Hello, there!
Nice night for a walk, amirite?
Before we get started, of course, I have a few questions for you...
The first question: ready?
[[Why else would I be here? | Start2 ]]
[[Nope | End1 ]]
All right, here we go. Let's figure out your class.
Mages are magic-users; no surprise there. Mages in Eritan are respected, if a little feared. It's not uncommon to meet folks who know a spell or two, but a full-on mage with real knowledge and arcane skill...well, most people get a bit edgy around someone who can set your arm on fire with a few words and a moment's concentration. Mages have the lowest defense but learn a great variety of spells.
Warriors know their way around swords, maces, axes, hammers, flails, large sharpened sticks...basically, if there's a weapon that can do hella damage, these guys know how to use it, and intimidatingly well. Those with the experience and skill of a true warrior are valued in Eritan, and often find work as mercenaries or in the employ of nobles. Warriors have the highest defense.
Rogues are quiet, often unassuming, and fast as hell. If you want something done--something that stays off the books--the best rogues of Eritan are your best bet. Rogues specialize in speed and archery, and no one's as at home in the shadows as a rogue. Their speed allows them to always go first in combat, and have mid-range defense.
Now, which of these sounds like you?
[[Mage|mageChosen]]
[[Warrior |warChosen]]
[[Rogue |rogueChosen]]
Oh, uh.
...See you? I guess?
GAME OVER{(Set:$class to "rogue")
(set:$equippedWeapon to "Mourning Bow")
(Set:$weaponDMG to 3)}
Good choice. You will be a rogue:
Known Skills: Evade, Deadeye, Low Blow
{(Set:$skill1 to "Stealthy Strike")
(Set:$skill2 to "Deadeye")
(Set:$skill3 to "Low Blow")}
{(Set:$maxHP = 25)
(Set:$currHP =25)
(Set:$maxSP=15)
(Set:$currSP=15)
(Set:$SPLabel to "STM")
(Set:$skill1DMG to 6)
(Set:$skill1cost to 5)
(set:$skill2DMG to 5)
(Set:$skill2cost to 5)
(Set:$skill3DMG to 5)
(Set:$skill3cost to 5)
(Set:$skill1txt to "You attack from the shadows!")
(Set:$skill2txt to "You fire an arrow with deadly accuracy.")
(Set:$skill3txt to "You deliver an ungentlemanly blow!")}
HP: 25/25
STM: 15/15
[[Okay.|Start3]]{(set: $class to "mage")
(set:$equippedWeapon to "Baleful Staff")
(Set:$weaponDMG to 2)}
Good choice. You will be a mage:
{(set:$skill1 to "Flames")
(set:$skill2 to "Sparks")
(Set:$skill3 to "Frost")
(Set:$skill1DMG to 6)
(Set:$skill1cost to 5)
(set:$skill2DMG to 5)
(Set:$skill2cost to 5)
(Set:$skill3DMG to 5)
(Set:$skill3cost to 5)
(Set:$skill1txt to "You raise your hand and release a tiny jet of flame!")
(Set:$skill2txt to "You raise your hand and release a shower of sparks!")
(Set:$skill3txt to "You raise your hand and cast an icy wind!")}
Known Skills: Flames, Sparks, Frost
{(set:$maxHP to 20)
(Set:$currHP to 20)
(set:$maxSP to 20)
(Set:$currSP to 20)
(Set:$SPLabel to "MAG")}
HP: 20/20
MAG: 20/20
[[Okay.|Start3]]{(Set:$class to "warrior")
(set:$equippedWeapon to "Sorrowful Sword")
(Set:$weaponDMG to 3)}
Good choice. You will be a warrior:
{(Set:$skill1 to "Rally")
(Set:$skill2 to "Bold Strike")
(Set:$skill3 to "Merciless Blow")}
Known Skills: Rally, Bold Strike, Merciless Blow
{(Set:$maxHP to 25)
(Set:$currHP to 25)
(Set:$maxSP to 10)
(Set:$currSP to 10)
(Set:$SPLabel to "STM")
(Set:$skill1DMG to 8)
(Set:$skill1cost to 5)
(set:$skill2DMG to 5)
(Set:$skill2cost to 5)
(Set:$skill3DMG to 6)
(Set:$skill3cost to 5)
(Set:$skill1txt to "You summon all of your courage and strength to strike a blow.")
(Set:$skill2txt to "You move to strike quick and true.")
(Set:$skill3txt to "You deal a full-strength, vicious blow!")}
HP: 25/25
STM: 10/10
[[Okay.|Start3]]
Next question, then: will you be playing a male, or a female?
[[Male|startMale]]
[[Female|startFem]]
{(set:$name to "Alder")
(Set:$pronounC to "He")
(Set:$pronoun to "he")
(Set:$pos to "his")
(Set:$posC to "His")
(Set:$them to "him")}
All right.
[[I'm ready to start.|Begin]]{(set:$name to "Aspen")
(Set:$pronounC to "She")
(Set:$pronoun to "she")
(Set:$pos to "her")
(Set:$posC to "Her")
(Set:$them to "her")}
All right.
[[I'm ready to start.|Begin]]{(set:$level=1)
(set:$currXP to 0)
(set:$maxXP to 10)
(set:$companion to "null")
(set:$state="Begin")
(set:$location="null")
(Set:$marlBackstory to 0)
(Set:$mTalkCount to 0)
(Set:$lTalkCount to 0)
(Set:$daeTalkCount to 0)
(Set:$lichApproval to 5)
(Set:$marLoveCount to 0)
(Set:$bestiary to (datamap:"Spideer",0,"Restless Ghost",0,"Northern Venomcat",0,"Mud Lurker",0,"Doppelgänger",0,"Hivernal Owl",0,"Highwayman",0,"Highwayman Leader",0,"Sundog",0,"Renegade Bloodmage",0,"Demon Astoriel",0,"Great Bear",0,"Knight-Paladin Erimund",0,"Balaur",0,"Demon Nerva",0,"Ossifrage",0))
(set:$inv to (datamap:"Health Potions",0,"Dracobane",0,"Mourning Bow",0,"Baleful Staff",0,"Sorrowful Sword",0,"Alcuin's Horn",0,"Venomcat Pelt",0,"Poison Antler Shard",0,"Phantom Spideer",0,"Spideer Hornbow",0,"Venompoint",0,"Vegetable Stew",0,"Mud Lurker Scales",0,"Mud Lurker Shell Fragment",0,"Noble Clothes",0,"Spirit Bolt",0,"Soultree Bow",0,"Dawnbreak",0,"Mudshell Blade",0,"Northwilds Bow",0,"Firebolt",0,"Arcstorm",0,"Screaming Bow",0,"Traveler's Attire",0,"Rusted Relic",0,"White Feather",0,"Silver Charm",0,"Westbay Mead",0,"Sundog Tooth",0,"Bloodmage Phylactery",0,"Leather Cap",0,"Astoriel's Phylactery",0,"Sundog's Bark",0,"Tristesse",0,"Bleak Winds",0,"Gossipy Pamphlet",0,"Holy Griffon",0,"Erimund's Note",0,"Balaur Heart",0,"Círonor's Book",0,"Blind Justice",0,"Lightsinger",0,"Judgment",0))
(set:$alasInv to (datamap:"Spirit Bolt",1,"Soultree Bow",1,"Dawnbreak",1,"Mudshell Blade",1,"Northwilds Bow",1,"Firebolt",1,"Arcstorm",1,"Screaming Bow",1))
(set:$cyrusInv to (datamap:"Sundog's Bark",1,"Health Potions",1,"Tristesse",1,"Bleak Winds",1,"Gossipy Pamphlet",1))
(set:$kimiInv to (datamap:"Health Potions",3,"Círonor's Book",1,"Blind Justice",1,"Lightsinger",1,"Judgment",1))
(Set:$weapType to (datamap:"Mourning Bow","null","Baleful Staff","null","Sorrowful Sword","null","Dracobane","spirit","Spideer Hornbow","poison","Venompoint","poison","Soultree Bow","spirit","Mudshell Blade","null","Dawnbreak","fire","Northwilds Bow","ice","Screaming Bow","null","Sundog's Bark","fire","Tristesse","electric","Blind Justice","null","Lightsinger","null"))
(Set:$skillType to (datamap:"Flames","fire","Sparks","electric","Frost","ice","Rally","null","Bold Strike","null","Merciless Blow","null","Stealthy Strike","null","Deadeye","null","Low Blow","null","Spirit Bolt","spirit","Firebolt","fire","Arcstorm","electric","Phantom Spideer","poison","Bleak Winds","ice","Holy Griffon","spirit","Judgment","spirit"))
(Set:$foeWeak to (datamap:"Restless Ghost","fire","Demon Alcuin","none","Spideer","fire","Northern Venomcat","spirit","Mud Lurker","poison","Doppelgänger","ice","Hivernal Owl","fire","Highwayman","none","Highwayman Leader","none","Sundog","electric","Renegade Bloodmage","ice","Demon Astoriel","electric","Great Bear","fire","Knight-Paladin Erimund","none","Balaur","spirit","Ossifrage","none","Demon Nerva","none"))
(Set:$foeImmune to (datamap:"Restless Ghost","spirit","Demon Alcuin","none","Spideer","poison","Northern Venomcat","poison","Mud Lurker","fire","Doppelgänger","spirit","Hivernal Owl","ice","Highwayman","none","Highwayman Leader","none","Sundog","fire","Renegade Bloodmage","spirit","Demon Astoriel","none","Great Bear","ice","Knight-Paladin Erimund","poison","Balaur","electric","Ossifrage","none","Demon Nerva","none"))
(Set:$alcuinDead to "no")
(Set:$lichDead to "no")
(Set:$marlDismiss to "no")
(Set:$itemReward to "null")
(Set:$camberGain to "no")
(Set:$metCamber to "no")
(set:$silver to 5)
(set:$firstopened to "no")
(set:$secondopened to "no")
(set:$thirdopened to "no")
(set:$nobleclothes to "no")
(set:$firstCampEnt to "yes")
(set:$foundTurnip to "no")
(set:$daeBackstory to 0)
(set:$eastFast to "no")
(set:$daebook to "no")
(set:$daeCure to "yes")
(set:$libraryScroll to "no")
(set:$cantrell to "no")
(set:$erimundDead to "no")
(set:$gotIn to "no")
(set:$readEriNote to "no")
(set:$gotCaravan to "no")
(set:$marlAlive to "no")
(set:$daeAlive to "no")
(set:$blue to (color:#42d9f4))}
You are $name, a $class and traveler in the land of Eritan.
Here are some things of note before you get started:
$blue[''Any text that you can interact with will be highlighted in this color when you hover over it.''] The end of a passage will always end in options, but they may not be the only options in the passage...
Things like your current character status and inventory can be found in the Menu, which is accessible at any time.
During your adventure, you may encounter characters who are willing to join and assist you on your journey. You can have only a single companion, but your companion can be dismissed at any time; additionally, should you find someone else later on, you may replace your companion. But be warned: companions will disappear from your game entirely if dismissed.
Combat in this game is turn-based.
If you are prepared, you may start your adventure.
[[I'm ready to begin.|Begin2]]
[[Menu|menu]][[Character|char]]
[[Inventory|inv]]
[[Bestiary|bestiary]]
(if:$companion != "null")[ [[$companion|comp]] ]
[[Help|help]]
[[Save|save]]
(link: "Back")[(goto: $state)]$name: Level $level $class
HP: $currHP / $maxHP
$SPLabel: $currSP / $maxSP
Skills:
$skill1, $skill2, $skill3
Equipped:
$equippedWeapon
(if:$location != "null")[Current location: $location]
(link: "Back")[(goto: $state)]
Inventory:
{(Set:$healthPots to $inv's "Health Potions")
(Set:$poisAntlers to $inv's "Poison Antler Shard")
(Set:$venomCats to $inv's "Venomcat Pelt")
}
Silver: $silver
{[[Lantern|lantern]]
-----
(if:$inv's "Health Potions">0)[
[[Health Potions: $healthPots|healthpotion]]
----
]
(if:$inv's "Dracobane">0)[
[[Dracobane|dracobane]]
-----
]
(if:$inv's "Sorrowful Sword" >0)[
[[Sorrowful Sword|sorrowSword]]
----
]
(if:$inv's "Mourning Bow">0)[
[[Mourning Bow|mournBow]]
----
]
(if:$inv's "Baleful Staff">0)[
[[Baleful Staff|baleStaff]]
----
]
(if:$inv's "Alcuin's Horn">0)[
[[Alcuin's Horn|alcHorn]]
-----
]
(if:$inv's "Poison Antler Shard">0)[
[[Poison Antler Shard: $poisAntlers|antlerShard]]
-----
]
(if:$inv's "Venomcat Pelt">0)[
[[Venomcat Pelt: $venomCats|venomPelt]]
----
]
(if:$inv's "Phantom Spideer">0)[
[[Phantom Spideer Spell|phantomSpideer]]
-----
]
(if:$inv's "Venompoint">0)[
[[Venompoint|venompoint]]
-----
]
(if:$inv's "Spideer Hornbow">0)[
[[Spideer Hornbow|hornbow]]
------
]
(if:$inv's "Vegetable Stew">0)[
[[Vegetable Stew|vstew]]
----
]
(if:$inv's "Mud Lurker Scales">0)[
[[Mud Lurker Scales|mlScales]]
----
]
(if:$inv's "Mud Lurker Shell Fragment">0)[
[[Mud Lurker Shell Fragment|mlShell]]
----
]
(if:$inv's "Rusted Relic" >0)[
[[Rusted Relic|rustRelic]]
----
]
(if:$inv's "White Feather" >0)[
[[White Feather|whiteFeather]]
----
]
(if:$inv's "Silver Charm" >0)[
[[Silver Charm|silverCharm]]
----
]
(if:$inv's "Westbay Mead" >0)[
[[Westbay Mead|westbayMead]]
----
]
(if:$inv's "Sundog Tooth" >0)[
[[Sundog Tooth|sundogTooth]]
-----
]
(if:$inv's "Bloodmage Phylactery" >0)[
[[Bloodmage Phylactery|bloodmagePhyl]]
----
]
(if:$inv's "Balaur Heart" >0)[
[[Balaur Heart|balHeart]]
----
]
(if:$inv's "Noble Clothes" > 0)[
[[Noble Clothes|nobleClothes]]
----
]
(if:$inv's "Leather Cap" > 0)[
[[Leather Cap|leatherCap]]
----
]
(if:$inv's "Gossipy Pamphlet" > 0)[
[[Gossipy Pamphlet|gossipPam]]
----
]
(if:$inv's "Traveler's Attire" >0)[
[[Traveler's Attire|travAttire]]
----
]
(if:$inv's "Astoriel's Phylactery">0)[
[[Astoriel's Phylactery|astPhy]]
-----
]
(if:$inv's "Erimund's Note">0)[
[[Erimund's Note|erimundNote]]
----
]
(if:$inv's "Spirit Bolt" >0)[
[[Spirit Bolt|spiritBolt]]
-----
]
(if:$inv's "Soultree Bow" >0)[
[[Spirit Bolt|soultree]]
-----
]
(if:$inv's "Dawnbreak" >0)[
[[Dawnbreak|dawnbreak]]
----
]
(if:$inv's "Mudshell Blade" >0)[
[[Mudshell Blade|mudBlade]]
-----
]
(if:$inv's "Northwilds Bow" >0)[
[[Northwilds Bow|northwilds]]
----
]
(if:$inv's "Firebolt" >0)[
[[Firebolt|firebolt]]
----
]
(if:$inv's "Arcstorm" >0)[
[[Arcstorm|arcstorm]]
----
]
(if:$inv's "Screaming Bow" >0)[
[[Screaming Bow|screamBow]]
----
]
(if:$inv's "Sundog's Bark" >0)[
[[Sundog's Bark|sundogBark]]
----
]
(if:$inv's "Bleak Winds" >0)[
[[Bleak Winds|bleakWinds]]
----
]
(if:$inv's "Tristesse" >0)[
[[Tristesse|tristesse]]
----
]
(if:$inv's "Holy Griffon" >0)[
[[Holy Griffon|griffonSpell]]
----
]
(if:$inv's "Blind Justice" >0)[
[[Blind Justice|blindJustice]]
----
]
(if:$inv's "Lightsinger" >0)[
[[Lightsinger|lightsinger]]
----
]
(if:$inv's "Judgment" >0)[
[[Judgment|judgment]]
----
]
}
(link: "Back")[(goto: $state)](Set:$state="Begin2")
It's something close to midnight. Weary traveler that you are, you're riding your old gray courser, Juniper, down the roughly cobbled thoroughfare approaching Lanners Peak. The loud sound of horseshoe meeting stone is nearly enough to make you miss the unpaved stretches--at least it's helping keep you awake.
It's a gorgeous night, despite the chill and occasional breeze tugging your cloak; tall evergreens stand proud and silent on either side of you, the rocky ground is blanketed around you by a dusting of days-old snow, the moon hangs bright and full and watchful, illuminating your nighttime travel. The imposing peaks of the nearby Venoras Mountains are looming shadows in the darkness.
Lanners Peak, the large keep at the peak of the trail that is situated to oversee the range of the Venoras Mountains, is a pool of light as you approach. Light from within the castle floods out onto the surrounding grounds, along with warm voices: chatter, laughter. Clearly there's some event going on. From a balcony, a cluster of people erupt in laughter. A drunken young nobleman outside the main doors says some scandalous things, a little loudly, to an equally drunk young noblewoman.
You've heard much about the grand keep of Lord Lanner, who oversees all of the Northern Hold. Juniper snorts wearily. With all the partying and the smell of food, it's tempting to stop, even if for a moment...
[[Persist on the trail and ignore the party.|persist]]
[[Take a short break to check out Lanners Peak.|break]]
[[Menu|menu]](Set:$state="persist")
You tighten your hold on Juniper's reigns, and, suppressing something partway between a sigh and a yawn, decide to press on.
The road takes you very near to the castle, and you can faintly hear the frail notes of a female bard's song punctuating the sounds of laughter and the dull roar of myriad conversations going on at once in and outside of Lanners Peak.
The lonely, steady clopping of Juniper's hooves keeps you focused on the road, as you ignore the rumbling in your stomach brought on by the heady scents of a feast within the castle.
Just as you're nearly out of hearing (and smelling) range of the party, a shrill scream slices suddenly through the air, from the party. The air seems to grow thick around you.
"He's dead!" a woman's voice shrieks.
You can hear the party turn to a mass of confusion. As you gather your wits, a squadron of knights bearing the falcon crest of the Lanner family bursts through the door of the keep; a young, unarmored blonde noble stands with them. He points at you.
"That's $them. $pronounC killed Lord Andrey Lanner."
[["There's some mistake!" |accuseReasonHorse]]
[[Run. |accuseRunHorse]]
[[Menu|menu]](Set:$state="break")
You trot Juniper off of the road and tie him off to a tree. He seems grateful for the chance to rest. You assure him you'll be back soon; he snorts.
