surrounds Southern Hold's capitol.
Ahead, the peak of Silverwatch is not much farther.
[[Climb to the peak.|mountainPeak]]
[[Menu|menu]]
(set:$state to "mountainPeak")
You climb to the top of the mountain, where there is a clearing. The wind rushes around you.
Before you, facing the edge of the mountain, a figure hovers in the air, surverying the view beyond, its back to you. It is humanoid, and has two pairs of inverted wings extending from its back.
"Twenty-five years ago, a Greater Demon mated with a human bloodmage," he says abruptly. "The human's intention was to raise their forbidden offspring into a weapon of great power in this world. She died in labor. And this creature came into the world alone and cast off by both men and demons. Few have ever existed like me," he says, turning to you. "And so my perspective is fairly unique."
His body is that of a nude human man. His four upside-down wings are feathered and dark gray. His face is obscured by a fearsome blue fanged mask; his long black hair falls around it to past his shoulders.
"There is no difference between humans, demons, elves, or anyone else. Their selfishness and cruelty is absolute, and they all seek to devour each other. Wars, violence, eating while their neighbors starve..."
His head fixes on you.
"Tell me, human who has come here to kill me, what do you think? Are people capable of changing for the better? Do societies ever make real progress?"
[["Yes, people can change, and things can and do get better."|canChange]]
[["No, people are inherently living for only themselves. And as a result nothing really changes."|cannot]]
The hooded figure takes a nervous step back as you approach. They have a large, hunched figure, but any details beyond that obscured by the robes...though it is clear that beneath the hood they appear to have an oddly-shaped head.
"Are...you, I mean, it seems...are you about to leave through the northern gate?" a woman's voice says from under the hood.
[["Yes."|lilahAskJoin]]
[["No."|lilahNo]]Lilah:
(if:$lilahTalkCount is 1)[I've had a pretty normal life so far, believe it or not. My dad was killed by a hunter when I was pretty young, but I was close with my mom. She lives in Western Hold. I work here in Anurion as a florist. I've always had to be extra-careful you, know, at night, but I'm used to it. Until, well...this endless night happened.(set:$lilahTalkCount to 2)](elseif:$lilahTalkCount is 2)[I get why people are afraid of the cursed. They're scared of what we become, and they're scared of it spreading to them. But, I'm proof you can still have it and live. I'd still like to marry and have kids someday, even, and I haven't given up hope yet.(set:$lilahTalkCount to 3)](elseif:$lilahTalkCount is 3)[I never want to imagine what would happen if people in Anurion saw me in wolf form, but...I still believe at the heart of things that people are good.(set:$lilahTalkCount to 4)](elseif:$lilahTalkCount is 4)[(either:"I'm glad you let me come with you, $name.","Let's put a stop to this night! I would like to be able to braid my hair again.")]
[[Back.|menu]](set:$lilahMet to "yes")
"Could...I...accompany you?" the hooded figure asks, fidgeting a little. "It's not safe for me to stay here. I need to get out...but out there, it's terribly dangerous right now. I'm in danger either way, but maybe, if I wasn't alone..."
[["Why are you in danger?"|askLilahWhy]]
[["Not interested, sorry."|lilahReject]]"Ah...uh, my mistake," the hooded figure says, backing away.
[[Back.|anurionNorth]]For a long moment, she appears to be just staring at you. Then, finally, she lifts her hands, and draws back her hood, very slowly and slightly...just enough for you to look inside and see a wolf's face staring back at you.
"I can't risk staying here any longer...please," she whispers, readjusting her hood.
Take the stranger as your companion?
[[Yes.|takeLilah]]
[[No.|lilahReject]]"Ah," she says. "Thanks, anyway."
She turns and disappears into the streets.
[[Back.|anurionNorth]]"Oh, thank you," she says brightly. She reaches out and a clawed hand shakes yours. "My name is Lilah. We can leave whenever you're ready...I'll just wear my cloak like this whenever we're in town."
{(set:$companion to "Lilah")
(set:$compStatus to "alive")
(set:$clevel to 4)
(set:$cspell1 to "none")
(set:$cDMG1 to 0)
(set:$cCost1 to 0)
(set:$cDMG2 to 0)
(set:$cCost2 to 5)
(set:$cDMG3 to 0)
(set:$cCost3 to 0)
(set:$cspell2 to "none")
(set:$cspell3 to "none")
(set:$cdesc1 to "none")
(set:$cdesc2 to "none")
(set:$cdesc3 to "none")
(set:$cCurrHP to 45)
(set:$cMaxHP to 45)
(set:$cCurrMP to 0)
(set:$cMaxMP to 0)
(set:$cStrength to 7)
(set:$cStreInc to 3)
(set:$cClass to "Werewolf")}
[[Continue|anurionNorth]](set:$kitsunePlayed to "yes")
"Here we go," the fox says giddily, and the four blue flames brighten and expand.
"Here's your first question: in a small human town, a grisly murder took place one night. The herbalist's lovely young wife was found disemboweled in her garden. The town's guards went around and asked all of the men without alibis who they thought committed the murder.
It was well-known that each of the men told exactly one lie.
The Tanner said that it (text-color:red)[wasn't] the Smith, and that it (text-color:green)[was] the Shepherd.
The Shepherd said that it (text-color:red)[wasn't] the Baker, and that it (text-color:red)[wasn't] the Smith.
The Baker said that it (text-color:green)[was] the Smith, and that it (text-color:red)[wasn't] the Tanner.
The Merchant said that it (text-color:green)[was] the Baker, and that it (text-color:green)[was] the Shepherd.
The Smith said that it (text-color:green)[was] the Merchant, and that it (text-color:red)[wasn't] the Tanner.
The town's mayor, seeking to be finally rid of the case, had the Merchant arrested, and the executioner hanged him in town square.
Did the mayor kill the right man? Who was the woman's murderer?"
[["Yes, it was the Merchant."|kitsuneSorry1]]
[["No, it was the Tanner."|kitsuneSorry2]]
[["No, it was the Shepherd."|kitsuneSorry3]]
[["No, it was the Baker."|kitsuneNextQuestion]]
[["No, it was the Smith."|kitsuneSorry4]]
"Ooh, too bad," the fox says. "Better luck next time, human."
The flames instantly blow out, leaving you standing alone in the dark.
[[Continue|kitsune]]"Ooh, too bad," the fox says. "Better luck next time, human."
The flames instantly blow out, leaving you standing alone in the dark.
[[Continue|kitsune]]"Ooh, too bad," the fox says. "Better luck next time, human."
The flames instantly blow out, leaving you standing alone in the dark.
[[Continue|kitsune]]"Ahh, very good!" the fox says brightly. "Here is your next question.
The Soulbearer has carried a group of 27 souls into the After. The single heaviest soul is fed to Demon Ammut the Devourer, who lies waiting.
The Soulbearer has a balance scale he uses to weigh their sins. He can weigh any two sets of souls to help him find the heaviest.
How many weighings will it take him to find the heaviest soul?"