You draw your hood tight around you against the wind as it picks up, and you approach Lanners Peak. You can hear the strumming of a lute and a female bard's high, lilting voice singing some unfamiliar song. The smell of a feast within the castle walls draws your attention immediately; your stomach growls like a cornered beast. The drunk couple waves you over as you approach; around, other people stand in heavy coats with drinks in hand.
"Stay a moment, friend, you've a handsome face 'neath that hood," says the man, brightly.
"Edwin!" says the woman, giggling. To you, she says, "Where do you hail from, and what do they call you?"
{(if:$name is "Alder")[ [["Alder, Exiled Duke of Silent Crossing." | breakTruth]] ]
(elseif:$name is "Aspen")[ [["Aspen, Exiled Duchess of Silent Crossing." | breakTruthF]] ]}
[["I'm just a traveler, passing through." | breakSecret]]
[["They call me $name, Breaker of Hearts." | breakSilly]]
[[Menu|menu]](Set:$state="breakTruth")
The two nobles' eyes grow wide.
"Exiled duke, in truth?" says the man.
"My, how exciting!" says the woman.
"What a charming air of mystery you have. I like that," says the man.
"Yes, far more interesting than most here. The Earl Turner"--
--"Earl Turnip, more like, what with his face and personality," the man interjects.
They both laugh. Then they fix their catlike eyes on you.
"Say," says the man. "We were planning to call our carriage over and leave. Would you like to"--
At that moment, a shrill scream slices through the party. The bard's song tumbles to a halt, and someone drops something that shatters on the floor inside.
"He's dead!" a woman's voice shrieks.
The party turns to a mass of confusion. As you gather your wits, a squadron of knights bearing the falcon crest of the Lanner family bursts through the door; a young, unarmored blonde noble stands with them. He points at you.
"That's $them. $pronounC killed Lord Andrey Lanner."
[["There's some mistake!" |accuseReason]]
[[Run. |accuseRun]]
[[Menu|menu]]
(Set:$state="breakTruthF")
"Exiled duchess, in truth?" says the man.
"My, how exciting!" says the woman.
"What a charming air of mystery you have. I like that," says the man.
"Yes, far more interesting than most here. The Earl Turner"--
--"Earl Turnip, more like, what with his face and personality," the man interjects.
They both laugh. Then they fix their catlike eyes on you.
"Say," says the man. "We were planning to call our carriage over and leave. Would you like to"--
At that moment, a shrill scream slices through the party. The bard's song tumbles to a halt, and someone drops something that shatters on the floor inside.
"He's dead!" a woman's voice shrieks.
The party turns to a mass of confusion. As you gather your wits, a squadron of knights bearing the falcon crest of the Lanner family bursts through the door; a young, unarmored blonde noble stands with them. He points at you.
"That's $them. $pronounC killed Lord Andrey Lanner."
[["There's some mistake!" |accuseReason]]
[[Run. |accuseRun]]
[[Menu|menu]]
(Set:$state="breakSecret")
"Not the talkative type? You wound me," smiles the man.
"Oh, leave him be," laughs the woman. "You've always been too blunt, anyhow."
"Come on," the man says to you, "a little chatter couldn't hurt. We're dreadfully bored here, you see."
At that moment, a shrill scream slices through the party. The bard's song tumbles to a halt, and someone drops something that shatters on the floor inside.
"He's dead!" a woman's voice shrieks.
The party turns to a mass of confusion. As you gather your wits, a squadron of knights bearing the falcon crest of the Lanner family bursts through the door; a young, unarmored blonde noble stands with them. He points at you.
"That's $them. $pronounC killed Lord Andrey Lanner."
[["There's some mistake!" |accuseReason]]
[[Run. |accuseRun]]
[[Menu|menu]](Set:$state="breakSilly")
The man and woman both break out in laughter.
"My, someone with a personality! Now that's fresh," says the man.
"Especially 'round here," adds the woman.
"Oh, don't get me started." He turns to you. "Now you, I like. Gorgeous eyes, a well-shaped face, and wit."
"Say," says the woman. "We were about to call our carriage over and leave. Would you like to"--
At that moment, a shrill scream slices through the party. The bard's song tumbles to a halt, and someone drops something that shatters on the floor inside.
"He's dead!" a woman's voice shrieks.
The party turns to a mass of confusion. As you gather your wits, a squadron of knights bearing the falcon crest of the Lanner family bursts through the door; a young, unarmored blonde noble stands with them. He points at you.
"That's $them. $pronounC killed Lord Andrey Lanner."
[["There's some mistake!" |accuseReason]]
[[Run. |accuseRun]]
[[Menu|menu]]{(Set:$state to "forestHollowTree")
(Set:$checkpoint to "forestHollowTree")
(Set:$fought to 0)
(set:$juniperDead to 0)}
"Save it," snarls the young blonde man. "Men! Apprehend $them."
You turn and tear off down the trail. You can hear shouts and the roar of confused conversation at Lanners Peak behind you, but more importantly, you can hear the pounding feet and metal scraping of the armed and armored knights pursuing you.
You are fortunate to be well-accustomed to traveling by night: you seem to have a clear advantage as you nimbly dart through the forest. The knights carry torches, but you are well ahead of their orange light.
You find a hollow tree and almost quicker than thought, you climb inside and try to control your breathing.
The knights slow, having lost your trail, and meander around you, muttering curses and challenges, questioning your honor. After a seeming eternity, you can hear them head back. You wait until well after they seem to have left to emerge from the tree.
Calming your heart, you kneel in the snow. You don't know this forest, and you are lost, but you cannot risk heading back to the road.
You've been accused of murdering the lord of the entire, vast Northern Hold. The night suddenly feels rather cold. You begin walking, just to feel yourself moving forward, as your mind churns.
This is going to be a long walk.
>>Checkpoint reached.
[[Head toward the quiet burbling of water.|forestBrook]]
[[Head toward the faintest smell of smoke.|forestClearing]]
[[Head toward the nearly imperceptible sound of scratching.|owlEnd]]
[[Menu|menu]]
{(Set:$state to "forestHollowTree")
(Set:$checkpoint="forestHollowTree")
(Set:$fought to 0)
(Set:$juniperDead to 0)}
You turn and tear off down the trail. You can hear shouts and the roar of confused conversation at Lanners Peak behind you, but more importantly, you can hear the pounding feet and metal scraping of the armed and armored knights pursuing you.
You are fortunate to be well-accustomed to traveling by night: you seem to have a clear advantage as you nimbly dart through the forest. The knights carry torches, but you are well ahead of their orange light.
You find a hollow tree and almost quicker than thought, you climb inside and try to control your breathing.
The knights slow, having lost your trail, and meander around you, muttering curses and challenges, questioning your honor. After a seeming eternity, you can hear them head back. You wait until well after they seem to have left to emerge from the tree.
Calming your heart, you kneel in the snow. You don't know this forest, and you are lost, but you cannot risk heading back to the road.
You've been accused of murdering the lord of the entire, vast Northern Hold. The night suddenly feels rather cold. You begin walking, just to feel yourself moving forward, as your mind churns.
This is going to be a long walk.
>>Checkpoint reached.
[[Head toward the quiet burbling of water.|forestBrook]]
[[Head toward the faintest smell of smoke.|forestClearing]]
[[Head toward the nearly imperceptible sound of scratching.|owlEnd]]
[[Menu|menu]]
{(Set:$state to "forestHollowTree")
(Set:$checkpoint to "forestHollowTree")
(Set:$fought to 0)
(Set:$juniperDead to 1)}
"Save it," snarls the young blonde man. "Men! Apprehend $them."
You pull sharply on the reigns to swing Juniper into a gallop. You suddenly hear a whistling from behind, and instinctively, you duck, crouching low on Juniper's back. Juniper screams. He stumbles and falls, two arrow shafts in his right hind flank.
"I'm sorry," you whisper to him. You have no choice. You leap from his back leave him on the road, running on foot. You hope your smaller figure is a harder target for the Lanner archers. It seems to be.
You turn and tear off down the trail. You can hear shouts and the roar of confused conversation at Lanners Peak behind you, but more importantly, you can hear the pounding feet and metal scraping of the armed and armored knights pursuing you.
You are fortunate to be well-accustomed to traveling by night: you seem to have a clear advantage as you nimbly dart through the forest. The knights carry torches, but you are well ahead of their orange light.
You find a hollow tree and almost quicker than thought, you climb inside and try to control your breathing.
The knights slow, having lost your trail, and meander around you, muttering curses and challenges, questioning your honor. After a seeming eternity, you can hear them head back. You wait until well after they seem to have left to emerge from the tree.
Calming your heart, you kneel in the snow. You don't know this forest, and you are lost, but you cannot risk heading back to the road.
You've been accused of murdering the lord of the entire, vast Northern Hold. The night suddenly feels rather cold. You begin walking, just to feel yourself moving forward, as your mind churns.
This is going to be a long walk.
>>Checkpoint reached.
[[Head toward the quiet burbling of water.|forestBrook]]
[[Head toward the faintest smell of smoke.|forestClearing]]
[[Head toward the nearly imperceptible sound of scratching.|owlEnd]]
[[Menu|menu]]
{(Set:$state to "forestHollowTree")
(Set:$checkpoint="forestHollowTree")
(Set:$fought to 0)
(set:$juniperDead to 1)}
You pull sharply on the reigns to swing Juniper into a gallop. You suddenly hear a whistling from behind, and instinctively, you duck, crouching low on Juniper's back. Juniper screams. He stumbles and falls, two arrow shafts in his right hind flank.
"I'm sorry," you whisper to him. You have no choice. You leap from his back leave him on the road, running on foot. You hope your smaller figure is a harder target for the Lanner archers. It seems to be.
You turn and tear off down the trail. You can hear shouts and the roar of confused conversation at Lanners Peak behind you, but more importantly, you can hear the pounding feet and metal scraping of the armed and armored knights pursuing you.
You are fortunate to be well-accustomed to traveling by night: you seem to have a clear advantage as you nimbly dart through the forest. The knights carry torches, but you are well ahead of their orange light.
You find a hollow tree and almost quicker than thought, you climb inside and try to control your breathing.
The knights slow, having lost your trail, and meander around you, muttering curses and challenges, questioning your honor. After a seeming eternity, you can hear them head back. You wait until well after they seem to have left to emerge from the tree.
Calming your heart, you kneel in the snow. You don't know this forest, and you are lost, but you cannot risk heading back to the road.
You've been accused of murdering the lord of the entire, vast Northern Hold. The night suddenly feels rather cold. You begin walking, just to feel yourself moving forward, as your mind churns.
This is going to be a long walk.
>>Checkpoint reached.
[[Head toward the quiet burbling of water.|forestBrook]]
[[Head toward the faintest smell of smoke.|forestClearing]]
[[Head toward the nearly imperceptible sound of scratching.|owlEnd]]
[[Menu|menu]]
{(Set:$state="forestBrook")
(Set:$location="Lornley Forest")}
(if:$fought is 0)[
You're under attack!
{(Set:$foe to "Spideer")
(Set:$foeHealth to 10)
(Set:$foeMaxHealth to 10)
(Set:$foeSkill1 to "Venomed Antler")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Stomp")
(Set:$foeSkill3 to "Stomp")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 5)
(Set:$itemReward to "Poison Antler Shard")}
[[Fight!|combat]] ]
(else:)[
You follow the gentle burbling and reach a small creek. The moonlight reflects gently off of the water's rippling surface. You can hear a chorus of small voices by the stream bank: crickets, frogs.
It seems like a peaceful place, on the whole.
A flat, long-dead split tree trunk crosses the stream, and there seems to be a thin trail where it meets the opposite bank. As the stream continues to your right, it widens. [[Something gleams by the water's edge.|gleamingStream]]
[[Follow the stream.|forestRiver]]
[[Cross the stream.|forestThinTrail]]
[[Go back.|forestHollowTree]]
[[Menu|menu]]
]
{(Set:$state="forestClearing")
(Set:$location="Lornley Forest")
(Set:$marlApproval=5)}
(if:$marlDismiss is "no")[
You follow the scent of smoke through the forest, hoping it will lead you somewhere that you can stop to rest and figure out what to do next.
The scent is difficult to track at times, at times so thin that you wonder if you imagined it in the first place, particularly when the wind picks up. Finally, you can see a dim red glow ahead--blessedly, unmistakably a fire.
You steel yourself as you approach. A campfire--this could be anyone, and if it turned out to be a gang of highwaymen--well, you might've been better off taking your chances with the Lanner knights.
You approach as stealthily as possible, keeping to the shadows. All you can see is a single figure, seated by the fire, hand on knee; he or she is dressed in all gleaming black armor, a helmet with downword curved horns like a ram's completely obscuring their face. They are completely still; for a moment, you wonder if they're dead.
Then a misplaced step lands on a thin twig and breaks it, and the armored figure leaps to their feet. They have no weapon--at least, not one that you can see.
"Step into the light," a man's voice demands, low and even.
[["Easy there." |complyEasy]]
[[Silently comply.|complyQuiet]]
[[Refuse and stay hidden.|forestRefuse1]] ]
(else:)[
You've returned to the clearing, by the campfire.
[[Continue|clearingMarl]]
]
[[Menu|menu]]{(Set:$location="Lornley Forest")}
You follow the faint sound of scratching, and as you finally approach its source--the limbs of a tree--you hear a sharp squeal. You look up, and your eyes meet those of an owl, something hanging limp from its beak.
There doesn't seem to be anything else here.
(link: "Turn back.")[(goto: $state)]
[[Menu|menu]](Set:$state to "complyEasy")
You walk, hands up, disarmingly, into the circle of firelight.
"I'm $name," you tell him as you slowly advance and then sit in front of the fire.
He watches you steadily. Slowly, he takes a seat again.
"And what the hell are you you doing out here?" he says, calmly, his unseen eyes fixed on you from the darkness of his helmet's visor slots.
[["I could ask you the same."|askSame]]
[["Running from a crime I didn't commit, I guess."|askCrime]]
[[Menu|menu]]{(Set:$state to "complyQuiet")
(Set:$marlApproval = $marlApproval+1)}
You walk into the circle of firelight.
"Who are you, $class?" he asks.
"I'm $name," you answer curtly.
He watches you steadily. Slowly, he takes a seat again.
"And what the hell are you you doing out here?" he says, calmly, his unseen eyes fixed on you from the darkness of his helmet's visor slots.
[["I could ask you the same."|askSame]]
[["Running from a crime I didn't commit, I guess."|askCrime]]
[[Menu|menu]]{(Set:$state="forestRefuse1")
(Set:$location="Lornley Forest")
(Set:$marlApproval=$marlApproval - 2)}
You stand where you are, and consider drawing your $equippedWeapon. Slowly, your hand reaches to do so.
"I can see you there. I give you a final warning: step into the light," says the armored man.
[["Okay, okay. Relax."|complyEasy]]
[[Silently comply.|complyQuiet]]
[[Refuse and stay hidden.|forestRefuse2]]
[[Menu|menu]]You continue to hold your ground in the darkness. The armored stranger rises quickly from his seat.
As you move to draw your own weapon, he raises a gauntleted hand, claw-like fingers gleaming in the firelight, and light flares from his palm. You are immobilized.
He steps forward, swift and silent as a cat, and in his other hand, a sword with a gleaming black hilt and unnatural blood-red blade materializes; you have only a moment to process this, as he immediately runs you through with it.
The blade pierces your chest and breaks through your back. As the pain begins to register, the world grows dark.
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)]{(Set:$state to "forestHollowTree")
(Set:$checkpoint to "forestHollowTree")}
You stand beside the hollow tree in which you hid from the Lanner knights.
>>Checkpoint reached.
[[Head toward the quiet burbling of water.|forestBrook]]
[[Head toward the faintest smell of smoke.|forestClearing]]
[[Head toward the nearly imperceptible sound of scratching.|owlEnd]]
[[Menu|menu]]{(Set:$state to "askSame")}
"That's very...bold of you," he says.
He watches you for a long while, and there is only the crackling of the fire as you try, rather impossibly, to gauge his stare.
Finally, he says, "My name is Marlowe. I'm a demon hunter. My latest venture, as it happens, has taken me out here, to the Lornley Forest. And now, I would ask you again: what are you doing out here, $name?"
[["I was accused of a crime I didn't commit."|askCrime]]
[["Wait, you hunt demons?"|demQuestion]]
[[Menu|menu]]
(Set:$state to "askCrime")
"And what crime is that?"
You tell him that have been accused of murdering Lord Lanner of Lanners Peak.
"Creator, that's...well, I'm not certain what I expected. Wasn't that, though. I suppose you are well and truly on the run, in that case. I like to keep my head low, too. I suppose you're welcome to rest here for the night, if you wish. In the morning I am setting out to kill the prey I seek here...the camp will be yours entirely after that."
[["Thank you."|thankMarl]]
[["No thanks."|clearingMarl]]
[["Wait, you believe me, just like that?"|believeMarl]]
[[Menu|menu]]"Yes," the man says impatiently. "I'm an eldritch knight and I like to hunt demons. But what are you doing out here?"
[["I was accused of a crime I didn't commit."|askCrime]]
[[Menu|menu]]Marlowe:
{(if:$location is "Lornley Forest")[ (either: "Ah, the Lornley Forest feels so...ancient, does it not? All these immense pines...","Do you hear that rustling? Could be a squirrel...could be a northern venomcat, but likely a squirrel. I hope.","Lornley's a grand forest, truly. A vast expanse of snow, mountains, and trees...and darker things, in the shadows.") ]
(elseif:$location is "Lornley Grotto")[ (either: "Caves. Why do demons so love caves?","I lost a toe in a cave once. Truly.","I hope we can finish our business here soon and return to the peace of the forest outside...")]
(elseif:$location is "Aronin River")[ (either: "'I used to love swimming in the river near my home. I bet the Aronin River's much colder, though.'","'What do you suppose lurks in these waters?'","'Take care not to fall in. The river moves too swiftly for swimming in the dark.'")]
(elseif:$location is "Montoire Encampment")"[ (either: "'Take a look at the Lord Montoire. That face. That accent. That air of careless leisure. Creator...'","'Traveling in groups as these nobles do can be so tedious.'","'How much do you suppose it costs to pay all these retainers?'") ]
(elseif:$location is "Tonnelle d'âmes")[ (either: "'You'd think as near as Eastridge is, with all the time I spent there, I might've come out this way more often. Never had real reason to.'","'Surprisingly clean, aren't they? These streets.'") ]
(elseif:$location is "Eternal Gloaming")["I sense deep, deep and incomprehensible magic here," says Marlowe, his horned helm turning as he looks around in wonder. "I've never seen its like before.]
(elseif:$location is "Eastridge")["I've many memories from this place, a long time ago," Marlowe says quietly. "That's all I'd rather say of it. I look forward to being gone from Eastridge again."]}
"Did you need something?"