[["Two."|kitsuneSorry1]]
[["Three."|kitsuneFinalQuest]]
[["Four."|kitsuneSorry2]]
[["Five."|kitsuneSorry3]]
[["Six."|kitsuneSorry4]]"Ooh, too bad," the fox says. "Better luck next time, human."
The flames instantly blow out, leaving you standing alone in the dark.
[[Continue|kitsune]]"Oh, clever human!" the fox says excitedly, despite sitting very still. "Okay, here is your final question.
Three demons who take everything very literally walk into a human bar together. The bartender asks them, as a group, "Would all of you like a drink?"
The first demon says, "I don't know."
The second demon says, "I don't know."
The third demon says "Well, now I know." What answer does he give the bartender?
[["Yes."|kitsuneReward]]
[["No."|kitsuneSorry1]]"Well done, human!" he says ecstatically.
The hovering blue flames flash blindingly bright and then suddenly go out. When your eyes adjust to the dark again, you realize the fox is gone, but there is something where he was was sitting.
(set:$inv's "Map" to 1)(set:$inv's "Kitsune's Blessing" to 1)
You find the red fox mask, and beneath it, a map. You put the Kitsune's Blessing and the Map in your inventory.
[[Continue|kitsune]]You approach the Restless Ghosts, and they hardly acknowledge you.
"For the Creator's sake, you're always so bleak," the one on the left is saying.
"I don't know if you've noticed this," says the one on the right, "but I'm dead. We're both dead."
(set:$talkGhosts to "yes")
"This is beside the point, really," the left one says. "As I was saying, people can change. They can learn to look out for each other."
"Altruism is just a biological imperative," the right one says. "It keeps a species alive. That's it's function, it doesn't mean anything."
"You're wrong," the left one says. "That doesn't make it meaningless. That's the point of the lives we had. Connections to one another."
"In the end," the right one says, "everyone is alone. And everyone is acting in their best self-interest, whether that involves helping someone else or not."
"You don't think, on the whole," the left one says, sounding exhausted, "that people are inherently good?"
"Good and evil aren't real," says the right one. "Lions aren't evil for devouring gazelle. Groups of people will devour each other. It's their nature."
"You there," the left one says. "What do you think?"
[[Agree with the left ghost.|leftGhost]]
[[Agree with the right ghost.|rightGhost]]
[[Walk away.|ghosts]]"See? This human has some hope," the right ghost says.
"Believe what you both want," the left ghost says. "It doesn't change anything about the world around you."
(set:$liveForOthers to ($liveForOthers + 2))
They fade away.
[[Continue|ghosts]]"Well, $pro understands," the right ghost says.
"You're both pessimists," the left ghost says.
(set:$liveForSelf to ($liveForSelf + 2))
They fade away.
[[Continue|ghosts]](set:$state to "camp")
You stand in a camp of werewolves. Werewolves stand or sit around you, having hushed conversations or lying down; there is a general air of quiet despair.
(if:$wolvesOver is "no" and $anselmDead is "no")[ [[Anselm stands nearby.|anselm]] ]
The campfire feels warm and safe. Lie down for a bit?
[[Yes.|campRest]]
[[No.|rivain9]]
You wake feeling rested.
Your health is fully recovered. (if:$companion is not "none")[$companion's health is fully recovered as well.]
{(set:$currHP to $maxHP)
(set:$currMP to $maxMP)
(if:$companion is not "none")[
(set:$cCurrHP to $cMaxHP)
(set:$cCurrMP to $cMaxMP)]}
[[Continue.|camp]](set:$state to "wolfCave1")
(if:$cave1fought is "no")[(Set:$foe to "Werewolf")
(Set:$foeHealth to 40)
(Set:$foeMaxHealth to 40)
(Set:$foeSkill1 to "Snarling Bite")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Claw Sweep")
(Set:$foeSkill3 to "Forceful Blow")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 35)
(Set:$itemReward to "null")
(set:$cave1fought to "yes")
[[Fight!|combat]] ](else:)[
You enter the cave and find that the tunnels inside are lit with candles, supported by mounts built into the rock of the cave walls.
The cave continues ahead.
[[Continue in the cave.|wolfCave2]]
[[Return outside.|rivain7]]
[[Menu|menu]] ]
(set:$state to "anselm")
(if:$kudlakAccept is "yes")["So, Kudlak talked you into killing me, instead?" Anselm says wearily. "Go on, then. I will do my best to kill you, but...I hope you and he leave the others here alone."
(if:$anselmDead is "no")[
(Set:$foe to "Wolf Elder Anselm")
(Set:$foeHealth to 45)
(Set:$foeMaxHealth to 45)
(Set:$foeSkill1 to "Savange Fang")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Swift Claws")
(Set:$foeSkill3 to "Snarling Tackle")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 35)
(Set:$itemReward to "null")
[[Fight!|combat]]
(set:$anselmDead to "yes")]
(else:)[Anselm falls dead at your feet, as the other werewolves look on in horror. They watch you in accusatory silence, but make no move to attack you.(set:$liveForSelf to ($liveForSelf+5))]
](else:)[
(if:$kudlakDead is "yes")["Ah, you succeeded. Many thanks, stranger. I have only this small amount of silver to offer you, but please know: you have saved our skins, and almost certainly prevented great bloodshed," Anselm tells you.
(set:$wolvesOver to "yes")
You gain 75 silver. (set:$silver to ($silver +75))
](else:)["Ah, greetings, traveler. Has Kudlak been taken care of yet?"] ]
[[Continue|camp]]
(set:$state to "wolfCave2")
(if:$cave2fought is "no")[(Set:$foe to "Werewolf")
(Set:$foeHealth to 40)
(Set:$foeMaxHealth to 40)
(Set:$foeSkill1 to "Snarling Bite")
(Set:$fskill1DMG to 6)
(Set:$foeSkill2 to "Claw Sweep")
(Set:$foeSkill3 to "Forceful Blow")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 35)
(Set:$itemReward to "null")
(set:$cave2fought to "yes")
[[Fight!|combat]] ](else:)[
The cave branches out into numerous cave tunnels, but you can hear the most noise from one that seems to open out widely ahead.
(if:$wolvesOver is "no")[
(if:$kudlakDead is "no" and $anselmDead is "no")[(if:$kudlakAccept is "no")[ [[Enter the cave room.|wolfCave3]] ](elseif:$kudlakAccept is "yes")[ [[Enter the cave room.|kudlakWhat]] ]](elseif:$kudlakDead is "yes")[[[Enter the cave room.|caveAfter]] ](elseif:$anselmDead is "yes")[[[Enter the cave room.|kudlakReward]] ] ]
[[Go back the other way.|wolfCave1]]
[[Menu|menu]] ](set:$state to "wolfCave3")
You enter a large room, well-lit by torches. Numerous werewolves stand growling around, and in the center, on a metal throne, one werewolf sits casually, his chin resting against his hand.
"Come on, then, and enter," he calls, sending the werewolves around him into jeering and louder snarls.
You walk into the room and he barks for silence.
"So, let me guess, Anselm sent you," Kudlak says. "There's no other reason someone would come right in and fight their way to me. Well, here's the thing. This doesn't involve you.