(if:$marLoveCount < 10)[
(if:$marlApproval < 5)[
[["I was hoping to talk to you."|marloweBad]] ]
(elseif:$marlApproval >= 5)[
[["I was hoping to talk to you."|marloweNormal]] ] ]
(else:)[
[["I just wanted to talk."|marloweClose]] ]
[[Back|menu]] "I don't have much to say," Marlowe tells you.
[[Back|menu]](if:$marlBackstory is 0)[
(if:$mTalkCount is 0)[
Marlowe sighs. "My story's not..." After a moment, he says, "I used to be a paladin. I was a holy knight, so certain of myself, of my path...I believed that evil was evil and good was good, there was no in-between. I hunted demons and righted wrongs. I was an agent of justice. That what I believed."
There's a long silence. You wonder if he's ended the conversation.
"It didn't last, obviously. Let's just forget about it. Please."
(Set:$mTalkCount to 1)
]
(elseif:$mTalkCount is 1)[
"I told you I was a paladin. Well, I am certain you've wondered what happened," Marlowe says. He takes ragged breath. "I was disgraced. Stripped of rank and title. Paladins have a strict code. I broke it."
He watches you steadily. You suspect he's wondering if you'll challenge him. Finally, he turns and sighs.
"Let's focus on anything else right now, please."
(Set:$mTalkCount to 2)
]
(elseif:$mTalkCount is 2)[
"Creator, but you're persistent," Marlowe sighs. "Well, you want the whole story then, do you? Take a seat somewhere, I guess, before I regain my sense and change my mind."
[["Yes, tell me."|marloweBack]] ] ]
(else:)[ (either:"Always a pleasure to speak with you, $name.","I...admit, I have enjoyed traveling by your side.") ]
[[Back.|menu]]Marlowe:
(either:"'I'm quite...honored, that you find the time to talk to me.'","'I've met a charming $class or two. None as handsome as you are.'","'I can...only imagine what you must think of my face.'")
[[Back.|menu]]Marlowe takes a deep sigh.
"It should have been another simple case. I'd heard tales of demon attacks in Cullway, town by the coast, down in the Eastern Hold. Well, there I go, on my white winged charger and gleaming silver armor, a right picture of heroism. Cullway's headed by a small-time earl. The attacks, oddly, had seemed focused around his grounds. Well, that should've been my first clue."
"I get there and find no signs of demons, right off. But sure enough, there have been deadly attacks, mostly on the earl's male relatives. So I hung around, decided to keep watch one night. And I find, not a demon, not even close."
He pauses a moment. "It was a young woman from the village. (if:$class is "rogue")[A rogue, like you.] She was silent as an owl and skilled with a dagger. She was protecting the women of the village, she told me, and then she explain the long and terrible history recent history that had been going on in Cullway's walls. I was horrified. So, what was I to do? By my code, I had to bring her to the light and kill her, for the lives she'd taken, for attacking defenseless people ostensibly unprovoked. I let her go. But another paladin found out shortly after."
"I was brought before the Lord Commander of our order, and for protecting a criminal, stripped of rank and title. I lost my powers. I lost my faith. I realized the world is not black and white."
"I was a beggar on the streets a while. I'd wanted to be a paladin all my young life. I'd wanted to help people. I'd needed the strength to take out monsters armed with magic. And having somehow managed to join the order only to be denounced crushed me."
"And then one day a man approached me. He had an offer. Somehow, he knew--maybe he recognized me, maybe it was some arcane skill of his, I don't know. We made a--a deal. So you see, I am now an edritch knight, with all the powers that entails. In return..."
Marlowe lifts his hands and takes off his helmet. He has shaggy brown hair, and a hairless face. His eyes are black, entirely black, and black veins spread from his eyes to the rest of his face.
"I'm cursed," he says, looking at you, a little apprehensively. "It will kill me, eventually. But until then, I can kill demons. And most anything else."
"So now you know the whole sorry affair. And my whole sorry face."
{(Set:$marlBackstory to 1)
(Set:$mTalkCount to 3)}
[["Can it be broken?"|marlBrokeQuest]]
[["I happen to like your face."|marlBackFlirt]]
[["Thank you for telling me, Marlowe."|menu]]
[[Back|menu]]"I've wondered this myself," Marlowe admits, replacing his helmet. "I've done some research over the past few years. I think if we found the man, his death would end it. I'm not anywhere near certain, though. I have reason to believe he lives near the Eastern Sea."
[[Back|menu]]Marlowe flushes.
"I...oh. Thank you," he says.
(if:$name is "Alder")["You're, uh, you're quite the looker yourself, $name." (Set:$marLoveCount to ($marLoveCount + 5))]
He quickly replaces his helmet.
[[Back|menu]](if:$companion is "Marlowe")[
[[Talk to $companion|marlowe]] ]
(elseif:$companion is "Lich Battlemaster")[
[[Talk to $companion|lich]] ]
(elseif:$companion is "Daechiron")[
[[Talk to $companion|daechiron]] ]
[[See $companion's status|compStats]]
[[Dismiss $companion|dismiss]]
[[Back|menu]](if:$companion is "Marlowe")[
Marlowe: Level 15 eldritch knight
Skills: Magic Purge, Shining Strike, Immobilise, Lightning Bolt
Equipped Weapon:
Bloodoathe
]
(elseif:$companion is "Lich Battlemaster")[
Lich Battlemaster: Level 20 lich commander
Skills: Shade's Wrath, Rally, Relentless Strike, Rending Blow
Equipped Weapon:
Dracobane
]
(elseif:$companion is "Daechiron")[
Daechiron: Level 15 turnip mage
Skills: //Laich// (Leaping Flames), //Helca// (Freeze), //Eilia// (Stormcall), //Breitha// (Poison Wind)
]
[[Back|comp]](Set:$marlApproval=$marlApproval + 1)
"Thank you," you tell him.
He gives you curt nod.
[[Back|clearingMarl]](set:$state to "clearingMarl")
The fire crackles, comforting and warm. Shadows waver at the edge of the small camp.
(if:$companion != "Marlowe")[ (if:$marlDismiss is "no")[ The man in black armor with the horned helm sits by the fire.
[[Ask the man to join you.|askMarlJoin]] ] ]
[[Head back up the trail.|forestHollowTree]]
[[Lie down and sleep.|sleepClearing]]
[[Menu|menu]]
The armored man chuckles drily.
"I'd have known if you were lying. I have that power...it comes in handy when fighting demons."
[["I see."|clearingMarl]]
[["Any chance the Lanners have someone like you?"|truthMarl]]
[[Menu|menu]]"You won't find anyone else like me," the man informs you.
[[Back|clearingMarl]]
[[Menu|menu]]You decide to lie down by the fire for a moment.
The fire's crackling beside you feels warm and protective, and you realize that you are exhausted. Your eyes close for a while of their own accord.
You wake up a few hours later, feeling at least a little more awake and ready.
>>HP and $SPLabel restored.
{(Set:$currHP to $maxHP)
(Set:$currSP to $maxSP)}
[[Continue|clearingMarl]]You ask the man if he'd like to accompany you. He considers, sitting still as the firelight dances off of his gleaming black armor.
"Two blades are better than one, sure. I suppose as long as you're willing to help me take out my prey, then sure, I'll follow wherever after."
Take the mysterious stranger as your companion?
>>Note: accepting will make this man your companion, meaning he will follow you on your journey. You can have only a single companion at a time.
[[Yes, accept him as your companion.|marlJoin]]
[[No, actually, nevermind.|clearingMarl]]
[[Menu|menu]]"Glad to join you, $name, this should be...interesting, if nothing else. Suppose you need my name now, don't you? I'm Marlowe," he tells you, a note of warmth in his voice.
>>Note: you have taken on a companion. You can talk to them at any time or see their stats from the menu.
(Set:$companion to "Marlowe")
[[Back|clearingMarl]]
(if:$class is not "rogue")[
(Set:$turnCounter to (random:1,2)) ]
(else:)[
(Set:$turnCounter to 1)
]
(if:$foe is "Demon Nerva")[ (set:$turnCounter to 1) ]
(if:$turnCounter is 1)[
(if:$foe is "Demon Nerva")[
You face the dead dragon ÁSVALDR.
...Well, actually, you face the Demon Nerva.
You face the Demon Nerva in ÁSVALDR's body!
$foe
$foeHealth / $foeMaxHealth]
(else:)[
You face the $foe.
$foeHealth / $foeMaxHealth]
[[Attack |playerTurn]]
]
(else:)[
[[The $foe attacks!|foeTurn]]
] -----------------------
$foe
-----------------------
$foeHealth / $foeMaxHealth
[[$equippedWeapon (basic attack) - $weaponDMG, 0 cost|basicAttack]]
[[$skill1 - $skill1DMG, $skill1cost cost|skill1Used]]
[[$skill2 - $skill2DMG, $skill2cost cost|skill2Used]]
[[$skill3 - $skill3DMG, $skill3cost cost|skill3Used]]
------------------------
$name
------------------------
HP: $currHP / $maxHP
$SPLabel: $currSP / $maxSP
(Set:$foeChoice to (random:1,3))
(if:$foeChoice is 1)[
The $foe uses $foeSkill1!
{(if:$class is "warrior")[(Set:$newfskill1DMG to ($fskill1DMG -2))
$name takes $newfskill1DMG damage!
(Set:$currHP to ($currHP - $newfskill1DMG))]
(elseif:$class is "rogue")[(Set:$newfskill1DMG to ($fskill1DMG -1))
$name takes $newfskill1DMG damage!
(Set:$currHP to ($currHP - $newfskill1DMG))]}
(else:)[$name takes $fskill1DMG damage!]
(Set:$currHP to ($currHP - $fskill1DMG))
]
(elseif:$foeChoice is 2)[
The $foe uses $foeSkill2!
{(if:$class is "warrior")[(Set:$newfskill2DMG to ($fskill2DMG -2))
$name takes $newfskill2DMG damage!
(Set:$currHP to ($currHP - $newfskill2DMG))]
(elseif:$class is "rogue")[(Set:$newfskill2DMG to ($fskill2DMG -1))
$name takes $newfskill2DMG damage!
(Set:$currHP to ($currHP - $newfskill2DMG))]}
(else:)[$name takes $fskill2DMG damage!]
(Set:$currHP to ($currHP - $fskill2DMG))
]
(elseif:$foeChoice is 3)[
The $foe uses $foeSkill3!
{(if:$class is "warrior")[(Set:$newfskill3DMG to ($fskill3DMG -2))
$name takes $newfskill3DMG damage!
(Set:$currHP to ($currHP - $newfskill3DMG))]
(elseif:$class is "rogue")[(Set:$newfskill3DMG to ($fskill3DMG -1))
$name takes $newfskill3DMG damage!
(Set:$currHP to ($currHP - $newfskill3DMG))]}
(else:)[$name takes $fskill3DMG damage!]
(Set:$currHP to ($currHP - $fskill3DMG))
]
(if:$currHP <= 0)[
[[You have lost.|loss]]
]
(else:)[
[[Continue|playerTurn]]
]{(Set:$typeDMG to $weapType's $equippedWeapon)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)}
(if:$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 strikes the $foe for $weaponDMG damage!
The $foe is weak to $typeDMG! The $foe takes $dmgModifier additional damage!
(Set:$foeHealth = $foeHealth - ($weaponDMG + $dmgModifier)) ]
(else:)[
$name strikes the $foe for $weaponDMG damage!
(Set:$foeHealth = $foeHealth - $weaponDMG) ]
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victory]]
]
(else:)[
(if:$companion is not "null")[
[[Continue|compTurn]] ]
(else:)[
[[Continue|foeTurn]] ]
]{(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:$maxSP to ($maxSP +1))
(Set:$currHP to $maxHP)
(Set:$currSP to $maxSP)
(Set:$maxXP to ($maxXP+5))
Leveled up!
]
(Set:$tilNext to ($maxXP - $currXP)) ]}
--------------------
$name
--------------------
Level $level
HP: $currHP / $maxHP
$SPLabel: $currSP / $maxSP
(if:$level < 20)[
XP until next level: $tilNext ]
(if:$itemReward is not "null")[ (Set:$inv's $itemReward to ($inv's $itemReward +1))
You obtained a $itemReward! ]
(Set:$itemReward to "null")
(link: "Return")[(goto: $state)]
{(Set:$typeDMG to $skillType's $skill1)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)}
(if:$currSP < $skill1cost)[
Not enough $SPLabel!
[[Back|playerTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
$name uses $skill1!
$skill1txt
...but the $foe is immune to $typeDMG!
(Set:$currSP to ($currSP-$skill1cost))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($skill1DMG/2))
(set:$dmgModifier to (ceil:$dmgModifier))}
$name uses $skill1!
$skill1txt
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-($skill1DMG+$dmgModifier)))
(Set:$currSP to ($currSP-$skill1cost))
]
(else:)[
$name uses $skill1!
$skill1txt
The $foe takes $skill1DMG damage!
(Set:$foeHealth to ($foeHealth-$skill1DMG))
(Set:$currSP to ($currSP-$skill1cost))
]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
(if:$companion is not "null")[
[[Continue|compTurn]] ]
(else:)[
[[Continue|foeTurn]] ]
]
]{(Set:$typeDMG to $skillType's $skill2)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)}
(if:$currSP < $skill2cost)[
Not enough $SPLabel!
[[Back|playerTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
$name uses $skill2!
$skill2txt
...but the $foe is immune to $typeDMG!
(Set:$currSP to ($currSP-$skill2cost))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($skill2DMG/2))
(set:$dmgModifier to (ceil:$dmgModifier))}
$name uses $skill2!
$skill2txt
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-($skill2DMG+$dmgModifier)))
(Set:$currSP to ($currSP-$skill2cost))
]
(else:)[
$name uses $skill2!
$skill2txt
The $foe takes $skill2DMG damage!
(Set:$foeHealth to ($foeHealth-$skill2DMG))
(Set:$currSP to ($currSP-$skill2cost))
]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
(if:$companion is not "null")[
[[Continue|compTurn]] ]
(else:)[
[[Continue|foeTurn]] ]
]
]{(Set:$typeDMG to $skillType's $skill3)
(Set:$weakness to $foeWeak's $foe)
(Set:$immunity to $foeImmune's $foe)}
(if:$currSP < $skill3cost)[
Not enough $SPLabel!
[[Back|playerTurn]]
]
(else:)[
(if:$typeDMG is $immunity)[
$name uses $skill3!
$skill3txt
...but the $foe is immune to $typeDMG!
(Set:$currSP to ($currSP-$skill3cost))
]
(elseif:$typeDMG is $weakness)[
{(set:$dmgModifier to ($skill3DMG/2))
(set:$dmgModifier to (ceil:$dmgModifier))}
$name uses $skill3!
$skill3txt
The $foe is weak to $typeDMG! The $foe takes an additional $dmgModifier damage!
(Set:$foeHealth to ($foeHealth-($skill3DMG+$dmgModifier)))
(Set:$currSP to ($currSP-$skill3cost))
]
(else:)[
$name uses $skill3!
$skill3txt
The $foe takes $skill3DMG damage!
(Set:$foeHealth to ($foeHealth-$skill3DMG))
(Set:$currSP to ($currSP-$skill3cost))
]
(if:$foeHealth <= 0)[
[[Victory!|victory]]
]
(else:)[
(if:$companion is not "null")[
[[Continue|compTurn]] ]
(else:)[
[[Continue|foeTurn]] ]
]
]You crumple to the ground, flooded with pain.
(if:$companion is "Marlowe")[Marlowe kneels beside you, urgently saying your name and trying to rouse you. His voice is fading away.](elseif:$companion is "Lich Battlemaster")["Don't let it end here, human," the Lich Battlemaster is saying. "Hang on..." Her voice is fading away.](elseif:$companion is "Daechiron")[Daechiron rolls from your bag to the floor, sitting helplessly beside you.]
You fall into nothingness.
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)](if:$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 "Restless Ghost" > 0)[
Restless Ghost:
They wander empty forests, not knowing or remembering what they are, driven by unending pain.
{(set:$restlessGhost to ($bestiary's "Restless Ghost"))
(Set:$restWeak to ($foeWeak's "Restless Ghost"))
(Set:$restIm to ($foeImmune's "Restless Ghost"))}
Weakness: $restWeak
Immunity: $restIm
Number killed: $restlessGhost
]
---------
(if:$bestiary's "Northern Venomcat" > 0)[
Northern Venomcat:
A predator of light build and dark blue, spotted fur. Its incisors carry venom, as the name suggests. Its closest relative, the Southdales Venomcat, was prized for its fur and hunted to extinction...but in the wilds of the Northern Hold, the venomcat roams free...and feared.
{(set:$venomcat to ($bestiary's "Northern Venomcat"))
(Set:$vcatWeak to ($foeWeak's "Northern Venomcat"))
(Set:$vcatIm to ($foeImmune's "Northern Venomcat"))}
Weakness: $vcatWeak
Immunity: $vcatIm
Number killed: $venomcat
]
---------
(if:$bestiary's "Mud Lurker" > 0)[
Mud Lurker:
A large reptile native to freshwater streams; an extant ancestor to turtles, which serve as its meals as often as riverfish. To see what makes it markedly more dangerous than a turtle, one need only look at its more saurian head, lined with needle-sharp teeth.
{(set:$mudLurk to ($bestiary's "Mud Lurker"))
(Set:$mudLurkWeak to ($foeWeak's "Mud Lurker"))
(Set:$mudLurkIm to ($foeImmune's "Mud Lurker"))}
Weakness: $mudLurk
Immunity: $mudLurkWeak
Number killed: $mudLurkIm
]
---------
(if:$lichDead is "yes")[
Lich Battlemaster:
A battle-proven warrior from long ago.
You ended her life, and boredom, at her request.
]
---------
(if:$alcuinDead is "yes")[
Alcuin:
An ancient demon, said to have roamed the Northern Hold for decades upon decades. More than a few storied paladins met their ends against his wrath.
You put an end to his thousand-year "being alive" streak.
]
--------
(if:$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:$doppWeak to ($foeWeak's "Doppelgänger"))
(Set:$doppIm to ($foeImmune's "Doppelgänger"))}
Weakness: $doppWeak
Immunity: $doppIm
Number killed: $doppel
]
--------
(if:$bestiary's "Hivernal Owl" > 0)[
Hivernal Owl:
A large breed of owl native to the rainy fields and forests of the Tonnelle d'âmes, and sometimes encountered in surrounding areas. As much a natural predator as any owl, the Hivernal has evolved to use a primitive form of ice magic to slow or freeze its prey. It is the subject of much old poetry throughout Eastern Hold.
{(set:$hivernal to ($bestiary's "Hivernal Owl"))
(Set:$hiverWeak to ($foeWeak's "Hivernal Owl"))
(Set:$hiverIm to ($foeImmune's "Hivernal Owl"))}
Weakness: $hiverWeak
Immunity: $hiverIm
Number killed: $hivernal
]
--------
(if:$bestiary's "Highwayman" > 0)[
Highwayman:
An Eastern Hold bandit prone to ambushing vulnerable travelers on dark roads. While the Southern Hold bandits tend to represent organized crime and are made of xenophobic humans, in Eastern Hold, a bandit gang is typically a small group of humans and satyrs.