I defeated him. That might seem cruel to you, uncursed," his yellow eyes narrow, "but violence is our way. It's what we are. This is not a matter for outsiders, but Anselm has already dragged you into this. So, here's my offer.
You agree to go kill him," a chorus of jeers starts, "and I let you go free unharmed. I'll even let the sorry hides that went with him back into the caves again, forgiven. What say you? Surely it matters not which monster you kill, to an uncursed? And if you do, I'll reward you."
[[Attack Kudlak.|versuskudlak]]
[[Take Kudlak's offer.|kudlakAccept]]The fire of the torches crackles, and is the only sound in the room.
The werewolves stand around quietly watching you, but they make no move to attack.
[[Back.|wolfCave2]](set:$wolvesOver to "yes")
"Good work putting that sorry old dog down, uncursed," Kudlak says. He hands you something. "Now, be gone from my sight."
You obtained Wolf's Coat. (set:$inv's "Wolf's Coat" to 1)
[[Continue|wolfCave2]](set:$state to "versuskudlak")
(if:$kudlakDead is "no")[
"An-ill considered choice for you," Kudlak says, rising from his throne, with an almost lustful tone, "But I shall enjoy ripping your throat out with my teeth."
(Set:$foe to "Wolf-King Kudlak")
(Set:$foeHealth to 45)
(Set:$foeMaxHealth to 45)
(Set:$foeSkill1 to "Savange Fang")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Swift Claws")
(Set:$foeSkill3 to "Snarling Tackle")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 35)
(Set:$itemReward to "null")
[[Fight!|combat]]
(set:$kudlakDead to "yes")]
(else:)[Kudlak falls dead at your feet. The other werewolves in the room fall silent. They stand around and watch you, but seem to have no intention of attacking you.
(set:$liveForOthers to ($liveForOthers +5))
[[Continue|wolfCave2]] ]"Good, wise choice," Kudlak says. "Now go. And don't come back here until he's dead."
(set:$kudlakAccept to "yes")
[[Continue|wolfCave2]]"Is Anselm dead?" Kudlak says impatiently. "Then what are you doing here?"
[[Back.|wolfCave2]]{(Set:$typeDMG to $lilType)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)
(set:$damDisplay to ($cStrength+3))}
(if:$typeDMG is $immunity)[
Lilah strikes the $foe...but the $foe is immune to $typeDMG! ]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($weaponDMG*1.5))
(set:$dmgModifier to (ceil:$dmgModifier))}
Lilah strikes the $foe for $damDisplay damage!
The $foe is weak to $typeDMG! The $foe takes additional damage!
(Set:$foeHealth = $foeHealth - ($damDisplay + $dmgModifier)) ]
(else:)[
Lilah strikes the $foe for $damDisplay damage!
(Set:$foeHealth = $foeHealth - $damDisplay) ]
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victory]]
]
(else:)[
[[Continue|foeTurn]]
]Create an aura of which type?
(set:$howled to "yes")
[[Electric|lilElec]]
[[Fire|lilFire]]
[[Ice|lilIce]]
[[Force|lilForce]]Lilah performs an all-out, snarling leap at the enemy!
{(set:$lilDam to ($cStrength +3))
(set:$lilDam to ($lilDam *2))}
The $foe takes $lilDam damage!
(set:$foeHealth to ($foeHealth - $lilDam))
(set:$lilReck to "yes")
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victory]]
]
(else:)[
[[Continue|foeTurn]]
]Lilah gives a mournful howl, and an aura of electricity magic surrounds her!
(set:$lilType to "electric")
[[Continue|foeTurn]]Lilah gives a mournful howl, and an aura of fire magic surrounds her!
(set:$lilType to "fire")
[[Continue|foeTurn]]Lilah gives a mournful howl, and an aura of ice magic surrounds her!
(set:$lilType to "ice")
[[Continue|foeTurn]]Lilah gives a mournful howl, and an aura of force magic surrounds her!
(set:$lilType to "force")
[[Continue|foeTurn]]A bizarre, pearl-colored orb that hovers in the palm of your hand. It's covered in small, intricate lines that course with light.
[[Back.|inv]]The heart of a dead Balaur, ripped from its chest after its defeat, and a valuable magical item to lightning mages and other magic-users. It's...a little gross, you have to admit, but it's worth a fortune.
[[Back.|inv]]The smooth, curved horn of a barghest. Surprisingly cool to the touch.
[[Back.|inv]]A red, ornate fox-face mask.
Wearing it grants +10 MP.
(if:$maskOn is "no" and $class is "Mage")[Wear the Fox's Blessing?
[[Yes.|putonMask]] ](elseif:$maskOn is "yes")[You are currently wearing the mask.]
[[Back.|inv]]A thick, shaggy fur coat...wait, is this an actual werewolf's pelt?
It's thick and warm, regardless.
Wearing it grants +10 HP.
(if:$coatOn is "yes")[You are currently wearing it.](else:)[
Wear the Wolf's Coat?
[[Yes.|putonCoat]] ]
[[Back.|inv]]
(set:$coatOn to "yes")
(set:$maxHP to ($maxHP +10))
You put on the Wolf's Coat.
[[Continue|inv]](set:$maskOn to "yes")
(set:$maxMP to ($maxMP +10))
You put on the Kitsune's Blessing.
[[Continue|inv]]You eat a bread roll. It's a little weird in the middle of battle, but it's delicious. (if:$foe is not "Nephilim Dysdera")[$foe watches jealously.](else:)[Dysdera watches in mild disbelief.]
Your health was restored! (if:$companion is not "none")[$companion's health was restored!]
{(set:$currHP to $maxHP)
(set:$currMP to $maxMP)
(set:$cCurrHP to $cMaxHP)
(set:$cCurrMP to $cMaxMP)}
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ]
(else:)[ [[Continue|foeTurn]] ] ]
(else:)[ [[Continue|compTurn]] ](if:$compStatus is "dead")[
{(set:$cCurrHP to 2)
(set:$compStatus to "alive")}
$companion was revived!
$companion:
HP: $cCurrHP / $cMaxHP
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ]
(else:)[ [[Continue|foeTurn]] ] ]
(else:)[ [[Continue|compTurn]] ] ]
(else:)[There's no one to revive!
[[Back.|playerTurn]] ]Dysdera is unaffected!
(set:$chevaliYou to "no")
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[
[[Continue|foeSleeping]] ]
(else:)[ [[Continue|foeTurn]] ] ]
(else:)[ [[Continue|compTurn]] ] ] Dysdera is unaffected!
[[Continue|foeTurn]]You take her up on her offer.
When you awake, she is long gone from the clearing. You awaken feeling...not all that well-rested at all, actually.
(if:$class is "Mage")[You lost 5 MP. (if:$currMP - 5 > 0)[(set:$currMP to ($currMP - 5))]
(set:$liveForSelf to ($liveForSelf+2))
...It was worth it.]
(set:$metSucc to "yes")
[[Back.|succubus]]"Hmmph," she pouts. "You're no fun. Fine, though, I'm leaving before you change your mind and kill me."