{(set:$highway to ($bestiary's "Highwayman"))
(Set:$highWeak to ($foeWeak's "Highwayman"))
(Set:$highIm to ($foeImmune's "Highwayman"))}
Weakness: $highWeak
Immunity: $highIm
Number killed: $highway
]
--------
(if:$bestiary's "Highwayman Leader" > 0)[
Highwayman Leader:
A highwayman...but, like, the leader.
{(set:$highwayL to ($bestiary's "Highwayman Leader"))
(Set:$highLWeak to ($foeWeak's "Highwayman Leader"))
(Set:$highLIm to ($foeImmune's "Highwayman Leader"))}
Weakness: $highLWeak
Immunity: $highLIm
Number killed: $highwayL
]
--------
(if:$bestiary's "Sundog" > 0)[
Sundog:
A wild canine of striking orange coat, white chest, and black legs. Its firebreathing was long a mystery to mages, as it gives off no magical aura: elven researchers recently discovered the sundog's ability comes from gas released from a special organ, ignited in the sundog's maw by a click of specialized flint-like back teeth.
{(set:$sundog to ($bestiary's "Sundog"))
(Set:$sundogWeak to ($foeWeak's "Sundog"))
(Set:$sundogIm to ($foeImmune's "Sundog"))}
Weakness: $sundogWeak
Immunity: $sundogIm
Number killed: $sundog
]
--------
(if:$bestiary's "Renegade Bloodmage" > 0)[
Renegade Bloodmage:
While some forms of magic are outlawed universally in all four holds of Eritan, laws will always have breakers. With these eldritch sadists around, it's easy to see why a fear of mages is not uncommon.
{(set:$bloodmage to ($bestiary's "Renegade Bloodmage"))
(Set:$bloodmageWeak to ($foeWeak's "Renegade Bloodmage"))
(Set:$bloodmageIm to ($foeImmune's "Renegade Bloodmage"))}
Weakness: $bloodmageWeak
Immunity: $bloodmageIm
Number killed: $bloodmage
]
--------
(if:$bestiary's "Demon Astoriel" > 0)[
Astoriel:
A relatively minor demon, and one particularly fond of wandering amid mortals, disguised as one of them. While other demons tend to remain a bit more aloof, Astoriel's fascination with mortal drives led him to interact with them often, to better observe their behavior...and make things more insteresting as he saw fit.
This tendency came back to bite him, as you killed him to free Marlowe's soul.
]
--------
(if:$bestiary's "Great Bear" > 0)[
Great Bear:
A very large and very territorial bear, with an immensely thick brown coat that helps to cushion it from blows.
{(set:$greatbear to ($bestiary's "Great Bear"))
(Set:$greatbearWeak to ($foeWeak's "Great Bear"))
(Set:$greatbearIm to ($foeImmune's "Great Bear"))}
Weakness: $greatbearWeak
Immunity: $greatbearIm
Number killed: $greatbear
]
--------
(if:$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: $balaur
]
--------
[[Back|menu]]{(Set:$state to "forestRiver")
(Set:$location to "Aronin River")
(Set:$checkpoint to "forestRiver")}
You follow the creek as it curves and widens; as you turn the bend the water's voice rises from a quiet whispering to a rushing: the creek flows into the river, which rushes over great, flat stones to your left.
Tall riverside grasses stand nearby, stiff and dry and pale with the cold. Crickets and frogs call out around you, creating a blanket of sound. [[A cluster of reeds shifts seemingly of its own accord to your left.|camberEnt]]
Before you, you can see swaying lights and hear voices: you crouch low, but it quickly becomes clear that they aren't Lanner knights. They're clearly a fair-sized traveling party, with carriages and guards, and therefore they are likely nobles of some sort leaving Lanners Point and stopping to make camp here for the night.
They could provide you with valuable information about the death of Andrey Lanner, information that could help you climb a step closer to clearing your name. But you'll have to deal with them carefully; it will be an effort to keep them off their guard.
>>Checkpoint reached.
[[Continue forth to the travelers' camp.|travelerPartyCamp]]
[[Go back.|forestBrook]]
[[Menu.|menu]]You are across from the streambank, which burbles peacably behind you.
Ahead of you, there is a thin trail in the forest. It is strangely silent, ahead; all of the sound of nightbirds and life in the undergrowth comes from behind you. You're uncertain, but the trail ahead seems darker than it should be, amid those trees...
(if:$companion is "Marlowe")["I sense magic at work," Marlowe warns you, a faint edge of caution in his tone.]
[[Advance into the trail.|lostTrail1]]
[[Go back across the stream.|forestBrook]]
[[Menu|menu]]You crouch by the stream's edge and peer closely at the mud and grass for the strange gleam that had caught your eye. There's something black and rectangular there--you fish it out from its damp resting place.
It's a leather-bound journal. The metal locking clasp was what had been gleaming; the lock is broken. You open the journal.
"In the old days, the Northern Hold was wild and merciless
as the impassive ancient pines and the Venoras themselves.
There were clans led by warlords, and the largest of them,
based on the highest peak of the Venoras Mountains, was led
by Taline Kasabian, a woman of high ambition and ruthless
cunning and known for fighting with poisoned weapons. The
balance of power among the warlords shifted in 19th AE, when
the great beast SERVAAS descended upon the Venoras range
and lay siege with fire. It was the Lanners that emerged from
the rubble victorious, after the Kasabian group sustained heavy
casualties from the attacks and ultimately united with the
Ursine family in a final sacrifice to kill SERVAAS. The Lanners
arrived soon after, and settled the now-empty peak to be
henceforth named Tercel Point, topped with the great keep
Lanners Peak, their head of operations over the Northern Hold."
...That's all that's remains legible on the rotting pages.
[[Back|forestBrook]]{(Set:$fought to 0)}
You edge forward into the trail. Somehow, all of the sounds of night have cut silent around you. There is only the rushing of a faint wind, but the limbs of the grand evergreens around you are entirely still.
You can see your immediate surroundings as clearly as before, but beyond that, the forest is unnaturally dark.
You reach a clearing with four trees, standing at perfect right angles to each other. There are glyphs carved into the center of the trunk of each.
[[Follow the trail beside the tree with an owl carved into it.|failTrail1]]
[[Follow the trail beside the tree with a snake carved into it.|correctTrail1]]
[[Follow the trail beside the tree with a bear carved into it.|failTrail2]]
[[Follow the trail beside the tree with a falcon carved into it.|failTrail3]]
[[Menu|menu]]You walk into the oppressive darkness...
[[Continue|lostTrail2]]You walk into the oppressive darkness...
[[Continue|forestThinTrail]]You walk into the oppressive darkness...
[[Continue|forestThinTrail]]You walk into the oppressive darkness...
[[Continue|forestThinTrail]]You reach another clearing in the forest, with another perfect square of trees. These trees have glyphs on them as well.
[[Follow the trail beside the tree with a mouse carved into it.|failTrail1]]
[[Follow the trail beside the tree with a snake carved into it.|failTrail2]]
[[Follow the trail beside the tree with a dragon carved into it.|correctTrail2]]
[[Follow the trail beside the tree with an eagle carved into it.|failTrail3]]
[[Menu|menu]]You walk into the oppressive darkness...
[[Continue|lostTrail3]]You reach another clearing, with yet another perfect square of trees.
You feel watched...
[[Follow the trail beside the tree with an owl carved into it.|failTrail1]]
[[Follow the trail beside the tree with a falcon carved into it.|correctTrail3]]
[[Follow the trail beside the tree with a griffin carved into it.|failTrail2]]
[[Follow the trail beside the tree with a bear carved into it.|failTrail3]]
[[Menu|menu]]You walk into the oppressive darkness...
[[Continue|forestCaveEntrance]]{(Set:$state="forestCaveEntrance")
(Set:$location="Lornley Forest")}
(if:$fought is 0)[
You're under attack!
{(Set:$foe to "Restless Ghost")
(Set:$foeHealth to 15)
(Set:$foeMaxHealth to 15)
(Set:$foeSkill1 to "Rending Shriek")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Dark Pulse")
(Set:$foeSkill3 to "Shade's Wrath")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 7)
(Set:$itemReward to "null")}
[[Fight!|combat]] ]
(else:)[
[[Continue|forestCaveEntrance2]]
]
{(set:$state to "forestCave1")
(Set:$location to "Lornley Grotto")}
A gentle carpet of moss covers the walls and floor of the wide cave entrance until the point that light no longer reaches. The dark in here is deep and still and heavy: you have no choice but to light your lantern.
Cave crickets, blind and spindly, crawl along the wall parallel to you, oblivious or indifferent to you. Dripping echoes through the cave, and your footsteps are loud and wet.
Eventually, you reach a narrowing point of the tunnel, and just when you're uncertain if it will remain wide enough to squeeze through, it opens into a cavern with a fork.
[[Take left fork.|leftCavefork1]]
[[Take right fork.|rightCavefork1]]
[[Turn back.|forestCaveEntrance2]]
[[Menu|menu]]Use a health potion?
(Set:$healthpots to $inv's "Health Potions")
Health potions: $healthpots
[[Yes.|healthyes]]
[[No.|menu]]An ancient sword in preternaturally good condition. Its hilt and pommel together resemble the wings and head of a dragon, and the black blade seems to absorb all light. Upon closer inspection, a snake sigil is faintly engraved on the blade. (10 DMG, spirit damage)
(if:$class is "warrior")[
Equip the Dracobane?
[[Yes.|dracobaneEq]]
[[No.|menu]]
]
(else:)[
As a $class, you cannot wield the sword yourself.
However, a sword this valuable may be useful in other ways...
[[Back|inv]]
]
You used a health potion.
{(Set:$healthpots to ($healthpots - 1))
(Set:$inv's "Health potions" to $healthpots)
(Set:$currHP to $maxHP)
(Set:$currSP to $maxSP)}
Remaining health potions: $healthpots
$name
Level $level
HP: $currHP / $maxHP
$SPLabel: $currSP / $maxSP
[[Back.|menu]]You equipped the Dracobane.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Dracobane")
(Set:$inv's "Dracobane" to 0)
(Set:$weaponDMG to 10)
[[Okay.|menu]]Your well-used, decent sword. It bears the fox-head emblem of Silent Crossing. (3 DMG, no damage type)
Equip the Sorrowful Sword?
[[Yes.|sorrowSwordeq]]
[[No.|inv]]Your well-used bow. It bears the fox-head emblem of Silent Crossing. (3 DMG, no damage type)
Equip the Mourning Bow?
[[Yes.|mournBoweq]]
[[No.|inv]]Your well-used, decent staff. It bears the fox-head emblem of Silent Crossing. (2 DMG, no damage type)
Equip the Balefull Staff?
[[Yes.|baleStaffeq]]
[[No.|inv]]
You equipped the Baleful Staff.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Baleful Staff")
(Set:$inv's "Balefull Staff" to 0)
(Set:$weaponDMG to 2)
[[Okay.|inv]]You equipped the Mournful Bow.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Mournful Bow")
(Set:$inv's "Mournful Bow" to 0)
(Set:$weaponDMG to 3)
[[Okay.|inv]]You equipped the Sorrowful Sword.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Sorrowful Sword")
(Set:$inv's "Sorrowful Sword" to 0)
(Set:$weaponDMG to 3)
[[Okay.|inv]](Set:$state to $forestCaveChest)
You found a health potion and placed it in your inventory.
(Set:$caveChestHealth to $inv's "Health Potions")
(Set:$caveChestHealth to ($caveChestHealth + 1))
(Set:$inv's "Health Potions" to $caveChestHealth)
[[Okay|forestCaveEntrance]]
[[Menu|menu]]You emerge from the thicket of trees to find yourself standing by the entrance to a rocky cave in a steep hillside.
(if:$companion is "Marlowe")[
(if:$alcuinDead is "no")[
Marlowe lifts his hand, a sword of ebon grip and unnatural red blade materializes from smoke in his hand.
"Be wary; the demon I see in this forest lies within. I can sense it," he tells you.]
]
(if: not ((history:) contains "forestCaveChest"))[
[[There is something small and half-buried under a bush beside you.|forestCaveChest]] ]
[[Enter the cave.|forestCave1]]
[[Go back.|forestThinTrail]]
[[Menu|menu]] {(Set:$state to "leftCavefork1")
(Set:$location to "Lornley Grotto")
(Set:$fightDecide to (random:1,3))}
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Spideer")
(Set:$foeHealth to 10)
(Set:$foeMaxHealth to 10)
(Set:$foeSkill1 to "Venom Antler")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Stomp")
(Set:$foeSkill3 to "Stomp")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 5)
(Set:$itemReward to "Poison Antler Shard")}
[[Fight!|combat]]
]
(else:)[
The cave walls seem to be widening as you advance.
(if:$alcuinDead is "no")[
There is something ahead.
You can hear ragged breathing...
(if:$companion is "Marlowe")[
Marlowe readies his sword, saying, "Best prepare yourself, $name."
] ]
(if:$alcuinDead is "no")[
[[Keep going.|caveArena]] ]
(if:$alcuinDead is "yes")[
[[Keep going.|caveArenaAfter]] ]
[[Turn back.|forestCave1]]
[[Menu|menu]]
]{(Set:$state to "rightCavefork1")
(Set:$fightDecide to (random:1,3))}
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Northern Venomcat")
(Set:$foeHealth to 12)
(Set:$foeMaxHealth to 12)
(Set:$foeSkill1 to "Poison Fang")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Crush of Fangs")
(Set:$foeSkill3 to "Claw-Tipped Swipe")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 7)
(Set:$itemReward to "Venomcat Pelt")}
[[Fight!|combat]]
]
(else:)[
You press on through the right fork. You enter, strangely, a sort of room, filled with helmets, spears, swords, old, rotting banners. It is all carefully arranged and ordered, down to the musty books in the bookcase.
There's nothing here in good enough condition to warrant taking with you.
[[Go back.|forestCave1]]
[[Menu|menu]] ]{(Set:$state to "caveArena")
(Set:$foe to "Demon Alcuin")
(Set:$foeHealth to 400)
(Set:$foeMaxHealth to 400)
(Set:$foeSkill1 to "Horn Blitz")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Reckless Charge")
(Set:$foeSkill3 to "Reckless Charge")
(Set:$fskill2DMG to 10)
(Set:$fskill3DMG to 10)
(Set:$XPreward to 1000)
(Set:$itemReward to "null")}
You enter an enormous cavern. The raw cave has given way to chiseled walls. There is an ancient, marble tiled floor beneath your feet, of intricate and beautiful design. Imposing pillars rise from floor to high ceiling, larger in circumference than your entire body; [[the nearest pillar is cracked, from decades of decay.|caveArena2]]
Something enormous moves in the shadows in front of you. It crawls into the edge of your vision, and then charges forth--you run headlong out of its way, and it skitters to a gradual stop on the slick tile. It draws back into the shadows, but you are able to glimpse it briefly before it does: an enormous black, hulking creature, on four birdlike legs and a the horn-tipped skull of a bull for a head. It is the height of two horses stacked atop each other. You can see the red pinpoints of its eyes in the dark.
You feel that it is overwhelmingly powerful, and it is very fast...
{(if:$companion is "Marlowe")[
"Creator, Alcuin is stronger than even I had anticipated," Marlowe tells you. "You cannot hope to take him in a fair fight, I warn you."
]}
[[Fight!|combat]]
[[Try to flee.|caveRunDeath]]
[[Menu|menu]](Set:$state to "caveArena2")
(Set:$alcuinDead to "yes")
You look around you, and you focus on the crumbling pillar to your left, and move to stand in front of it. The demon charges at you. In the split second that you have, you dive out of the way.
The demon charges into the broken pillar, and with the force of its momentum, the pillar crumbles, along with an enormous portion of the ceiling.
With a jagged groan, the demon dies, covered with rocks and rubble, its red eyes fading to an empty darkness.
(if:$companion is "Marlowe")[
"You did it! You slew Alcuin, I can't believe it. Excellent thinking," Marlowe says.
]
(if: not ((history:) contains "examineAlcuin"))[
(if:$inv's "Alcuin's Horn" is not 0)[
[[Examine the dead demon.|examinAlcuin]] ]]
(if: not ((history:) contains "lichRoom"))[
[[Press forward.|lichRoom]] ]
[[Head back.|leftCavefork1]]
[[Menu|menu]]
(if:$class is "rogue")[
You muster all of the speed you possess and run for the exit.
Behind you, the demon begins to charge after you. You press yourself as hard as you ever have in your life--and with your rogue's speed, you just barely make it, darting into the narrow cave hall a second before the creature behind you. It pants, loud and rapid, behind you, its piercing red stare following you from the cavernous room as it watches you retreat.
[[Continue|leftCavefork1]]
]
(else:)[
You turn and decide to try to escape the room.
The creature sees you, and charges with a gasping, ragged cry. It is upon you before you reach the room exit, and it impales you through the back with two long, curved horns, and with a turn of the head tosses you to the ground.
You feel a wash of pain as you lay on the ground, unable to move, your blood spreading warm around you.
{(if:$companion is "Marlowe")[
Marlowe calls your name desperately, but you can't seem to muster any sound as blood trickles from your mouth.]}
The last thing you see in the spreading darkness is the sharp red pinpoints of the demon's eyes as it approaches...
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)]
](Set:$state to "caveArenaAfter")
You stand in the grand, cavernous room with great stone pillars and a marble floor.
[[The dead demon Alcuin|examinAlcuin]] lies under a pile of rubble where one of the pillars once stood.
[[Go back.|leftCavefork1]]
[[Menu|menu]](if:$inv's "Alcuin's Horn" is 0)[
You cautiously advance to the enormous dead demon's body.
You obtain Alcuin's Horn and place it into your inventory.
(Set:$inv's "Alcuin's Horn" to 1) ]
(elseif:$inv's "Alcuin's Horn" is 1)[
The dead demon Alcuin lies covered in rubble. Somehow, it's still very intimidating, even still and dead.
]
(if:$companion is "Marlowe")[
"You took the ancient beast out with a large piece of rock. I must say, I'm quite impressed with your wit," Marlowe tells you.
(if:$name is "Alder")[
"I'm glad I chose to accompany you," he adds.
[["I'm glad you did, too."|mCaveFlirt]] ]]
(elseif:$companion is "Lich Battlemaster")[
"Ah, Alcuin. Your strength was legendary," Lich Battlemaster says. "You were a huge idiot, but your strength was legendary nonetheless."
]
[[Go back.|caveArenaAfter]]
You cross the dust-strewn grand cavern and enter a long, intricately decorated hallway. Candles along the walls on either sides illuminate depictions of battles: groups of soldiers, dressed in armor of an ancient fashion, wolves, a dragon of flame-filled maw.
At the end of the hall is a room, smaller by far than the grand cavern behind, but large nonetheless. It is rectangular in shape, as intricately decorated as the hallway. Candles on high black stands wash the room in flickering, pale orange light.
Against the opposite wall, a throne of carved stone sits on a slightly raised stone platform; above it, a massive dragon's skull hangs on the wall, candles inside flickering, tears of wax dripping from its sockets.
On the throne sits a skeleton outfitted in full bronze armor of ancient make, a faceless helm revealing the full skull face and two brightly glowing yellow pinpoints in the dark sockets. The armored skeleton sits with one arm resting on the knee, loosely gripping a downward-angled sword; the other elbow rests on a stone armrest, the hand supporting the skeleton's head. The skeleton watches you with an august stillness. The flickering of the candlelight could almost seem to be an illusion: the room feels ancient, unreal.
"Rude," she says.
[["What?"|lichWhat]]
[["What are you doing here?"|lichWhatDoing]]
"Rude, I said," she tells you, lazily drawing herself up a little on the throne. "You bust in here, kill my guard dog...what are you after?"
(if:$companion is "Marlowe")[
"Your guard dog was a powerful demon that I'd been hunting for weeks," Marlowe says. "It killed a lot of people before you holed it up here."
"Well, how many people do you think it was going to kill here?" the lich says. She looks at you. "Other than possibly you two, I suppose."
You recognize Marlowe's infuriated silence and his hand tightens around Bloodoathe's grip, but he says nothing more.
]
[["I, uh. I wanted to kill the demon. I apologize..."|sorry]]
[["Oh, come on. It was a cave and a monster. You look an awful lot like a monster, too...|lichInsult]]
[["I'll...just show myself out..."|caveArenaAfter]]
>>Note: you will not be able to return to this room if you leave now.(Set:$lichApproval to ($lichApproval -1))
"What does it look like I'm doing?" she says. "I'm relaxing on my throne."
[[Back|lichRoom]](Set:$lichApproval to ($lichApproval + 1))
"At least you're honest," says the lich, and you can hear a grin in her voice.
She examines the gauntleted fingers of her non-sword hand.
"To be true with you," she says, "I'm terribly bored. I have remained here to keep watch over the Venoras mountains and all of the Northern Hold, but there hasn't been all that much excitement over the past hundreds of years. The Northern Hold is not at risk."
She stands, with a clang of armor and a faint creaking sound.
"Sitting in here, doing nothing...I'm only getting weaker at this point. You, though, you burst right into my lair and killed an ancient demon. Now, that's exciting. So here is my demand," she says, and now she is walking toward you, sword in hand.
She stops in front of you and raises her blade...and turns it around, offering you the hilt.
"You are worthy. Either end my life, or, well, un-life...or take me with you."
[[Kill the Lich Battlemaster.|killLich]]
[[Take the Lich Battlemaster as your companion.|lichJoin]]
>>Note: any current companion you have will be replaced, and will leave your game.Lich Battlemaster:
{(if:$location is "Lornley Forest")[ (either: "'I'd forgotten how gorgeous and immense the northern wilds are.'","'Do you ever wonder how it works when I drink a potion, being a skeleton and all? ...To tell you the truth, I don't really understand, either.'","'What incredible battles were hard-fought beneath these very pines!'") ]
(elseif:$location is "Lornley Grotto")[ (either: "'How do you like my lair? I've had a few hundred years to work it to my liking, but I've really let it go lately...'","'Ah, did you hear that creak? Truly, I'm getting old...'","'I wish I could say I was sorry you killed Alcuin, but really, I'm mostly amused. He was sort of my trophy, you know? But hopelessly stupid. How did he survive a century?'")]
(elseif:$location is "Aronin River")[ (either: "'I've no love of water. Wouldn't say I fear it. Just...don't love it.'","'Does the river beside you in the black of night not make you...a little uncomfortable?'","'Do you think a lich can drown?'")]
(elseif:$location is "Montoire Encampment")[ (either: "'I'm doing my best to stay inconspicious. So far, no one's noticed the walking skeleton.'","'Just look at all this. How ineffecient. Your enemies would see you coming for miles.'","'How soft these nobles are. When I led my men, we slept on the cold earth. We had rocks for pillows and we were grateful for them.'") ]
(elseif:$location is "Tonnelle d'âmes")[ (either: "'I'd never really left Northern Hold, all these long years, or back before. I'd heard of happenings down this way. Seems a lot has happened since. I don't see the peasant-driven carriages, for example.'","'Place is famous for its chickens, no? Wonder how those black roosters taste.'") ]
(elseif:$location is "Eternal Gloaming")["Oft I heard tales of this place, supposedly cursed with ancient magics that even the //ellvhen// themselves no longer understand to be forever steeped in twilight," says the Lich Battlemaster, sweeping her small yellow points of light around you. "Or maybe it's not a curse because they prefer it this way. Who the hell knows when it comes to them," she adds.]
(elseif:$location is "Eastridge")["Eastridge-by-the-Sea does not fail to impress. And make no mistake, it was satyrs that built much of this city in days of old."]}
[["Any wisdom to pass on?"|lichTalk]]
[[Back|menu]](Set:$marLoveCount to ($marLoveCount + 5))
(Set:$marlApproval to ($marlApproval +2))
Marlowe gives a flustered laugh.
[[Go back.|caveArenaAfter]](Set:$lichApproval to ($lichApproval -1))
"Don't be an ass," says the lich, the faintest--but noticable--deadly edge in her voice. She sits for a moment, watching you with bright yellow eyes and an unreadable skeletal face.
She examines the gauntleted fingers of her non-sword hand.
"To be true with you," she says, "I'm terribly bored. I have remained here to keep watch over the Venoras mountains and all of the Northern Hold, but there hasn't been all that much excitement over the past hundreds of years. The Northern Hold is not at risk."
She stands, with a clang of armor and a faint creaking sound.
"Sitting in here, doing nothing...I'm only getting weaker at this point. You, though, you burst right into my lair and killed an ancient demon. Now, that's exciting. So here is my demand," she says, and now she is walking toward you, sword in hand.
She stops in front of you and raises her blade...and turns it around, offering you the hilt.
"You are worthy. Either end my life, or, well, un-life...or take me with you."
[[Kill the Lich Battlemaster.|killLich]]
[[Take the Lich Battlemaster as your companion.|lichJoin]]You take the Lich Battlemaster's sword and raise steady it with both hands.
{(if:$class is not "warrior")[
As a $class, you aren't used to wielding a sword, but you grip the weapon carefully and ready yourself.]}
You raise the blade as she stands perfectly still and watches you unblinking, expression completely unreadable. You brace yourself and strike where her heart would have been. She dissolves into black mist, her bronze armor clanging to a pile on the ground before your feet.
You stow her sword, the Dracobane, in your inventory.
(Set:$inv's "Dracobane" to 1)
(Set:$lichDead to "yes")
[[Back.|caveArenaAfter]]You gesture for the Lich Battlemaster to keep her sword.
"Excellent choice," she says. "To wander freely again in the world...I'm excited."
(Set:$companion to "Lich Battlemaster")
>>Note: you have taken $companion as your companion, and she joins you on your adventure.
[[Back.|caveArenaAfter]]A long, shining black horn, gently curved and tapering to a deadly point, broken from the steer-skull head of the demon Alcuin.
[[Back.|inv]](if:$companion is "Marlowe")[
$companion:
What would you have me do?
]
(elseif:$companion is "Lich Battlemaster")[
$companion:
Shall I clean this up for you?
]
(elseif:$companion is "Daechiron")[
$companion:
Can I assist you?
]
[["Attack."|compAttack]]
[["Hold back."|foeTurn]]{(Set:$cChoice to (random:1,2))
(if:$companion is "Marlowe")[
(if:$cChoice is 1)[
(Set:$cAttack to "Shining Strike")
(Set:$cDMG to 15)
]
(else:)[
(Set:$cAttack to "Thunder Bolt")
(Set:$cDMG to 10)
]
]
(elseif:$companion is "Lich Battlemaster")[
(if:$cChoice is 1)[
(Set:$cAttack to "Rending Blow")
(Set:$cDMG to 20)
]
(else:)[
(Set:$cAttack to "Shade's Wrath")
(Set:$cDMG to 10)
]
]
(elseif:$companion is "Daechiron")[
(if:$cChoice is 1)[
(Set:$cAttack to "Laich")
(Set:$cDMG to 16)
]
(else:)[
(Set:$cAttack to "Helca")
(Set:$cDMG to 16)
]
]}
$companion uses $cAttack!
The $foe takes $cDMG damage!
(Set:$foeHealth = $foeHealth - $cDMG)
(if:$foeHealth <= 0)[
The $foe dies.
[[Victory!|victoryComp]]
]
(else:)[
[[Continue.|foeTurn]]
]{(set:$fought to 1)
(Set:$bestiary's $foe to ($bestiary's $foe + 1))}
You are victorious!
--------------------
$name
--------------------
Level $level
HP: $currHP / $maxHP
$SPLabel: $currSP / $maxSP
(if:$itemReward is not "null")[ (Set:$inv's $itemReward to ($inv's $itemReward +1))
You obtained a $itemReward! ]
(Set:$itemReward to "null")
(link: "Return")[(goto: $state)]About companions:
-You can have only a single companion. This companion can be dismissed from the menu, but be warned: you may 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 have a companion attack or hold back. Holding back will end their turn, and if you order them to attack, they will choose a move from their set at random.
>>Beware: if your companion deals the killing blow, you will not gain any XP from the enemy.
-Companions do not gain XP or level up, and you cannot change their skillset or equipment.
-Attacks performed by companions do not use damage types; therefore they are neither blocked by enemy immunities nor do they get damage bonuses from weaknesses.
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. Immunities and weaknesses can be discerned by discovering them firsthand in combat. Alternatively, once you have killed at least one of that type of enemy, its weakness and immunity will be listed in the bestiary.
-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, and they have more STM than warriors. Rogues should probably seek strong weapons first and foremost, but can supplement this with skills.
-Warriors have the highest defense, but relatively little STM; they rely more on finding and equipping powerful weapons and less on skills. Skills are best used strategically.
-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.
-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 blue 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.
-Lastly, there is a fairly in-depth walkthrough for this game available at its entry in the interactive fiction database (ifdb.tads.org). If you find a bug, you can report to me at [email protected], and I'll do my best to squash it.
[[Back|menu]]Dismiss $companion from your side?
>>Note: this will cause them to disappear. You might not be able to have them rejoin you.
(if:$companion is "Marlowe")[
[[Yes.|dismissMarl]]
]
(elseif:$companion is "Lich Battlemaster")[
[[Yes.|dismissLich]]
]
(elseif:$companion is "Daechiron")[
[[Yes.|dismissDae]]
]
[[No.|menu]]"It was a nice little adventure, $name. Thank you for bringing me along...it almost reminded me of former days," Marlowe tells you.
(if:$marLoveCount is >= 10)[
I will...dearly miss your company," he says, quietly.
]
Marlowe turns and walks into the forest, a black shadow disappearing into the green.
(Set:$companion to "null")
(Set:$marlDismiss to "yes")
[[Back.|menu]](Set:$companion to "null")
"It was nice to wander out in the living world again. And to wield a sword properly again...ha! Unbeatable. I had forgetten how good it feels to have that rush of blood...metaphorically," the Lich Battlemaster tells you.
"Maybe I will return to my lair for a while, or maybe I won't. But thank you for re-awakening my vigor," she adds. "And, $name...good luck."
With that, she turns and strides away.
[[Back.|menu]]Piece of a Spideer's antler, possibly yet containing some venom from the Spideer's venom glands. Best handle with care...
[[Back.|inv]]A fine, soft pelt of a Northern Venomcat. Its deep blue hue is subtly accented with darker spots. Clothing of this stuff would make for fashionable attire. Probably.
[[Back.|inv]]Just a plain old lantern. No, you don't have to keep track of oil or anything. Then I'd have to figure an oil meter mechanic into the game, and let's be honest, when has a lantern oil feature ever been fun?
[[Back.|inv]]You examine the shifting reeds by the riverside and discover a large burrow, big enough to fit yourself into if you crawl. A heady aroma wafts out from within.
Enter the burrow?
(if:$metCamber is "no")[ [[Yes.|camber]] ]
(else:)[ [[Yes.|camber2]] ]
[[No.|forestRiver]]{(set:$state to "travelerPartyCamp")
(Set:$fightDecide to (random:1,4))}
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Mud Lurker")
(Set:$foeHealth to 20)
(Set:$foeMaxHealth to 20)
(Set:$foeSkill1 to "Bite")
(Set:$fskill1DMG to 7)
(Set:$foeSkill2 to "Full-body Slam")
(Set:$foeSkill3 to "Tail Strike")
(Set:$fskill2DMG to 10)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 9)
(Set:$rewDecide to (random:1,3))
(if:$rewDecide is 1)[ (Set:$itemReward to "Mud Lurker Shell Fragment") ]
(elseif:$rewDecide is 2)[ (Set:$itemReward to "Mud Lurker Scales") ]
(else:)[ (Set:$itemReward to "null") ]}
[[Fight!|combat]]
]
(else:)[
You've approached the encampment from the shadows.
There are several horses and caravans, and the nobles, their knights, and their other servants speak loudly in the silent forest; campfires brighten their encampment, and the scent of cooking meat hits you full in the face.
(if:$gotIn is "no")[ (if:$gotCaravan is "no")[
[[The caravan nearest you|caravan]], at the edge, seems to be under watch by just a single guard; there's likely nothing of great value or any person inside, but it may still contain something of use. The guard stands facing the forest, with leather armor, a sword, a lantern, and a slightly worried expression; he stands beside a [[large tree.|largetree]] His armor carries a sigil of a crowing rooster.] ]
(if:$nobleclothes is "no")[ [[Enter the encampment.|travCampBad]] ]
(if:$nobleclothes is "yes")[
(if:$firstCampEnt is "yes")[ [[Enter the encampment.|travCamp]] ]
(else:)[ [[Enter the encampment.|travCampSettled]] ] ]
[[Go back.|forestRiver]]
[[Menu|menu]] ]You squeeze yourself into the burrow and crawl forth. The burrow ends in a large chamber (though still far too small for you to do more than sit upright in), lit by a wall-mounted candle. A cauldron of vegetable stew simmers, emitting the heady aroma of herbs and roast vegetables.
Standing in front of the cauldron and stirring it is a large, mottled brown crayfish. It stares at you with tiny, round black eyes.
"The shop's closed," he says, warily.
(Set:$metCamber to "yes")
[["I didn't mean to disturb you."|camberSorry]]
[["I didn't expect to find...uh, you."|camberSurp]]
[["The shop?"|camberS]]"S'all right, I suppose," the crayfish says, his tone become a little more at ease. "Don't get many visitors round these parts of late, but 'specially not many humans, if you'll forgive my saying so. You can call me Camber."
"Weapons is my area, though, sure enough, and you look like a (if:$name is "Alder")[man](else:)[woman] who knows $pos way 'round those. Tell you what, human: you bring me four Poison Antler Shards, and I'll make you something useful."
[[Back.|camber2]]"Well, didn't expect to find you, neither," he says, "Y'know, in my personal home and all."
He watches you for a moment, and seems to become a bit more at ease.
"Don't get many visitors round these parts of late, but 'specially not many humans, if you'll forgive my saying so. You can call me Camber."
"Weapons is my area, though, sure enough, and you look like a (if:$name is "Alder")[man](else:)[woman] who knows $pos way 'round those. Tell you what, human: you bring me four Poison Antler Shards, and I'll make you something useful."
[[Back.|camber2]]"Used to craft weapons, more for my pleasure'n anything else. S'pose I lost the passion for it, recently. Business weren't ever booming, neither, but I didn't care about that."
He watches you for a moment, and then seems to become more at ease.
"Don't get many visitors round these parts of late, but especially not many humans, if you'll forgive my saying so. You can call me Camber."
"As I said, weapons is my area, though, sure enough, and you look like a (if:$name is "Alder")[man](else:)[woman] who knows $pos way 'round those. Tell you what, human: you bring me four Poison Antler Shards, and I'll make you something useful."
[[Back.|camber2]]The burrow is lit by a wall-mounted candle. A cauldron of vegetable stew simmers, emitting the heady aroma of herbs and roast vegetables.
Camber sits beside the cauldron, grasping a book, a little awkwardly, in his claws.
"Bet you're surprised I like to read! ...well, to be truthful-like I mostly can't, it's all just lines. I like to pretend, though," he says.
[[Talk to Camber.|camberAntlers]]
[[Leave.|camberEnt]](Set:$numAntlers to $inv's "Poison Antler Shard")
(if:$camberGain is "no")[
(if:$numAntlers < 4)[
"Sorry, friend. You don't have enough Poison Antler Shards," Camber tells you.
]
(else:)[
"Ah, perfect!" Camber tells you brightly. "Give me just a moment, now..." He turns away and then returns, handing you something. (if:$class is "mage")["That there's a powerful spell. Hope it's useful." (Set:$inv's "Phantom Spideer" to 1) ](elseif:$class is "rogue")["That there's a nice bow. Hope it's useful." (Set:$inv's "Spideer Hornbow" to 1) ](else:)["That there's a nice sword. Hope it's useful." (Set:$inv's "Venompoint" to 1) ]
{(Set:$numAntlers to ($numAntlers-4))
(Set:$inv's "Poison Antler Shard" to $numAntlers)}
"Here, take this, too. I don't much about humans--can't even tell you apart, forgive me--but you look a bit worn, there, I think. Anyway, thanks--it felt nice to craft something again. Maybe I'll get back into it." (Set:$inv's "Vegetable Stew" to 1)
Camber places the items into your inventory.
]
]
(else:)[
"Please to see you again, friend. Thanks again for inspiring me to use my claws again," Camber says.
]
[[Back.|camber2]]{(Set:$sReplacer to "Phantom Spideer")
(Set:$costReplacer to 10)
(Set:$dmgReplacer to 8)
(Set:$textReplacer to "A green, ethereal Spideer materializes! The phantom Spideer lowers its antlers and charges the enemy.")}
A spell that summons a phantom Spideer to the battlefield to attack the opponent for 8 damage. Cost: 10 MP
Replace one of your known skills with Phantom Spideer?
[[Replace $skill1.|repSkill1]]
[[Replace $skill2.|repSkill2]]
[[Replace $skill3.|repSkill3]]
[[Back.|inv]]A sword fashioned from Spideer antlers. It is very well-crafted. (5 DMG, poison damage)
Equip Venompoint?
[[Yes.|venompointeq]]
[[No.|inv]]A bow fashioned from Spideer antlers. It is very well-crafted. (5 DMG, poison damage)
Equip the Spideer Hornbow?
[[Yes.|hornboweq]]
[[No.|inv]]A delicious-smelling stew of herbs and roast vegetables, carefully packaged to the brim into a glass jar. Eating it will fully restore your HP and $SPLabel.
Eat the stew?