She sulks off into the forest.
(set:$metSucc to "yes")
(Set:$liveForOthers to ($liveForOthers+1))
[[Back.|succubus]]The map looks like this:
<pre>
⇑ X X
X X X
X X X X X
X X X
X X ⎊
X
X
⇓
</pre>
[[Back.|inv]] (if:$theoTalkCount is > 3)[As you climb the silent mountain known as Silverwatch, you pause. It hits you with full force how crazy this is. You turn to Theo, and see him watching patiently for your cue.
He deserves to know, you think.
You say that you have something to tell him.
He stares at you. "No offense, $name, I'd love to hear it, but we're so close. I'm kinda wound up to see this through, you know? But I'd love to hear whatever it is after we're done."]
(else:)[As you climb the silent mountain known as Silverwatch, you pause.
Momentarily, it hits you with full force how crazy this is. How did you even end up here? It's not too late to flee...
...again, you think. No, you remind yourself, you're tired of running away.
Your hand tightens around $equippedWeapon. You're seeing this through.
What, honestly, do you have to lose?
Theo looks at you. "Are you ready to end this? Whatever lies ahead?" he says.]
[[Keep climbing.|mountainAscent]](if:$lilahTalkCount is > 3)[As you climb the silent mountain known as Silverwatch, you pause. It hits you with full force how crazy this is. You turn to Lilah, and see her standing nearby, watching patiently for your cue.
She deserves to know, you think.
You say that you have something to tell her.
She blinks, and scratches her jaw nervously. "We're really close to ending this," she says. "I'm really anxious to see this through, so would it be okay if we talked afterward instead?"]
(else:)[As you climb the silent mountain known as Silverwatch, you pause.
Momentarily, it hits you with full force how crazy this is. How did you even end up here? It's not too late to flee...
...again, you think. No, you remind yourself, you're tired of running away.
Your hand tightens around $equippedWeapon. You're seeing this through.
What, honestly, do you have to lose?
Lilah looks at you, flexing her claws. "Um, well, I guess this is it, yeah?" she says.]
[[Keep climbing.|mountainAscent]](if:$rowinTalkCount is > 3)[As you climb the silent mountain known as Silverwatch, you pause. It hits you with full force how crazy this is. You turn to Rowin, and see her standing nearby, sword in hand and cloak billowing in the mountain wind, watching patiently for your cue.
She deserves to know, you think.
You say that you have something to tell her.
She stares at you. "Can this wait, $name? Let's see this task through first, now that we're finally here."]
(else:)[As you climb the silent mountain known as Silverwatch, you pause.
Momentarily, it hits you with full force how crazy this is. How did you even end up here? It's not too late to flee...
...again, you think. No, you remind yourself, you're tired of running away.
Your hand tightens around $equippedWeapon. You're seeing this through.
What, honestly, do you have to lose?
Rowin looks at you. "Let's end this cursed night," she says, raising her sword.]
[[Keep climbing.|mountainAscent]](if:$sentryTalkCount is > 3)[As you climb the silent mountain known as Silverwatch, you pause. It hits you with full force how crazy this is. You turn to $companion, and see him standing with daggers in hand and cloak billowing in the mountain wind, watching patiently for your cue.
He deserves to know, you think.
You say that you have something to tell him.
"We're nearly there," $companion says. "I would love to hear it...after we finish this. I won't forget."]
(else:)[As you climb the silent mountain known as Silverwatch, you pause.
Momentarily, it hits you with full force how crazy this is. How did you even end up here? It's not too late to flee...
...again, you think. No, you remind yourself, you're tired of running away.
Your hand tightens around $equippedWeapon. You're seeing this through.
What, honestly, do you have to lose?
$companion stands nearby, his daggers in his hands, cloak billowing with the mountain wind. He looks at you. "Well. Shall we finish this?" he says.]
[[Keep climbing.|mountainAscent]]The man stares at you in silence as, suddenly, a red, slit-pupiled eye opens in the center of each of his wings. Then, after a moment, the wing eyes close.
(if:$liveForSelf > $liveForOthers)["Your words are empty when held against your actions," he says. "You yourself are no evidence of the ability to change for the better...you left what you did back in Arctus, and then continue to act selfishly here." He laughs. "What became of the real $name?"
](elseif:$liveForOthers > $liveForSelf)["Yes," he says. "I suppose you think yourself evidence of the potential to change, trying to do so much good after what you did in Arctus. Or perhaps you merely try to appease your guilt. $epithet..." he laughs. "What became of the real $name?" ](elseif:$liveForSelf is $liveForOthers)["Ah," he says. "Your actions suggest you are an interesting balance of selfishness and trying to serve others...yet perhaps you are still just trying to atone for your past. Driven by guilt..." he laughs. "Tell me, what became of the real $name?"]
Your heart pounds in your chest. It was easy, actually. Ridiculously easy. You, on the run from your petty crimes. And there $pro was, dying of $pos wounds on the battlefield. You made no more than eye contact before the $epithet died. It was always said the $epithet never showed $pos face...all you had to do was don the armor.
(if:$companion is not "none")[$companion watches you in confusion, saying, "What's he talking about?"]
Get a grip, you tell yourself. Get a grip.
[["This is beside the point."|versusDysdera]]The man stares at you in silence as, suddenly, a red, slit-pupiled eye opens in the center of each of his wings. Then, after a moment, the wing eyes close.
(if:$liveForSelf > $liveForOthers)["Yes," he says. "Your actions suggest you speak truly...After all, you left what you did back in Arctus, and then continue to act selfishly here." He laughs. "What became of the real $name?"
](elseif:$liveForOthers > $liveForSelf)["Yes," he says. "I suppose you are driven selfishly by guilt, trying to do so much good after what you did in Arctus. Or perhaps you merely try to appease your guilt. $epithet..." he laughs. "What became of the real $name?" ](elseif:$liveForSelf is $liveForOthers)["Ah," he says. "Your actions suggest you are an interesting balance of selfishness and trying to serve others...yet perhaps you are still just trying to atone for your past. Driven by guilt..." he laughs. "Tell me, what became of the real $name?"]
Your heart pounds in your chest. It was easy, actually. Ridiculously easy. You, on the run from your petty crimes. And there $pro was, dying of $pos wounds on the battlefield. You made no more than eye contact before the $epithet died. It was always said the $epithet never showed $pos face...all you had to do was don the armor.
(if:$companion is not "none")[$companion watches you in confusion, saying, "What's he talking about?"]
Get a grip, you tell yourself. Get a grip.
[["This is beside the point."|versusDysdera]](Set:$state to "versusDysdera")
(if:$bossKilled is "no")["This //is// the point," he insists in a low, cold tone. "I have brought an unending night, and in this darkness I will watch this world devour itself. And after all is quiet, I will remake Eritan as I see fit...or perhaps I will leave it barren. Perhaps that is more fitting. I could even move on to the other continents..."
His wings spread wide, and he gently alights on the ground. Where his feet touch, the ground instantly freezes. The red eyes on his wings fly open, and black armor materializes on his body.