[[Yes.|vstewYes]]
[[No.|inv]]You eat the stew while it's still warm; it's so good it makes your eyes water. You feel a pang of actual sadness when the jar is empty.
(if:$companion is "Lich Battlemaster")[
The Lich Battlemaster eyes the glass jar. "The smell of that makes me feel hungry...and I don't even eat," she says, perhaps a little enviously.]
{(set:$inv's "Vegetable Stew" to 0)
(Set:$currHP to $maxHP)
(Set:$currSP to $maxSP)}
>>HP and $SPLabel restored.
[[Okay.|inv]]You equipped Venompoint.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Venompoint")
(Set:$inv's "Venompoint" to 0)
(Set:$weaponDMG to 7)
[[Okay.|inv]]You equipped the Spideer Hornbow
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Spideer Hornbow")
(Set:$inv's "Spideer Hornbow" to 0)
(Set:$weaponDMG to 7)
[[Okay.|inv]]You replace $skill1 with $sReplacer.
{(Set:$skill1 to $sReplacer)
(Set:$skill1cost to $costReplacer)
(Set:$skill1DMG to $dmgReplacer)
(Set:$skill1txt to $textReplacer)
(Set:$inv's $sReplacer to 0)}
[[Okay.|inv]]You replace $skill2 with $sReplacer.
{(Set:$skill2 to $sReplacer)
(Set:$skill2cost to $costReplacer)
(Set:$skill2DMG to $dmgReplacer)
(Set:$skill2txt to $textReplacer)
(Set:$inv's $sReplacer to 0)}
[[Okay.|inv]]You replace $skill3 with $sReplacer.
{(Set:$skill3 to $sReplacer)
(Set:$skill3cost to $costReplacer)
(Set:$skill3DMG to $dmgReplacer)
(Set:$skill3txt to $textReplacer)
(Set:$inv's $sReplacer to 0)}
[[Okay.|inv]]=><=
<img 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"/>
=><=
▵ [[start|firstStart]] ▵
=><=
^^Thanks for 300 plays!^^(if:$lTalkCount is 0)[
"Back in my day...ack, I sound like someone's grandmother. Listen, when I was a mortal warrior, it was even harder to be a woman. But I commanded loyalty by never backing down," the Lich Battlemaster says, her small yellow points of light boring into your own eyes.
(if:$name is "Aspen")[
"You remind me of myself, actually, $name. Perhaps a bit less bloodthirsty, but still...a deadly young woman. Hear me well: some foes may look at you and underestimate you, but it will be their fatal mistake."
]
(elseif:$name is "Alder")[
"Ha, you remind me of one of my consorts, actually. A handsome young man, he was, from a clan that was pledged to mine...no, don't look concerned. I've long ago lost that drive. The Ursine boy was nothing like you, anyway. Couldn't have killed a mouse, that one."
]
(set:$lTalkCount to 1)
]
(elseif:$lTalkCount is 1)[
The Lich Battlemaster sits down with a sigh, to a clatter of armor and a faint creaking sound. "Sometimes my mortal life feels like a dream," she says. "I feel like I was surely born an undead warlord. Sometimes I start to wonder why I..." she shakes her head. "Not like me to indulge these sort of thoughts."
"Let's move on," she says, standing.
(Set:$lTalkCount to 2)
]
(elseif:$lTalkCount is 2)[
The Lich Battlemaster turns to you with her unblinking yellow stare.
"A decent leader makes more good decisions than mistakes. A good leader commands her men's complete loyalty and makes certain every day to be worthy of it. A true leader..."
"She knows the meaning of sacrifice."
(Set:$lTalkCount to 3)
]
(elseif:$lTalkCount >= 3)[
(either:"Fear is an important tool in your arsenal. Never underestimate it.","Traveling with you has been nice, $name. You have more than proven yourself a worthy companion.")
]
[[Back.|menu]](if:$class is "rogue")[The guard stands with his back to the caravan he guards, looking out anxiously into the dark forest. You carefully sneak around behind him and then move stealthily into the caravan, with all of the skills of a rogue.
[[Continue|caravan2]] ]
(else:)[The guard stands with his back to the caravan he guards, looking out anxiously into the dark forest. You carefully sneak around behind him and then try to creep into the caravan.
"Who's there?" says the guard sharply, whipping around and raising the lantern. He grabs you firmly by the arm and drags you over into the camp, standing with you in front a man in black finery sitting leisurely by the fire; the man's clothing bears a rooster sigil.
"Lord Montoire! I caught this thief tryin' to break into the caravans, m'lord."
"I see...hold a moment," says the Lord Montoire. "Traveling alone, that very cloak...that's $them. $pronounC is none other than Lord Andrey Lanner's murderer." He stands and draws a dagger. "And $pos head will make a fine gift to the Lanners."
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)] ](Set:$state to "largetree")
You approach the large tree silently, and hide behind it, observing the caravan guard. You listen carefully over the river rushing somewhere to your left, and crouch beside [[a large tree branch.|youDistract]]
"Gods, these woods, why'd we have stop here for the night," the guard mumbles. "The whole damn Lornley Forest's haunted, everyone knows it. Full of ghouls and revenants..."
(if:$companion is "Lich Battlemaster")[
[["Hey, Lich Battlemaster, I have an idea..."|lichDistract]] ]
[[Go back.|travelerPartyCamp]]
[[Menu|menu]]Scales from a Mud Lurker; they are cool to the touch, shiny, and deep green in color.
[[Back.|inv]]A piece of a Mud Lurker's bony shell. It's slick to the touch, and remarkably hard.
[[Back.|inv]]The Lich Battlemaster stares at you with her unreadable skull and unblinking yellow points of light.
"You owe me," she mutters.
She ambles into the darkness of the forest behind you, and then turns her glowing yellow stare on the guard.
"Hey...guard..." she whispers.
The guard lifts his lantern with a trembling arm; the flame flickers as his shaking causes the melted wax to jump and spill. His gaze fixates on the Lich Battlemaster, whose outline he can just barely see from where he stands.
"Gods," he breathes, "Gods, no."
[[While his attention is directed elsewhere, you sneak into the caravan.|caravan2]]You climb into the caravan, as silently as possible. It's dark inside, but the light of the many lamps and campfires outside the canvas walls allows you to see well enough.
There are three chests within easy reach.
(set:$gotCaravan to "yes")
(if:$firstopened is "no")[ [[Open the first chest.|firstChest]] ]
(if:$secondopened is "no")[ [[Open the second chest.|secondChest]] ]
(if:$thirdopened is "no")[ [[Open the third chest.|thirdChest]] ]
(if:$secondopened is "yes")[ [[Sneak back outside.|travelerPartyCamp]] ]You open the first chest. It contains only 6 silver. For some reason.
(set:$silver to ($silver + 6))
You pocket the silver.
(set:$firstopened to "yes")
[[Back.|caravan2]]You open the chest. It contains clothing--you take some Noble Clothes and hope no one recognizes them. The chest--and caravan--is packed with items, so somehow you doubt anyone will.
(set:$inv's "Noble Clothes" to 1)
(set:$secondopened to "yes")
[[Back.|caravan2]]You open the chest. It contains a whip, and...mask...and...you close the lid. You're just going to pretend you didn't find this one.
(set:$thirdopened to "yes")
[[Back.|caravan2]](if:$name is "Alder")[A proper dress shirt red in color, and trousers, black in color. A black fur cloak completes the set, and is surprisingly warm (and soft).](else:)[A proper noble's red dress, black lace gloves, and a black sable shawl.]
Wear the Noble Clothes?
[[Yes.|nClothesEquip]]
[[No.|inv]]Your well-worn travelling clothes and cloak, all dark in color. Your cloak's clasp bears the fox-head sigil of Silent Crossing.
[[Back.|inv]]You don the Noble Clothes.
(set:$inv's "Noble Clothes" to 0)
(if:$companion is "Lich Battlemaster")["How are you supposed to fight in that?" the Lich Battlemaster scoffs.]
(elseif:$companion is "Marlowe")[(if:$marLoveCount is >= 10)["You look...charming, $name," Marlowe tells you. You can practically hear his face flushing.](else:)["You look right proper, $name," Marlowe tells you. ] ]
(set:$inv's "Traveler's Attire" to 1)
(set:$nobleclothes to "yes")
[[Back.|inv]]You pick up the large, sturdy branch, and walk back into the woods. You bury the branch in the ground upright, and then you take off your cloak and place it atop the limb--it creates a sort of scarecrow, successfully eerie in the dark.
Then you hide behind a nearby tree, and whisper to the guard.
The guard looks up and lifts his lantern with a trembling arm; the flame flickers as his shaking causes the melted wax to jump and spill. His gaze fixates on the makeshift cloak figure, whose outline he can just barely see from where he stands.
"Gods," he breathes, "Gods, no."
While his attention is directed elsewhere, you can safely sneak into the caravan. You decide to come back for your cloak after, though.
It's a good cloak.
[[Sneak into the caravan.|caravan2]]You enter the camp. As you walk past the largest campfire, which is nearest the edge of the encampment, you pass a man in black finery sitting leisurely by the fire; the man's clothing bears a rooster sigil.
"Ah, welcome," says the man, gesturing for you to take a seat. "No doubt you are another traveling on your way from Lanners Peak. I am Lord Montoire of Tonnelle d'âmes in Eastern Hold. And you are...?"
As you prepare to answer, Lord Montoire's dark eyes narrow on you as he looks you over.
"Hold a moment," says Lord Montoire. "Traveling alone, that very cloak...that's $them. $pronounC is none other than Lord Andrey Lanner's murderer." He stands and draws a dagger as his guards move in to restrain you. "And $pos head will make a fine gift to the Lanners."
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)]{(Set:$state to "travCamp")
(set:$location to "Montoire Encampment")
(Set:$checkpoint to "travCamp")}
(if:$firstCampEnt is "yes")[
You stride into the encampment with an air of, you hope, casual confidence. Seated by the large fire closest to the edge of camp, a man in black finery sits leisurely, a glass of wine in his hand and a rooster sigil on his clothes. He's attended by a woman to his left; she has sharp, clever eyes, stunning beauty, and a deep blue dress.
As you pass, he takes note of you, and motions for you to come over. You get the feeling that if you can pass this initial conversation, you'll be clear, but if you fail...things will end poorly for you.
The man smiles. "Ah, welcome," he says, gesturing for you to take a seat. "No doubt you are another traveling on your way from Lanners Peak. I am Lord Montoire of Tonnelle d'âmes in Eastern Hold. And you are...?"
You'll have to choose your words carefully, and try not to attract undue scrutiny.
(if:$name is "Alder")[ [["$name, Duke of Silent Crossing."|travBad1]] ]
(if:$name is "Aspen")[ [["$name, Duchess of Silent Crossing."|travBad2]] ]
[["Juniper, foreign ambassador to Redcorry."|travCampGood1]]
]
(else:)[
[[Continue|travCampSettled]] ]"And I am the Lady Aldana, Ambassador," says the lady, with a gracious smile.
"Come, shall I pour you a glass?" says Lord Montoire, gesturing to a servant. "I admit, embarrassingly I do not know much of Redcorry. It is famous for its ale and its fiercely loyal hunting dogs, if I recall."
He smiles dreamily. "My own home, the Tonnelle d'âmes, is known for the beauty of its green, ever fog-covered fields. Our skies, are often gray, you know, and the rain leads to such breathtaking greenery. And it is also known, of course, for our striking black roosters."
[["Yes, I'd noticed your cock."|travCampAmuse]]
[["Redcorrian ale is as good as it gets."|travCampAle]]"The Duke of Silent Crossing? But he's been missing for nearly a year," says Lord Montoire, sitting back in surprise.
The lady looks at you carefully. She stands to see you better in the light, and suspicion begins to darken her face.
"Why would you assume the name of the missing Duke? What have you to hide?" she asks you.
"Surely...you are not the man wanted for Andrey's death, are you?" says Lord Montoire dangerously.
"Guards! Take this man!" the lady says. She turns to you. "If I am mistaken, I pray you forgive me after this. But if I were to risk letting Andrey's killer walk right out from under me...Guards, take him to Lanners Peak for judgment. They'll know if he's the man they're looking for right away."
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)]"The Duchess of Silent Crossing? But she's been missing for nearly a year," says Lord Montoire, sitting back in surprise.
The lady looks at you carefully. She stands to see you better in the light, and suspicion begins to darken her face.
"Why would you assume the name of the missing Duchess? What have you to hide?" she asks you.
"Surely...you are not the woman wanted for Andrey's death, are you?" says Lord Montoire dangerously.
"Guards! Take this woman!" the lady says. She turns to you. "If I am mistaken, I pray you forgive me after this. But if I were to risk letting Andrey's killer walk right out from under me...Guards, take her to Lanners Peak for judgment. They'll know if she's the woman they're looking for right away."
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)]Lady Aldana and Lord Montoire seem stunned for a moment. Then they erupt into laughter.
"My word," says Lord Montoire, as he tries to stop laughing.
(if:$name is "Aspen")["What a sharp and bold wit you have, Juniper," Lady Aldana says, giving you a warm smile. "And a pretty figure, if I might add. Should you feel inclined to talk..."
"Oh? Are you over the Lady Deschamps so soon?" says Lord Montoire languidly, filling his wineglass again.
"You!" she says, hitting him playfully in the arm. "Hey! I'm pouring!" he yelps, laughing.]
"Ah, I fear I must retire for the night, pray forgive me," says the Lady Aldana, to you both.
"See you in the morning," says Lord Montoire brightly. To you, he says, "Ambassador Juniper, please feel free to make yourself at home in our encampment as you see fit. You've an even longer journey than ours ahead of you."
(Set:$firstCampEnt to "no")
[["Thank you."|travCampSettled]]"I'm inclined to agree with you," says Lady Aldana. "Ah, I remember when I was visiting for some event in Southern Hold, I tried for the first time...oh, I forget what it was called. What's the most famous Redcorrian brew, again? It was named after the capitol of Redcorry, I can't believe I forget..."
They look at you expectantly.
[["Uh. Redcorry City Ale...?"|travAleBad]]
[["That stuff is swill. You should try South Redcorry Tripel."|travAleAmuse]]Lady Aldana and Lord Montoire start to laugh uncertainly.
"Gods," says Lady Aldana, "wait...do you really not know?"
They watch you closely.
"Creator, who the hell are you, really?" says Lord Montoire.
The lady looks at you carefully. She stands to see you better in the light, and suspicion begins to darken her face.
"Why would you lie about your identity? What have you to hide?" she asks you.
"Surely...you are not the one wanted for Andrey's death, are you?" says Lord Montoire dangerously.
"Guards! Take $them!" the lady says. She turns to you. "If I am mistaken, I pray you forgive me after this. But if I were to risk letting Andrey's killer walk right out from under me...Guards, take $them to Lanners Peak for judgment. They'll know if $pronoun's the one they're looking for right away."
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)]Lady Aldana and Lord Montoire chuckle.
"I suppose the Redcorrians would be passionate about their ale," says Lord Montoire.
(if:$name is "Aspen")["Such spirit you have," says Lady Aldana, giving you a warm smile. "It's quite charming."]
"I'm surprised to see you awake so late, Augustina," says Lord Montoire, pouring himself another glass. "Has our visitor so captivated you that you risk losing beauty sleep?"
"I don't need it, unlike you, Gautier," she says, rising and smoothing her dress. (if:$name is "Aspen")["If you'd like to talk sometime, please feel free."]
"And with that, I fear I must retire for the night," Lady Aldana says. "See you in the morning."
"See you in the morning," answers Lord Montoire. To you, he says, "Please feel free to make yourself at home in our encampment as you see fit. You've an even longer journey than ours ahead of you."
(Set:$firstCampEnt to "no")
[["Thank you."|travCampSettled]]{(set:$state to "travCampSettled")
(set:$checkpoint to "travCampSettled")
(set:$gotIn to "yes")}
You stand in the middle of the traveling nobles' encampment. The sounds of voices, even this late into the night, surround you, as guards and servants move about. Campfires and lanterns illuminate the area and bathe it in warm orange light.
[[To your left, a very large cat, all black except for a diamond on its chest, sits and watches you intently.|catsidhe]]
(if:$foundTurnip is "no")[
[[Two guards stand, visibly sleepy, chatting nearby.|guardschatting]] [[A cook hurries past you.|cook]] [[A serving boy carries a box to a caravan.|servingboy]] Perhaps one of them has useful information about what happened in Lanners Peak. ]
>>Checkpoint reached.
(if:$foundTurnip is "yes")[ [[Begin your journey to Eastern Hold.|eastholdStart]] ]
[[Go back.|forestRiver]]
[[Menu|menu]]You approach the strange cat, who continues to stare. He is huge for a cat, roughly the size of a dog.
"Ho, traveler, interested in some wares?" he asks you, in a half-bored tone. "My name is Alastair, and I assure you, you won't find prices better than mine in Northern Hold."
[[Check out Alastair's shop.|alasShop]]
[[Back.|travCampSettled]]
Alastair: "What catches your fancy?"
[[Buy|alasBuy]]
[[Sell|alasSell]]
[[Back.|travCampSettled]]Buy from Alastair?
Current silver: $silver
{(set:$state to "alasBuy")
(set:$itemSell to "null")
(Set:$itemWorth to 0)}
(if:$alasInv's "Spirit Bolt" >0)[
[[Spirit Bolt|buyspiritBolt]] -spell: 10DMG, spirit damage
]
(if:$alasInv's "Soultree Bow" >0)[
[[Soultree Bow|buysoultree]] -bow: 7DMG, spirit damage
]
(if:$alasInv's "Dawnbreak" >0)[
[[Dawnbreak|buydawnbreak]] -sword: 7DMG, fire damage
]
(if:$alasInv's "Mudshell Blade" >0)[
[[Mudshell Blade|buymudBlade]] -sword: 6DMG, no type
]
(if:$alasInv's "Northwilds Bow" >0)[
[[Northwilds Bow|buynorthwilds]] -bow: 7DMG, ice damage
]
(if:$alasInv's "Firebolt" >0)[
[[Firebolt|buyfirebolt]] -spell: 9DMG, fire damage
]
(if:$alasInv's "Arcstorm" >0)[
[[Arcstorm|buyarcstorm]] -spell: 8DMG, electric damage
]
(if:$alasInv's "Screaming Bow" >0)[
[[Screaming Bow|buyscreamBow]] -spell: 6DMG, no type
]
[[Back.|alasShop]]Sell from your inventory?
Current silver: $silver
{(set:$state to "alasSell")
(set:$itemSell to "null")
(Set:$itemWorth to 0)}
(if:$inv's "Health Potions">0)[
[[Health Potions|sellPots]]
]
(if:$inv's "Dracobane">0)[
[[Dracobane|selldBane]]
]
(if:$inv's "Alcuin's Horn">0)[
[[Alcuin's Horn|sellalcHorn]]
]
(if:$inv's "Poison Antler Shard">0)[
[[Poison Antler Shard|sellantlerShard]]
]
(if:$inv's "Venomcat Pelt">0)[
[[Venomcat Pelt|sellvenomPelt]]
]
(if:$inv's "Phantom Spideer">0)[
[[Phantom Spideer Spell|sellphantomSpideer]]
]
(if:$inv's "Venompoint">0)[
[[Venompoint|sellvenompoint]]
]
(if:$inv's "Spideer Hornbow">0)[
[[Spideer Hornbow|sellhornbow]]
]
(if:$inv's "Vegetable Stew">0)[
[[Vegetable Stew|sellvstew]]
]
(if:$inv's "Mud Lurker Scales">0)[
[[Mud Lurker Scales|sellmlScales]]
]
(if:$inv's "Mud Lurker Shell Fragment">0)[
[[Mud Lurker Shell Fragment|sellmlShell]]
]
(if:$inv's "Spirit Bolt" >0)[
[[Spirit Bolt|sellspiritBolt]]
]
(if:$inv's "Soultree Bow" >0)[
[[Spirit Bolt|sellsoultree]]
]
(if:$inv's "Dawnbreak" >0)[
[[Dawnbreak|selldawnbreak]]
]
(if:$inv's "Mudshell Blade" >0)[
[[Mudshell Blade|sellmudBlade]]
]
(if:$inv's "Northwilds Bow" >0)[
[[Northwilds Bow|sellnorthwilds]]
]
(if:$inv's "Firebolt" >0)[
[[Firebolt|sellfirebolt]]
]
(if:$inv's "Arcstorm" >0)[
[[Arcstorm|sellarcstorm]]
]
(if:$inv's "Screaming Bow" >0)[
[[Screaming Bow|sellscreamBow]]
]
[[Back.|alasShop]]
Sell a Health Potion for 1 silver?
(set:$itemSell to "Health Potion")
(Set:$itemWorth to 1)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Alcuin's Horn for 30 silver?
(set:$itemSell to "Alcuin's Horn")
(Set:$itemWorth to 20)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Poison Antler Shard for 5 silver?
(set:$itemSell to "Poison Antler Shard")
(Set:$itemWorth to 5)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Venomcat Pelt for 10 silver?
(set:$itemSell to "Venomcat Pelt")
(Set:$itemWorth to 10)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Phantom Spideer Spell for 9 silver?
(set:$itemSell to "Phantom Spideer")
(Set:$itemWorth to 9)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Venompoint for 9 silver?
(set:$itemSell to "Venompoint")
(Set:$itemWorth to 9)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Spideer Hornbow for 9 silver?
(set:$itemSell to "Spideer Hornbow")
(Set:$itemWorth to 9)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Vegetable Stew for 1 silver?
(set:$itemSell to "Vegetable Stew")
(Set:$itemWorth to 1)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Mud Lurker Scales for 6 silver?
(set:$itemSell to "Mud Lurker Scales")
(Set:$itemWorth to 6)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Mud Lurker Shell Fragment for 10 silver?
(set:$itemSell to "Mud Lurker Shell Fragment")
(Set:$itemWorth to 10)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]You sell the $itemSell and gain $itemWorth silver.
(set:$silver to ($silver + $itemWorth))
Total silver: $silver
(Set:$numsItems to $inv's $itemSell)
(Set:$numsItems to ($numsItems -1))
(Set:$inv's $itemSell to $numsItems)
(link: "Okay.")[(goto: $state)]Sell Dracobane for 30 silver?
(set:$itemSell to "Dracobane")
(Set:$itemWorth to 30)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]You equipped Soultree Bow.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Soultree Bow")
(Set:$inv's "Soultree Bow" to 0)
(Set:$weaponDMG to 7)
[[Okay.|menu]]You equipped Dawnbreak.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Dawnbreak")
(Set:$inv's "Dawnbreak" to 0)
(Set:$weaponDMG to 7)
[[Okay.|menu]]You equipped Mudshell Blade.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Mudshell Blade")
(Set:$inv's "Mudshell Blade" to 0)
(Set:$weaponDMG to 6)
[[Okay.|menu]]You equipped Northwilds Bow.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Northwilds Bow")
(Set:$inv's "Northwilds Bow" to 0)
(Set:$weaponDMG to 7)
[[Okay.|menu]]You equipped Screaming Bow.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Screaming Bow")
(Set:$inv's "Screaming Bow" to 0)
(Set:$weaponDMG to 7)
[[Okay.|menu]]{(Set:$sReplacer to "Spirit Bolt")
(Set:$costReplacer to 10)
(Set:$dmgReplacer to 8)
(Set:$textReplacer to "$name summons a pillar of spirit energy upon the foe!")}
A spell that creates a pillar of spirit energy for 8 damage. Cost: 10 MP
(if:$class is "mage")[
Replace one of your known skills with Spirit Bolt?
[[Replace $skill1.|repSkill1]]
[[Replace $skill2.|repSkill2]]
[[Replace $skill3.|repSkill3]] ]
(else:)[
As a $class, you cannot learn Spirit Bolt. ]
[[Back.|inv]]{(Set:$sReplacer to "Firebolt")
(Set:$costReplacer to 10)
(Set:$dmgReplacer to 9)
(Set:$textReplacer to "$name lifts $pos hands and creates a searing jet of flame!")}
A powerful fire spell that does 9 damage. Cost: 10 MP
(if:$class is "mage")[
Replace one of your known skills with Firebolt?
[[Replace $skill1.|repSkill1]]
[[Replace $skill2.|repSkill2]]
[[Replace $skill3.|repSkill3]] ]
(else:)[
As a $class, you cannot learn Firebolt. ]
[[Back.|inv]]{(Set:$sReplacer to "Arcstorm")
(Set:$costReplacer to 10)
(Set:$dmgReplacer to 8)
(Set:$textReplacer to "$name lifts $pos hands! The skies darken, and a barrage of lightning strikes the foe!")}
A lightning spell that calls down a relentless field of lightning for 8 damage. Cost: 10 MP
(if: $class is "mage")[
Replace one of your known skills with Arcstorm?
[[Replace $skill1.|repSkill1]]
[[Replace $skill2.|repSkill2]]
[[Replace $skill3.|repSkill3]] ]
(else:)[
As a $class, you cannot learn Arcstorm. ]
[[Back.|inv]]A bow of a strange, gnarled blue-gray wood. It feels cold to the touch at all times. (7 DMG, spirit damage)
(if:$class is "rogue")[
Equip Soultree Bow?
[[Yes.|soultreeEq]]
[[No.|menu]]
]
(else:)[
As a $class, you cannot wield Soultree Bow.
[[Back|inv]]
]A sword with a peculiar, gleaming red-orange blade. It seems shines just as brightly in any lighting... (7 DMG, fire damage)
(if:$class is "warrior")[
Equip Dawnbreak?
[[Yes.|dawnEq]]
[[No.|menu]]
]
(else:)[
As a $class, you cannot wield Dawnbreak.
[[Back|inv]]
]A sword hewn from the slick, tough shell of a fearsome Mud Lurker. The blade is slick and dark green in color. (6 DMG, no damage type)
(if:$class is "warrior")[
Equip Mudshell Blade?
[[Yes.|mudEq]]
[[No.|menu]]
]
(else:)[
As a $class, you cannot wield Mudshell Blade.
[[Back|inv]]
]A remarkably tough bow, carved from white birch, with a white foxfur grip. As deadly as the wilderness of the Northern Hold itself. (7 DMG, ice damage)
(if:$class is "rogue")[
Equip Northwilds Bow?
[[Yes.|northwildsEq]]
[[No.|menu]]
]
(else:)[
As a $class, you cannot wield Northwilds Bow.
[[Back|inv]]
]It screams. (6 DMG, no damage type)
(if:$class is "rogue")[
Equip Screaming Bow?
[[Yes.|screamEq]]
[[No.|menu]]
]
(else:)[
As a $class, you cannot wield Screaming Bow.
[[Back|inv]]
]Buy Spirit Bolt Spell for 10 silver?
(set:$itemSell to "Spirit Bolt")
(Set:$itemWorth to 10)
[[Yes.|buyItem]]
[[No.|alasBuy]]Buy Soultree Bow for 10 silver?
(set:$itemSell to "Soultree Bow")
(Set:$itemWorth to 10)
[[Yes.|buyItem]]
[[No.|alasBuy]]Buy Dawnbreak for 11 silver?
(set:$itemSell to "Dawnbreak")
(Set:$itemWorth to 11)
[[Yes.|buyItem]]
[[No.|alasBuy]]Buy Mudshell Blade for 7 silver?
(set:$itemSell to "Mudshell Blade")
(Set:$itemWorth to 7)
[[Yes.|buyItem]]
[[No.|alasBuy]]Buy Northwilds Bow for 10 silver?
(set:$itemSell to "Northwilds Bow")
(Set:$itemWorth to 10)
[[Yes.|buyItem]]
[[No.|alasBuy]]Buy Firebolt Spell for 10 silver?
(set:$itemSell to "Firebolt")
(Set:$itemWorth to 10)
[[Yes.|buyItem]]
[[No.|alasBuy]]Buy Arcstorm Spell for 10 silver?
(set:$itemSell to "Arcstorm")
(Set:$itemWorth to 10)
[[Yes.|buyItem]]
[[No.|alasBuy]]Buy Screaming Bow for 10 silver?
(set:$itemSell to "Screaming Bow")
(Set:$itemWorth to 10)
[[Yes.|buyItem]]
[[No.|alasBuy]]Sell Spirit Bolt Spell for 7 silver?
(set:$itemSell to "Spirit Bolt")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Soultree Bow for 7 silver?
(set:$itemSell to "Soultree Bow")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Dawnbreak for 7 silver?
(set:$itemSell to "Dawnbreak")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Mudshell Blade for 7 silver?
(set:$itemSell to "Mudshell Blade")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Northwilds Bow for 7 silver?
(set:$itemSell to "Northwilds Bow")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Firebolt for 7 silver?
(set:$itemSell to "Firebolt")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Arcstorm Spell for 7 silver?
(set:$itemSell to "Arcstorm")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Screaming Bow for 7 silver?
(set:$itemSell to "Screaming Bow")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
](if:$itemWorth > $silver)[
Not enough silver.
]
(else:)[
You pay $itemWorth silver and receive the $itemSell.
(set:$silver to ($silver - $itemWorth))
Total silver: $silver
(Set:$numsItems to $alasInv's $itemSell)
(Set:$numsItems to ($numsItems - 1))
(Set:$alasInv's $itemSell to $numsItems)
(set:$numMyItems to $inv's $itemSell)
(set:$numMyItems to ($numMyItems + 1))
(set:$inv's $itemSell to $numMyItems) ]
(link: "Okay.")[(goto: $state)]"Lanners Peak?" says one of the guards. "No, I was guarding the caravans, but I heard, well, all of us heard about what happened inside. Say, Daniel, weren't you posted by the carriages?"
"No, I was only helping the cook move some foods inside, gifts to the Lanners and whatnot. Then I was back at the caravans myself," he says, scratching his face, bored.
[[Back.|travCampSettled]]"Hmm? Lanners Peak? Ah, yes, a true tragedy, that," the cook says sympathetically. "Much too busy to chat, though, love. Damn! Where's Jonathan with that blasted crate?"
She shuffles off in a distracted hurry.
As you turn to leave, a voice whispers, "Wait!"
[[Examine the vegetable crates.|vegetables]]
[[Go back.|travCampSettled]]"Lanners Peak?" scoffs the boy, stopping to rest the crate on the ground and wipe his brow as he addresses you.
(if:$name is "Alder")["Ha. No, m'lord.](else:)["Ha. No, m'lady.] Weren't none of us serving folk allowed inside. We just waited in the caravans, then came here to unpack."
He picks up the crate again. "Beggin' your forgiveness, but I have to get these all in order. I can tell you this, though, heard it was real serious. Heard the Lord Lanner himself got killed."
[[Back.|travCampSettled]]You examine the stacked crates of vegetables closely; they are filled with potatoes, carrots, and turnips, and no one could be hiding in them. There is no one hiding behind them either.
"You," says the voice again, a pleasant male voice: even, youthful, lilting. "I am here, amid the turnips."
You advance to the turnip crate and look closely.
"I remember you; I know who you are. And I know you were falsely accused. I overheard the Lady Cantrell whispering her plans in the kitchens. That was her brother who pursued you."
[["This is, um. A lot to take in."|lotdaech]]
[["You're a turnip."|turnip1]]
(set:$state to "vegetables")
Travel onward to Eastern Hold?
>>Note: you will move on to a new area, and you will not be able to return here. Additionally, enemy encounters will be more frequent from now on: you may want to ensure you are prepared.
[[To Eastern Hold!|eastHoldGo]]
[[Not yet.|travCampSettled]]"I am certain it is, but I can help you further. The Cantrells now return to their estate in Eastern Hold, in Eastridge, by the sea. If you can reach their estate, you may be able to find evidence of their plot," the turnip tells you.
(set:$state to "lotdaech")
[["Thank you for this information."|thanksdaech]]
[["You're a turnip."|turnip1]]"Yes! I am a turnip; please let me finish," says the turnip, his smooth voice bordering on impatience.
(link: "Back")[(goto: $state)]"You are welcome. But I ask a favor in return," says the turnip. "Please consider taking me with you. I cannot bear it here any longer. My life is long; I am not human. To be trapped here is torture."
[["I can see that you're not human."|turnip2]]
[["How could a turnip help me?"|howCouldTurnip]]"Yes, ass, I look like a turnip," says the turnip.
"But in truth I am an elf, as your people would say. I am Daechiron, former student of Círonor, a Master Magus. He had been devising, for years, the perfect form-shift spell: one in which you could hold a new form indefinitely, until the spell was cast again in reverse. As you can see, he succeeded, but...there were unfortunate circumstances."
"I am trapped in this form for the centuries-long lifespan of my people, but I am still a quite powerful mage and I still have use of my magic. I could be of use to you in your travels, and whether or not a cure for my condition exists out in the world, it would be better than days upon days of sitting in the kitchen. And in truth, the cook knows me and does her best to protect me...but I sort of fear being eaten."
Take Daechiron as your companion?
>>Note: any current companion you have will be replaced, and you will not be able to recruit them again.
[[Yes.|daeJoin]]
[[No.|daeLeave]]
The turnip sighs deeply.
"Yes, I would appear to be a turnip. But in truth I am an elf, as your people would say. I am Daechiron, former student of Círonor, a Master Magus. He had been devising, for years, the perfect form-shift spell: one in which you could hold a new form indefinitely, until the spell was cast again in reverse. As you can see, he succeeded, but...there were unfortunate circumstances."
"I am trapped in this form for the centuries-long lifespan of my people, but I am still a quite powerful mage and I still have use of my magic. I could be of use to you in your travels, and whether or not a cure for my condition exists out in the world, it would be better than days upon days of sitting in the kitchen. And in truth, the cook knows me and does her best to protect me...but I sort of fear being eaten."
Take Daechiron as your companion?
>>Note: any current companion you have will be replaced, and you will not be able to recruit them again.
[[Yes.|daeJoin]]
[[No.|daeLeave]](set:$foundTurnip to "yes")
You gently lift Daechiron from the turnip crate and place him in your travel bag, exposed enough that he can see and hear clearly. At least, you hope he can see and hear clearly this way. You're not really sure how that works.
"I look forwad to our travels. Thank you, human," he says with placid happiness. His voice is like a finely-crafted lute, and the happiness in his tone fills you with warmth.
(set:$companion to "Daechiron")
>>Note: you have taken on a companion. You can speak to your companion at any time in the menu.
[[Continue|travCampSettled]](set:$foundTurnip to "yes")
"I understand. I wish you the best of luck in your endeavor to clear your name," Daechiron tells you.
His voice is like a finely-crafted lute, and the sadness in his tone fills your heart with sorrow.
[[Continue.|travCampSettled]]Daechiron:
{(if:$location is "Montoire Encampment")[ (either: "'The cook was ever kind to me, but...I will not miss this place. Nor that turnip crate.'","'I will enjoy the long road to Eastern Hold.'","'By the Fallen, if those I left in Southern Hold knew what became of me...'") ]
(elseif:$location is "Lornley Forest")[ (either: "'Ah, to be in a forest feels like being closer to home. These northern wilds are very old, you can feel it...'","'These ancient trees have seen much.'") ]
(elseif:$location is "Tonnelle d'âmes")[ (either: "'I have read much of the beautiful Arbor of Souls, though I was here only once before. I had hoped to see one of the famed jet-black roosters.'","'The old fields and forests of Tonnelle d'âmes carry a strange song in their magic...'") ]
(elseif:$location is "Lornley Forest")["I trust you know what you are doing, //erasil//? This is not the way that takes us to stop the Cantrells."]
(elseif:$location is "Lornley Grotto")["Damp and dark and sinister. I am reminded of the turnip barrels in the kitchens."]
(elseif:$location is "Eternal Gloaming")["Ah, the Eternal Gloaming," Daechiron sighs happily. "How quickly I had forgotten the feel of this place. No forest truly compares. It feels like home. We are very close now..."]}
"Yes, //erasil//?"
[["I wanted to talk with you."|talkDae]]
[[Back.|menu]](Set:$companion to "null")
"I enjoyed our company while we shared it, $name. I am sorry to be parting so soon, but at least you have taken me far," Daechiron tells you.
"I wish you the best of luck in your endeavor to clear your name," he adds, his beautiful voice tinged with a note of sorrow.
He forces himself out of the bag and lands on the ground, and then he rolls away into the horizon.
[[Back.|menu]](if:$daeBackstory is 0)[
(if:$daeTalkCount is 0)[
"I enjoyed being Círonor's apprentice, mostly. Perhaps that is surprising."
Daechiron grows silent. It seems he doesn't intend to say more right now.
(Set:$daeTalkCount to 1)
]
(elseif:$daeTalkCount is 1)[
"I was a brilliant mage," Daechiron says quietly. "I was growing famous. Even among my people, my name was rising. Among humans particularly, I walked like one of the Fallen themselves...beautiful, cunning...faultless, I perhaps also perceived myself."
"In my hubris, I thought mastering Círonor's formshift spell would seal my position. One of only two souls who would know it, master it..."
"I suppose my earlier analogy was more apt than I realized. Do you know the //ellvhen// story of the Fallen, //erasil//? They are our gods, and ancestors. It is said in our stories that some of the gods up in Eternity grew vain and restless, and were eventually cast down in exile to the mortal realm in return. There they mated with humans, and gave rise to us."
"Perhaps this is my exile."
(Set:$daeTalkCount to 2)
]
(elseif:$daeTalkCount is 2)[
Daechiron sighs. "I suppose, after all this, you are wondering just how this happened, are you not?"
[["I want to hear it."|daeBack]] ] ]
(else:)["If ever I regain my form and return to the Southern Hold, you will always be welcome as an honored guest in Lunellvhen."]