"Well," he says, "perhaps you will put an end to my miserable existence instead. Do you think yourself strong enough to kill me, Dysdera, of the forbidden cross-breed?"
{(Set:$foe to "Nephilim Dysdera")
(Set:$foeHealth to 100)
(Set:$foeMaxHealth to 100)
(Set:$foeSkill1 to "Cutting Despair")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Freezing Wave")
(Set:$foeSkill3 to "Ice Shard")
(Set:$fskill2DMG to 10)
(Set:$fskill3DMG to 10)
(Set:$XPreward to 50)
(Set:$itemReward to "null")
(set:$bossKilled to "yes")}
A sword forms in his hand. "I don't care one way or the other. Let us end this and see the outcome for ourselves."
[[Fight!|combat]] ](else:)[Dysdera struggles to stand, wings drooping. He collapses to his knees.
"Kill me," he says.
[[Draw Amra's Sorrow and use it.|useAmra]]
[[Kill him on the spot.|killDysdera]] ]You draw the magic dagger Amra's Sorrow, and pierce the skin of Dysdera's back. Amra's Sorrow disintegrates into ashes in your hand, and Dysdera collapses to the ground, screaming.
"What--have..." he gasps.
Dysdera erupts into a ball of light...and when it fades, there is a nude man with long black hair lying on the ground. His wings and mask have disappeared; there is already a scar on his back where you used the dagger. He is breathing.
He pulls himself to his feet with great effort, looking at his hands, and then, in horror, to you.
"How...?" he whispers. "A human? Killing me would have been more merciful." He feels his face, now mask-less. "I do not deserve anyone's mercy, but..."
He looks forward, fighting panic, whispering, "What do I do now?"
[["You could start with some clothes."|mercy]]
(if:$companion is not "Rowin")[ [["Not my problem."|leave]] ](else:)[ [["Not my problem."|rowindescend2]] ]
(if:$class is "Mage")[You lift a hand and strike him down with $spell1.](elseif:$class is "Warrior")[You lift $equippedWeapon high and strike him down.](else:)[You draw $equippedWeapon and strike him down.]
"Than...k..." he whispers, lying on the ground.
A resounding crack echoes overhead. As you look up, the darkness of the night sky begins to fade, like fog clearing from a mirror, with the bright blue sky and sun behind it. You find yourself and the forest around you engulfed in broad daylight. Dysdera's sightless eyes, face and wings alike, gaze up into the sun.
(if:$companion is "Lilah")[You turn to Lilah and find yourself speaking to a blonde elf woman. "I'm back!" she says, near tears. "I'm back."](elseif:$companion is "Rowin")[Rowin surveys the sky, and looks to you with a wide grin. "You did it!" she exclaims.](elseif:$companion is "Theo")[Theo looks around, and then smiles at you. "Well, look at that," he says.](elseif:$companion is "Sentry-9" or $companion is "Adrian" or $companion is "Cyril" or $companion is "Thomas")[$companion surveys the sky and looks around the day-lit mountaintop.]
(if:$companion is not "Rowin")[ [["Time to report back to Artemir."|descendDead]] ](else:)[ [["Time to report back to Artemir."|descendRowin]] ]You unfasten your cloak and hand it to Dysdera. Speechless, he takes it from you and puts it on himself.
(if:$companion is not "none")[$companion stares at you in surprise. "You spared him?"]
A resounding crack echoes overhead. As you look up, the darkness of the night sky begins to fade, like fog clearing from a mirror, with the bright blue sky and sun behind it. You find yourself and the forest around you engulfed in broad daylight.
(if:$companion is "Lilah")[You turn to Lilah and find yourself speaking to a blonde elf woman. "I'm back!" she says, near tears. "I'm back."](elseif:$companion is "Rowin")[Rowin surveys the sky, and looks to you with a wide grin. "You did it!" she exclaims.](elseif:$companion is "Theo")[Theo looks around, and then smiles at you. "Well, look at that," he says.](elseif:$companion is "Sentry-9" or $companion is "Adrian" or $companion is "Cyril" or $companion is "Thomas")[$companion surveys the sky and looks around the day-lit mountaintop.]
You look to Dysdera(if:$companion is not "none")[ and $companion].
"Well," you say, "Time to report back to Artemir that the crisis is over. And as for you, Dysdera...
(if:$companion is not "Rowin")[ [[...I'm turning you in when we get to Anurion."|turnIn]] ](else:)[ [[...I'm turning you in when we get to Anurion."|turnRowin]] ]
(if:$companion is not "Rowin")[ [[...I'm keeping you with me, and I'll be watching you."|keep]] ](else:)[ [[...I'm keeping you with me, and I'll be watching you,"|keepRowin]] ]A resounding crack echoes overhead. As you look up, the darkness of the night sky begins to fade, like fog clearing from a mirror, with the bright blue sky and sun behind it. You find yourself and the forest around you engulfed in broad daylight.
(if:$companion is "Lilah")[You turn to Lilah and find yourself speaking to a blonde elf woman. "I'm back!" she says, near tears. "I'm back."](elseif:$companion is "Rowin")[Rowin surveys the sky, and looks to you with a wide grin. "You did it!" she exclaims.](elseif:$companion is "Theo")[Theo looks around, and then smiles at you. "Well, look at that," he says.](elseif:$companion is "Sentry-9" or $companion is "Adrian" or $companion is "Cyril" or $companion is "Thomas")[$companion surveys the sky and looks around the day-lit mountaintop.]
You begin the walk down the mountainside to return to Anurion.
(if:$companion is "Theo")["So," Theo says, "all that stuff about you stealing the $epithet's identity...that was true?" He takes in the silence for a moment. Then he says, "Look, I want you to know that whatever you did in your past...I've seen you here. I know you're a good person at the heart of it. And that's what matters to me, okay?"](elseif:$companion is "Lilah")["$name..." Lilah says. "You stealing the $epithet's identity. Is...that what you'd wanted to tell me about?" She takes in the silence for a moment. "Look, I don't know what you did before. But I've seen you in action and I know you're a good person. So...I'm still sticking with you, okay? It doesn't change much."](elseif:$companion is "Sentry-9" or $companion is "Thomas" or $companion is "Adrian" or $companion is "Cyril")[$companion looks to you curiously. "$name," he says. "You are truly not the $epithet?" He takes in the silence for a moment. "Regardless," he says, "I know you to be a hero. I am still honored to fight by your side."]
[[Return to Anurion.|anurionAbandoned]]Dysdera nods stiffly. You lead him down the mountain.
(if:$companion is "Theo")["So," Theo says, "all that stuff about you stealing the $epithet's identity...that was true?" He takes in the silence for a moment. Then he says, "Look, I want you to know that whatever you did in your past...I've seen you here. I know you're a good person at the heart of it. And that's what matters to me, okay?"](elseif:$companion is "Lilah")["$name..." Lilah says. "You stealing the $epithet's identity. Is...that what you'd wanted to tell me about?" She takes in the silence for a moment. "Look, I don't know what you did before. But I've seen you in action and I know you're a good person. So...I'm still sticking with you, okay? It doesn't change much."](elseif:$companion is "Sentry-9" or $companion is "Thomas" or $companion is "Adrian" or $companion is "Cyril")[$companion looks to you curiously. "$name," he says. "You are truly not the $epithet?" He takes in the silence for a moment. "Regardless," he says, "I know you to be a hero. I am still honored to fight by your side."]
[[Return to Anurion.|anurionTurnIn]]Dysdera nods stiffly. You lead him down the mountain.
(if:$companion is "Theo")["So," Theo says, "all that stuff about you stealing the $epithet's identity...that was true?" He takes in the silence for a moment. Then he says, "Look, I want you to know that whatever you did in your past...I've seen you here. I know you're a good person at the heart of it. And that's what matters to me, okay?"](elseif:$companion is "Lilah")["$name..." Lilah says. "You stealing the $epithet's identity. Is...that what you'd wanted to tell me about?" She takes in the silence for a moment. "Look, I don't know what you did before. But I've seen you in action and I know you're a good person. So...I'm still sticking with you, okay? It doesn't change much."](elseif:$companion is "Sentry-9" or $companion is "Thomas" or $companion is "Adrian" or $companion is "Cyril")[$companion looks to you curiously. "$name," he says. "You are truly not the $epithet?" He takes in the silence for a moment. "Regardless," he says, "I know you to be a hero. I am still honored to fight by your side."]
[[Return to Anurion.|anurionKeep]]You enter Anurion to a bright city of shouting and cheering citizens. Children run laughing past. People stand with overflowing mugs of ale drinking in the middle of the streets.
When you reach Artemir's palace, he is standing outside with his attendents, looking up with a smile at the sky. (if:$drankWithHath is "yes")[You are surprised to see that Hatharol is with him, grasping Artemir's arm. They disentwine when you approach.]
"You have succeeded in your task, clearly," Artemir says grandly. "What did you find?"
(set:$ending to "Mercenary")
You thrust Dysdera forward, who does not fight you.
"I found a nephilim," you explain. "who is no longer a nephilim, thanks to your dagger."
Surprise flashes across the faces of Artemir and several of the other elves, but Artemir regains his composure instantly. With a nod from Artemir, several elven guards appear and drag Dysdera away; he yields silently to their lead.
"You fought bravely," Artemir says. "Anurion...and all of Eritan...is in your debt, hero $name, $epithet." He bows to you, and all of the elves present in his courtyard follow suit.
"I know not what your plans are, but you are welcome to stay in Anurion for as long you like, honored guest," Artemir says when he rises. "For now, please partake in the celebrations, if you so desire. You earned it, after all."
[[Continue|endNoDysdera]]You enter Anurion to a bright city of shouting and cheering citizens. Children run laughing past. People stand with overflowing mugs of ale drinking in the middle of the streets.
(set:$ending to "Mercy")
When you reach Artemir's palace, he is standing outside with his attendents, looking up with a smile at the sky. (if:$drankWithHath is "yes")[You are surprised to see that Hatharol is with him, grasping Artemir's arm. They disentwine when you approach.]
"You have succeeded in your task, clearly," Artemir says grandly. "What did you find?"
You look briefly at Dysdera, who stands silently beside you.
"A demon," you say. "But it's dead now."
Surprise flashes briefly in Dysdera's eyes.
"You fought bravely," Artemir says. "Anurion...and all of Eritan...is in your debt, hero $name, $epithet." He bows to you, and all of the elves present in his courtyard follow suit.
"I know not what your plans are, but you are welcome to stay in Anurion for as long you like, honored guest," Artemir says when he rises. "For now, please partake in the celebrations, if you so desire. You earned it, after all."
[[Continue|endWithDysdera]](if:$companion is "Theo")["So," Theo says, "all that stuff about you stealing the $epithet's identity...that was true?" He takes in the silence for a moment. Then he says, "Look, I want you to know that whatever you did in your past...I've seen you here. I know you're a good person at the heart of it. And that's what matters to me, okay?"](elseif:$companion is "Lilah")["$name..." Lilah says. "You stealing the $epithet's identity. Is...that what you'd wanted to tell me about?" She takes in the silence for a moment. "Look, I don't know what you did before. But I've seen you in action and I know you're a good person. So...I'm still sticking with you, okay? It doesn't change much."](elseif:$companion is "Sentry-9" or $companion is "Thomas" or $companion is "Adrian" or $companion is "Cyril")[$companion looks to you curiously. "$name," he says. "You are truly not the $epithet?" He takes in the silence for a moment. "Regardless," he says, "I know you to be a hero. I am still honored to fight by your side."]
[[Return to Anurion.|anurionDead]]You enter Anurion to a bright city of shouting and cheering citizens. Children run laughing past. People stand with overflowing mugs of ale drinking in the middle of the streets.
(set:$ending to "Justice")
When you reach Artemir's palace, he is standing outside with his attendents, looking up with a smile at the sky. (if:$drankWithHath is "yes")[You are surprised to see that Hatharol is with him, grasping Artemir's arm. They disentwine when you approach.]
"You have succeeded in your task, clearly," Artemir says grandly. "What did you find?"
You explain that you fought and killed the nephilim who was responsible.
Surprise flashes across the faces of Artemir and several of the other elves, but Artemir regains his composure instantly.
"You fought bravely," Artemir says. "Anurion...and all of Eritan...is in your debt, hero $name, $epithet." He bows to you, and all of the elves present in his courtyard follow suit.
"I know not what your plans are, but you are welcome to stay in Anurion for as long you like, honored guest," Artemir says when he rises. "For now, please partake in the celebrations, if you so desire. You earned it, after all."
[[Continue|endNoDysdera]]You enter Anurion to a bright city of shouting and cheering citizens. Children run laughing past. People stand with overflowing mugs of ale drinking in the middle of the streets.
When you reach Artemir's palace, he is standing outside with his attendents, looking up with a smile at the sky. (if:$drankWithHath is "yes")[You are surprised to see that Hatharol is with him, grasping Artemir's arm. They disentwine when you approach.]
(set:$ending to "Indifference")
"You have succeeded in your task, clearly," Artemir says grandly. "What did you find?"
"I found a nephilim," you explain. "but your dagger turned him human. He's too weak to be a threat now."
Surprise flashes across the faces of Artemir and several of the other elves, but Artemir regains his composure instantly.
"You fought bravely," Artemir says. "Anurion...and all of Eritan...is in your debt, hero $name, $epithet." He bows to you, and all of the elves present in his courtyard follow suit.
"I know not what your plans are, but you are welcome to stay in Anurion for as long you like, honored guest," Artemir says when he rises. "For now, please partake in the celebrations, if you so desire. You earned it, after all."
[[Continue|endNoDysdera]]You found yourself some hours later standing outside of the tavern, the Dead Dog Inn, for a breath of fresh air, holding a flask in your hand--your fourth so far, or fifth? You sway a little on your feet.
The sun is burning out into sunset now, and stars are beginning to glimmer in the apex of the sky--a natural, and hopefully temporary, night. The people of Anurion don't seem to have noticed; you can still hear loud voices and laughter, though the bulk of the crowds seem to have relocated indoors.
(if:$companion is not "none")[
(if:$companion is "Rowin")[Rowin exits the tavern and sees you standing by the entrance.
"Oh, there you are," she says. "You're really missing out, Artemir's singing in there. Actually, maybe not. You probably wouldn't be able to look at him the same after." She looks up at the sunset.
"Look...I don't know who you really are. Or, I don't know, were. But as far as I'm concerned, you're an okay person." She laughs. "I hear people calling you the Hero of Eritan now. And, listen, about the future...if you're ever looking to take on some other crazy mission, I hope you'll consider finding me again," Rowin tells you.
"For now...what are your plans?"](elseif:$companion is "Theo")[Theo wanders out of the tavern and notices you.
"Oh, hey," he says, "Was wondering where you were. It's a real party in there, people are calling you the Hero of Eritan now." He lights a cigarette. "Sounds pretty accurate to me."
Theo looks at you, takes a long drag. "So...I've enjoyed accompanying you this far. But I don't want to assume...what's on the menu for you now, anyway?"](elseif:$companion is "Lilah")[Lilah walks out of the tavern and sees you.
"Oh! $name! Or...whatever your name is really, I guess," she says, giggling. Her face is flushed, and she seems a bit tipsy, but you realize you're not so steady at the moment yourself.
"I was wondering," she says, "what are you plans now? Now that you've solved the night problem. People are in there calling you the Hero of Eritan!"](else:)[$companion walks out of the tavern and notices you.
"Ah, there you are, I was wondering," $companion says. "Needed a break from the party? I came out here for the same."
He surveys the sunset for a long moment.
"I never thought I'd want to travel with other people," he says. "And I'd be perfectly happy to return to working alone. But, I was wondering...what do you plan to do now?"]
That's a good question, you suppose. All this time, you hadn't really thought that far ahead.
You look at your armor, at $equippedWeapon, and at $companion, who stands waiting. Hero of Eritan, huh?
(if:$ending is "Justice")[
You smile.
"Let's find another job," you say. "There are always monsters to kill, I guess." You could grow into this role well, you think.](elseif:$ending is "Indifference")[You're not sure, ultimately. You did succeed with this dangerous mission, and it earned you enough to survive...Perhaps this line of work would be your best option.
"Let's find another job," you say.](elseif:$ending is "Mercenary")[That's a title you really like the sound of. There are always people willing to pay good silver for help, and now you've got a growing reputation here...You grin.
"Let's find another job," you say.]
(if:$companion is "Rowin")[Rowin grins. "I like the sound of this."](elseif:$companion is "Theo")[Theo smiles, saying, "Let's do it."](elseif:$companion is "Lilah")["All right," Lilah laughs. "Let's do this."](else:)[$companion nods his head. "I'd like that," he says.]
"But first," you yawn, "let's get some sleep."
You shuffle into the tavern.
You look forward to seeing your first sunrise in Eritan.](else:)[You wonder now for the first time what lies ahead for you here. You look at your armor, and then at $equippedWeapon. You watch a laughing couple walk past. For the first time, you feel a sense of purpose.
You already knew exactly what you plan to do, you realize. There's always another job: monsters to kill, people who need help. You'll set out to find a new mission to complete...after you get some sleep. You shuffle into the tavern, looking forward to seeing your first sunrise in Eritan.]
[[End|end]]You found yourself some hours later standing outside of the tavern, the Dead Dog Inn, for a breath of fresh air, holding a flask in your hand--your fourth so far, or fifth? You sway a little on your feet.
The sun is burning out into sunset now, and stars are beginning to glimmer in the apex of the sky--a natural, and hopefully temporary, night. The people of Anurion don't seem to have noticed; you can still hear loud voices and laughter, though the bulk of the crowds seem to have relocated indoors.
Dysdera stands quietly beside you, now fully clothed. He's holding a mug of ale in both hands and regarding it with a look somewhere between caution and bewilderment.
(if:$companion is not "none")[
(if:$companion is "Rowin")[Rowin exits the tavern and sees you standing by the entrance.
"Oh, there you are," she says. "You're really missing out, Artemir's singing in there. Actually, maybe not. You probably wouldn't be able to look at him the same after." She looks up at the sunset.
"Look...I don't know who you really are. Or, I don't know, were. But as far as I'm concerned, you're an okay person." She laughs. "I hear people calling you the Hero of Eritan now. And, listen, about the future...if you're ever looking to take on some other crazy mission, I hope you'll consider finding me again," Rowin tells you.
"For now...what are your plans?" She shoots a quick glance toward Dysdera. "And...I mean, him..."](elseif:$companion is "Theo")[Theo wanders out of the tavern and notices you.
"Oh, hey," he says, "Was wondering where you were. It's a real party in there, people are calling you the Hero of Eritan now." He lights a cigarette. "Sounds pretty accurate to me."
Theo looks at you, takes a long drag. "So...I've enjoyed accompanying you this far. But I don't want to assume...what's on the menu for you now, anyway?" He lifts his cigarette again, and looks at Dysdera. "And, what are you going to do with him?"](elseif:$companion is "Lilah")[Lilah walks out of the tavern and sees you.
"Oh! $name! Or...whatever your name is really, I guess," she says, giggling. Her face is flushed, and she seems a bit tipsy, but you realize you're not so steady at the moment yourself.
She looks at Dysdera. "You know, you don't seem so scary now. You're...confused, and you look kinda scared." Dysdera looks like he might say something, but looks away, into his mug, and you swear you could see his face flush slightly.
"I was wondering," Lilah says, "what are you plans now? Now that you've solved the night problem. People are in there calling you the Hero of Eritan!"](else:)[$companion walks out of the tavern and notices you.
"Ah, there you are, I was wondering," $companion says. "Needed a break from the party? I came out here for the same."
He surveys the sunset for a long moment.
"I never thought I'd want to travel with other people," he says. "And I'd be perfectly happy to return to working alone. But, I was wondering...what do you plan to do now? And him..." $companion looks at Dysdera. "What are his plans?"
"I remain with $name," Dysdera says quietly. "I have nowhere else to go."]
That's a good question, you suppose. All this time, you hadn't really thought that far ahead.
You look at your armor, at $equippedWeapon, and at $companion and Dysdera, who stand watching you. Hero of Eritan, huh?
You smile.
"Let's find another job," you say. "There are always people who need help, I guess. And Dysdera's kind of my responsibility now. He's coming with me, I guess, so I can keep an eye on him."
(if:$companion is "Rowin")[Rowin grins. "I like the sound of this."](elseif:$companion is "Theo")[Theo smiles, saying, "Let's do it."](elseif:$companion is "Lilah")["All right," Lilah laughs. "Let's do this."](else:)[$companion nods his head. "I'd like that," he says.]
Dysdera says nothing, but for a fraction of a moment, you see...something in his face, some mildly positive emotion, before it becomes cool and blank.
"But first," you yawn, "let's get some sleep."
You shuffle into the tavern.
You look forward to seeing your first sunrise in Eritan.](else:)[You wonder now for the first time what lies ahead for you here. You look at your armor, and then at $equippedWeapon. You watch a laughing couple walk past. For the first time, you feel a sense of purpose.
You already knew exactly what you plan to do, you realize. There's always another job: monsters to kill, people who need help. You'll set out to find a new mission to complete...after you get some sleep. You shuffle into the tavern, looking forward to seeing your first sunrise in Eritan.]
[[End|end]]=><=
☀
NIGHTBOUND
^^by ProP (2017)^^
(set:$gamebeat to "yes")
Final level: $level
Final silver: $silver
Alignment: (if:$liveForSelf > $liveForOthers)[chaotic neutral](elseif:$liveForSelf < $liveForOthers)[chaotic good](else:)[indeterminate]
Companion's opinion of $name: (if:$companion is "none")[N/A](elseif:$companion is "Lilah")[(if:$lilahTalkCount is 4)[positive](else:)[neutral]](elseif:$companion is "Rowin")[(if:$rowinTalkCount is 4 and $apologized is "yes")[positive](else:)[neutral]](elseif:$companion is "Theo")[(if:$theoTalkCount is 4 and $cClass is "Phonomagus")[positive](else:)[neutral]](else:)[(if:$companion is "Adrian" or $companion is "Cyril" or $companion is "Thomas")[positive](elseif:$sentryApprove is > 5 and $sentryApprove is <15)[neutral](else:)[negative]]
Ending: $ending
=><=
[[Play again?|title]]{(set:$cMaxHP to ($cMaxHP +15))
(set:$cCurrHP to $cMaxHP)
(set:$cMaxMP to ($cMaxMP +15))
(set:$cCurrMP to $cMaxMP)
(set:$cClass to "Phonomagus")}
"That record!" Theo gasps as you examine the smooth stone disc handed to you by the sobek. "That's the one I've been looking for...could I?"
You hand the record to Theo.
Theo uses the power of the indie alternative to upgrade his class!
Theo became a Phonomagus and received a boost to his stats.
(set:$theoApprove to ($theoApprove + 5))
[[Continue|anurionWest]](set:$barghestSell to ($barghestSell -1))
(set:$inv's "Barghest Horn" to $barghestSell)
(set:$silver to ($silver + 30))
Sold.
(link: "Okay.")[(goto: $shop)](set:$whiteSell to ($whiteSell -1))
(set:$inv's "White Orb" to $whiteSell)
(set:$silver to ($silver + 65))
Sold.
(link: "Okay.")[(goto: $shop)](set:$albumSell to ($albumSell -1))
(set:$inv's "Rare Album" to $albumSell)
(set:$silver to ($silver + 95))
Sold.
(link: "Okay.")[(goto: $shop)]A smooth, disc-shaped stone. You know it's enchanted to be embued with music that can later be played, but you don't know how to play it.
It's worth a lot, though.
[[Back.|inv]]You attack by swinging your staff! The $foe takes 2 damage!
(set:$foeHealth to ($foeHealth - 2))
(if:$chevaliYou is "yes")[The $demon at your side uses $demonMove for $demonDam damage! The $demon disappears.(set:$chevaliYou to "no")
(set:$foeHealth to ($foeHealth - $demonDam))]
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victory]]
]
(else:)[
(if:$companion is "none" or $compStatus is "dead")[
(if:$foeSleeping is "yes")[ [[Continue|foeSleeping]] ](else:)[ [[Continue|foeTurn]] ] ](else:)[ [[Continue|compTurn]] ]
]Rowin stops you.
"$name," Rowin says. "What Dysdera said...you're not the real $epithet? It's true?"
She takes in the silence for a moment. "I...feel lied to, I'll be honest. I know you to be capable of being a genuinely good person, but. I...who are you really?" She shakes her head. "It doesn't matter, I suppose, I just...don't know if I can keep accompanying you. I'm sorry."
[["Does it really matter? I just ending the endless night over Eritan."|doesntmatter]]
[["No, I'm the one who should be apologizing. I'm sorry I lied to you, Rowin."|apologize]]"I suppose you're right," Rowin says. "We should return."
(set:$apologized to "no")
[[Continue|descendDead]]"Thank you, $name. Uh, I mean...I suppose I'll just keep calling you that. Whatever your reasons for hiding your identity...you seem a good person still to me," she says.
(set:$apologized to "yes")
[[Continue|descendDead]]Rowin stops you.
"$name," Rowin says. "What Dysdera said...you're not the real $epithet? It's true?"
She takes in the silence for a moment. "I...feel lied to, I'll be honest. I know you to be capable of being a genuinely good person, but. I...who are you really?" She shakes her head. "It doesn't matter, I suppose, I just...don't know if I can keep accompanying you. I'm sorry."
[["Does it really matter? I just ending the endless night over Eritan."|doesntmatter2]]
[["No, I'm the one who should be apologizing. I'm sorry I lied to you, Rowin."|apologize2]]"I suppose you're right," Rowin says. "We should return."
(set:$apologized to "no")
[[Continue|leave]]"Thank you, $name. Uh, I mean...I suppose I'll just keep calling you that. Whatever your reasons for hiding your identity...you seem a good person still to me," she says.
(set:$apologized to "yes")
[[Continue|leave]]Rowin stops you.
"$name," Rowin says. "What Dysdera said...you're not the real $epithet? It's true?"
She takes in the silence for a moment. "I...feel lied to, I'll be honest. I know you to be capable of being a genuinely good person, but. I...who are you really?" She shakes her head. "It doesn't matter, I suppose, I just...don't know if I can keep accompanying you. I'm sorry."
[["Does it really matter? I just ending the endless night over Eritan."|doesntmatter3]]
[["No, I'm the one who should be apologizing. I'm sorry I lied to you, Rowin."|apologize3]]Rowin stops you.
"$name," Rowin says. "What Dysdera said...you're not the real $epithet? It's true?"
She takes in the silence for a moment. "I...feel lied to, I'll be honest. I know you to be capable of being a genuinely good person, but. I...who are you really?" She shakes her head. "It doesn't matter, I suppose, I just...don't know if I can keep accompanying you. I'm sorry."
[["Does it really matter? I just ending the endless night over Eritan."|doesntmatter4]]
[["No, I'm the one who should be apologizing. I'm sorry I lied to you, Rowin."|apologize4]]"I suppose you're right," Rowin says. "We should return."
(set:$apologized to "no")
[[Continue|turnIn]]"Thank you, $name. Uh, I mean...I suppose I'll just keep calling you that. Whatever your reasons for hiding your identity...you seem a good person still to me," she says.
(set:$apologized to "yes")
[[Continue|turnIn]]"I suppose you're right," Rowin says. "We should return."
(set:$apologized to "no")
[[Continue|keep]]"Thank you, $name. Uh, I mean...I suppose I'll just keep calling you that. Whatever your reasons for hiding your identity...you seem a good person still to me," she says.
(set:$apologized to "yes")
[[Continue|keep]]