[[Back.|menu]](Set:$daeBackstory to 1)
"As I have told you, I was Círonor's apprentice," Daechiron says. "And you know he was working on a permanent formshift spell--this would be revolutionary.(if:$class is "mage")[ You are a mage, perhaps you know this already.] Formshift spells as they are can only be sustained as long as you have the energy and focus to sustain them. Círonor's spell would be permanent, until you cast it in reverse."
"Well, Círonor's castle was well outside of Lunellvhen's borders, in the great surrounding forest. There had been, increasingly, bandit raids harrying the borders of the city. These were human bandits...and they hated and feared my people. Their raids had no other purpose than to harrass the //ellvhen//, and they were getting increasingly bold and violent." Daechiron sighed. "Still, we did not see it coming. Perhaps we were too focused inward on the formshift spell."
"The day finally came when Círonor was certain he had completed the spell to a testable level. Carefully, with him watching closely and ready to revert me, we tried different forms for different amounts of time. Círonor wanted last to test a non-animal form--neither of us knew if it would work. Just after he cast it, human raiders broke into his home. They were torching everything, and he was struck down with arrows before he even knew what was happening."
"In this form, I was no target to the raiders, and they ignored me, but with Círonor's home burning, I had no choice but to flee. I had no idea if I could still use my magic, but I successfully cast a teleportation spell. I ended up in Tonnelle d'âmes, where I was found...the rest is perhaps obvious."
"I don't know if any of Círonor's notes survived. I know everything but the crucial portion he figured out in the last few days--in my rush to test his spell, I assumed he could explain it afterward."
"I do not hold out hope for changing back," says Daechiron. "This is my fate."
[[Back.|menu]]{(Set:$state to "eastHoldGo")
(Set:$checkpoint to "eastHoldGo")}
You're well on your way to Eastern Hold, on the wide, well-worn dirt road. The snow cover, bitter chill, and venerable mountain peaks have been left behind, and you travel through temperate woodland.
It's slower going on foot than you're used to. Poor Juniper. (if:$juniperDead is 0)[You hope someone found him tied up there, so close to the party.]
However, you're fairly close to your destination. You'll soon be passing, after many small villages, by Tonnelle d'âmes, which is well in the heart of Eastern Hold, and from there the main road turns for the last stretch toward Eastridge, the coastal city on the cliffs and home of the Cantrells.
The sky is a searing gash of scarlet and orange, but it starting to fade at the top of your view. It will soon be dark. You're well used to traveling by night, but as always, you'd best be prepared for trouble.
Ahead, there seems to be a fork. Both should lead you to your destination. You could stay on the main road, or a small hunter's trail that seems to keep to the woods and rejoins at Tonnelle d'âmes. You'll likely face enemies on either path, as night falls; the path in the forest will be more challenging, but may hold more of interest.
[[Take hunter's trail.|hunterTrail]]
[[Keep to the main road.|mainRoad]]
[[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]]A long flight feather from a Hivernal Owl.
[[Back.|inv]]A small silver pendant engraven with the image of Mendolas, a demon of old tales, associated with luck, and patron deity to many bandits. It hangs on a small, well-crafted silver chain. It's pretty, though it doesn't seem to have helped the bandit you removed it from...
[[Back.|inv]]A legendary brew, rare and potent. You could sell it for a very high price. You could also drink it...or attempt to.
[["Cheers!"|drinkMead]]
[[Back.|inv]]A sharp fang from a sundog.
[[Back.|inv]]The practice is frowned upon by many and few actually know how to do it, but some mages store a piece of their soul into a small vial of their blood. It is said that in the hands of another knowledgeable mage, it could be used by a friend to contact them, by an enemy to control them, or--in the hands of a truly powerful magic-user--to resurrect them from the dead.
...Should you really be carrying this thing around?
[[Back.|inv]]You pry open the bottle with vigor. The smell is intoxicating: heady and sweet. You pour yourself a glass(if:$companion is not "null")[ and one for $companion]. And then another...
(if:$companion is "Lich Battlemaster")["...And then, and then he swung his sword //like this// and cut 'is head clean off! He cut it right off!" the Lich Battlemaster is telling you. She sits splayed across from you. "I'm not supposed to be able to get drunk...Creator, what is this stuff?" she says, sleepily. You also feel yourself getting tired...]
(elseif:$companion is "Marlowe")[..."didn't think I could make it one more step, for true," Marlowe slurs, as you both laugh, practically falling one on another while you sit side by side. His helmet rests by your feet. (if:$name is "Alder")[He leans over and rests his head on your shoulder.] "Was right," he says, grinning, "I fell right off the ledge, nearly taking my friends with me, and woke every other paladin on the floor below. The lecture we received..." He seems to be growing tired. You also feel yourself growing sleepy...]
(elseif:$companion is "Daechiron")[...You find yourself laughing at a joke Daechiron is telling you, even if you find it hard to follow. "Seems that mead is truly quite strong," says Daechiron, a little amused. "...You needn't have poured me a glass, though. I can't drink it...as I am a turnip." You feel yourself growing sleepy...]
...You wake to find yourself sprawled on the ground, in front of a cold campfire. You are holding a leather cap, and you have never seen this cap before in your life. (if:$companion is "Lich Battlemaster")[The Lich Battlemaster waves a pan of bacon at your face. "Awaken!" she commands, bright and clear-headed as ever. Perhaps being undead has its perks...](if:$companion is "Marlowe")[(if:$marLoveCount >=10)[Marlowe lies beside you, his arm around your waist.](else:)[Marlowe lies sprawled across from you, somehow lying upside down against a log.]](if:$companion is "Daechiron")[Daechiron sits nearby. "Ah, you're up!" he says. "I was starting to nearly worry. I've...um, learned a lot about humans from my observations last night."]
You drag yourself up and back into readiness.
{(set:$inv's "Westbay Mead" to 0)
(Set:$inv's "Leather Cap" to 1)}
[[Okay.|inv]]No one remembers where it came from, and it doesn't even fit your head. It remains as a token of the night you drank the good stuff and got, like, totally bent.
[[Back.|inv]]{(Set:$state to "hunterTrail")
(Set:$checkpoint to "hunterTrail")
(Set:$location to "A Hunters' Trail in Eastern Hold")}
You pick your way through the forest trail. The chorus of crepescular insects and animals singing to the night is loud--a far cry from the muted, snowy nights in the north.
The smell of treebark and a mass of foliage on either side of the road fills your nose and you are reminded, just for a moment, of days long past, in Silent Crossing, when you were young.
{(set:$hunter2fought to "no")
(set:$hunter3fought to "no")
(set:$hunter4fought to "no")
(set:$highLeaderdead to "no")
(set:$astorielDead to "no")
(set:$foundpath to "no")}
>>Checkpoint reached.
[[Press on.|hunterTrail2]]
[[Menu.|menu]]{(Set:$state to "mainRoad")
(Set:$checkpoint to "mainRoad")
(Set:$location to "Main Road in Eastern Hold")}
You walk along the main road. The sky is dark now, and the night is a more forgiving temperature than in the north: a pleasant, gentle coolness fills the air.
The smell of treebark and a mass of foliage on either side of the road fills your nose and you are reminded, just for a moment, of days long past, in Silent Crossing, when you were young.
{(set:$hunter2fought to "no")
(set:$hunter3fought to "no")
(set:$hunter4fought to "no")
(set:$highLeaderdead to "no")}
>>Checkpoint reached.
[[Press on.|mainRoad2]]
[[Menu.|menu]](Set:$state to "mainRoad2")
(if:$hunter2fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Hivernal Owl")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Icewind")
(Set:$fskill1DMG to 9)
(Set:$foeSkill2 to "Talon Rake")
(Set:$foeSkill3 to "Freezing Bite")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 10)
(Set:$itemReward to "White Feather")}
[[Fight!|combat]]
(Set:$hunter2fought to "yes")
]
(else:)[
{(Set:$foe to "Spideer")
(Set:$foeHealth to 10)
(Set:$foeMaxHealth to 10)
(Set:$foeSkill1 to "Venomed Antler")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Stomp")
(Set:$foeSkill3 to "Stomp")
(Set:$fskill2DMG to 3)
(Set:$fskill3DMG to 3)
(Set:$XPreward to 5)
(Set:$itemReward to "Poison Antler Shard")}
[[Fight!|combat]]
(Set:$hunter2fought to "yes")
] ]
(else:)[
You continue on the wide road.
[[Press on.|mainRoad3]]
[[Menu.|menu]]
](Set:$state to "hunterTrail2")
(if:$hunter2fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Hivernal Owl")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Icewind")
(Set:$fskill1DMG to 9)
(Set:$foeSkill2 to "Talon Rake")
(Set:$foeSkill3 to "Freezing Bite")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 10)
(Set:$itemReward to "White Feather")}
[[Fight!|combat]]
(Set:$hunter2fought to "yes")
]
(else:)[
{(Set:$foe to "Mud Lurker")
(Set:$foeHealth to 20)
(Set:$foeMaxHealth to 20)
(Set:$foeSkill1 to "Bite")
(Set:$fskill1DMG to 7)
(Set:$foeSkill2 to "Full-body Slam")
(Set:$foeSkill3 to "Tail Strike")
(Set:$fskill2DMG to 10)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 9)
(Set:$rewDecide to (random:1,2))
(if:$rewDecide is 1)[ (Set:$itemReward to "Mud Lurker Shell Fragment") ]
(else:)[ (Set:$itemReward to "Mud Lurker Scales") ]}
[[Fight!|combat]]
(Set:$hunter2fought to "yes")
] ]
(else:)[
You continue in the thick forest.
[[Press on.|hunterTrail3]]
[[Menu.|menu]]
](Set:$state to "hunterTrail3")
(if:$hunter3fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Hivernal Owl")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Icewind")
(Set:$fskill1DMG to 9)
(Set:$foeSkill2 to "Talon Rake")
(Set:$foeSkill3 to "Freezing Bite")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 10)
(Set:$itemReward to "White Feather")}
[[Fight!|combat]]
(Set:$hunter3fought to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Highwayman")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Rally")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Swift Strike")
(Set:$foeSkill3 to "Reckless Blow")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 8)
(Set:$XPreward to 10)
(Set:$itemReward to "Silver Charm")}
[[Fight!|combat]]
(Set:$hunter3fought to "yes")
] ]
(else:)[
You continue in the thick forest. You seem to be nearing bandit territory...
[[Press on.|hunterTrail4]]
[[Menu.|menu]]
](Set:$state to "hunterTrail4")
(if:$hunter4fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Doppelgänger")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "{incomprehensible attack}")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "{incomprehensible attack}")
(Set:$foeSkill3 to "{incomprehensible attack}")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 14)
(Set:$itemReward to "Rusted Relic")}
[[Fight!|combat]]
(Set:$hunter4fought to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Highwayman")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Rally")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Swift Strike")
(Set:$foeSkill3 to "Reckless Blow")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 8)
(Set:$XPreward to 10)
(Set:$itemReward to "Silver Charm")}
[[Fight!|combat]]
(Set:$hunter4fought to "yes")
] ]
(else:)[
Ahead seems to be a small camp. You pause to observe from the darkness. You can see a man standing by the fire who seems to be the bandit leader.
There's no way around him that won't lead to you getting detected.
[[Press on.|hunterTrail5]]
[[Menu.|menu]]
](Set:$state to "hunterTrail5")
(if:$highLeaderdead is "no")[
You're under attack!
{(Set:$foe to "Highwayman Leader")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Brutal Swing")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Swift Strike")
(Set:$foeSkill3 to "Reckless Strike")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 14)
(Set:$itemReward to "Westbay Mead")}
[[Fight!|combat]]
(Set:$highLeaderdead to "yes")
]
(else:)[
You're nearly to Tonnelle d'âmes. Just a little farther...
(if:$foundpath is "no")[
(if:$companion is "Marlowe")[Beside you, Marlowe stiffens.
"$name, do you..." he begins. He stares at [[a footpath beside you.|footpath]] "Surely...surely not..." he whispers.] ]
[[Press on.|tonnelleEnt]]
[[Menu.|menu]]
](Set:$state to "footpath")
The footpath leads to a lonely cottage in the forest. You and Marlowe stop before getting close, taking care to hide amid the foliage. Faint light flickers from the window.
"$name," says Marlowe, "I can sense him; I am certain of it. The man inside in that cabin is a demon. But...not just any demon. I...I made a deal with Astoriel.(if:$marlBackstory is 1)[He's the one who gave me my curse. He had told me of the powers I would gain...but not that it would kill me in a matter of years. In exchange, he receives my soul when I die.](else:)[I sold him my soul for the powers I have now. I ashamed to admit it.]"
"If we kill him, my curse should be lifted. But if he dies...I lose my eldritch powers." You cannot see his face through his horned helmet, but you hear the anguish in his voice; he is torn.
"I did this to myself," Marlowe says quietly. "I am willing to live with the consequences no matter what. If I lost my powers, I may be of less use to you...I leave this matter in your hands."
(set:$foundpath to "yes")
[["You sold your soul to a demon? Don't you fight demons?"|demonSur]]
[["Your life is more valuable, and you can still carry a sword. Let's kill this demon."|astCottage]]
[["No way. You can come back on your own time; your powers are too useful to me."|hunterTrail5]]
[[Menu.|menu]]{(Set:$state to "tonnelleEnt")
(Set:$location to "Tonnelle d'âmes")
(Set:$checkpoint to "tonnelleEnt")
(set:$east1fought to "no")
(set:$east2fought to "no")
(set:$east3fought to "no")
(set:$east4fought to "no")}
You reach the fields that lent Tonnelle d'âmes its name: lush, low fields, with sorrowful-looking trees, bent with long, drooping limbs as if weeping, all beneath an ever-overcast sky. A serene fog rolls over the fields, as it often does.
And then you enter the outskirts of Tonnelle d'âmes. Though it is not your destination, you are weary from the long road, and the villages you had passed before had little to offer that would overcome the risk of staying and attracting attention.
Here, though, is a larger place. You wonder if the Lord Montoire arrived here yet--if so, you hope you don't run into him again. It might be difficult to come up with a reason why you would be in Eastern Hold.
Though the risk of being both noticed and recognized is fairly small, you leave the main thoroughfare and enter an alleyway.
[[A tired-looking satyr mans the window of a ramshackle shop.|satyrShop]] [[A thin, wary gray dog loungs in a nearby dead end|Dog]], lying on a storage crate. [[A wooden placard informs you that a building nearby is an inn, "The Weeping Harpy".|harpyInn]]
>>Checkpoint reached.
(if:$eastFast is "no")[ [[Leave Tonnelle d'âmes and head on the road to Eastridge.|eastRoad]] ]
(else:)[ [[Fast travel to Eastridge.|eastridge]] ]
[[Menu|menu]]
"Yes," Marlowe says wearily. "As I told you, I am ashamed. I wasn't in a good state of mind at the time. I thought...I thought if I could regain the power to kill demons and all kinds of monsters, that it would be worth it."
"To tell you truth, I was no fool. I didn't know the exact cost, but I knew it would be even higher than Astoriel let on. But to me, my life wasn't worth...I just didn't care."
[[Back.|footpath]](Set:$state to "astCottage2")
You enter the log cabin. Inside, it is dim, and lit only by a single candle. As your eyes adjust, you see a figure sitting at the table, in front of the aforementioned single candle.
He is dressed in ornate mage's robes, and appears rather humanlike, except for four raven-like wings behind him, stag-like antlers, and deep, deep black eyes. Astoriel appears calm, his face an emotionless mask.
"Well," he says, he voice a whisper like the rush of wind through leaves, "Are we really doing this, then?"
[["That's right."|versusAstoriel]]
(set:$state to "versusAstoriel")
(if:$astorielDead is "no")[
You're under attack!
{(set:$astorielDead to "yes")
(Set:$foe to "Demon Astoriel")
(Set:$foeHealth to 40)
(Set:$foeMaxHealth to 40)
(Set:$foeSkill1 to "Arcane Terror")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Forbidden Fire Rune")
(Set:$foeSkill3 to "Arcstorm")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 20)
(Set:$itemReward to "Astoriel's Phylactery")}
[[Fight!|combat]]
]
(else:)[
Marlowe looks around the cabin. "I feel no different," he says. "I still have full use of my powers. So that must mean..."
He sinks into a nearby chair. He says nothing, but he leans forward, and his helmeted face, falls into his hands.
"So then," he says quietly.
[["Well, I got this off Astoriel's robes. Could this help?"|astCottage2]]
[[Menu.|menu]]
]
"A phylactery...by the Creator," says Marlowe, rising slowly. "Yes. Of course."
"That vial contains a piece of Astoriel's soul. So long as it exists, he exists, and my curse--and powers--remain. I would ask a favor of you, $name: please hold onto that for me. I will keep my powers until this is all settled. And then...I will break that vial and be free."
He looks at you steadily through the darkness of his helmet.
"And $name...thank you. Truly. I'm not certain what else I can say."
[[Continue.|hunterTrail5]]The phylactery containing a piece of the demon Astoriel's soul. When you break it, Marlowe's curse will lift.
[[Back.|inv]](Set:$state to "mainRoad3")
(if:$hunter3fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Hivernal Owl")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Icewind")
(Set:$fskill1DMG to 9)
(Set:$foeSkill2 to "Talon Rake")
(Set:$foeSkill3 to "Freezing Bite")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 10)
(Set:$itemReward to "White Feather")}
[[Fight!|combat]]
(Set:$hunter3fought to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Highwayman")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Rally")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Swift Strike")
(Set:$foeSkill3 to "Reckless Blow")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 8)
(Set:$XPreward to 10)
(Set:$itemReward to "Silver Charm")}
[[Fight!|combat]]
(Set:$hunter3fought to "yes")
] ]
(else:)[
You continue in the thick forest. You seem to be nearing bandit territory...
[[Press on.|mainRoad4]]
[[Menu.|menu]]
](Set:$state to "mainRoad4")
(if:$hunter4fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Doppelgänger")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "{incomprehensible attack}")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "{incomprehensible attack}")
(Set:$foeSkill3 to "{incomprehensible attack}")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 14)
(Set:$itemReward to "Rusted Relic")}
[[Fight!|combat]]
(Set:$hunter4fought to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Highwayman")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Rally")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Swift Strike")
(Set:$foeSkill3 to "Reckless Blow")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 8)
(Set:$XPreward to 10)
(Set:$itemReward to "Silver Charm")}
[[Fight!|combat]]
(Set:$hunter4fought to "yes")
] ]
(else:)[
Ahead, in the forest near the road, there seems to be a small camp. You pause to observe from the darkness. You can see a man standing by the fire who seems to be the bandit leader.
From the distance of the road, you would likely be able to be sneak around him.
[[Sneak past the bandit leader.|tonnelleEnt]]
[[Stay on the road.|mainRoad5]]
[[Menu.|menu]]
](Set:$state to "mainRoad5")
(if:$highLeaderdead is "no")[
You're under attack!
{(Set:$foe to "Highwayman Leader")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Brutal Swing")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Swift Strike")
(Set:$foeSkill3 to "Reckless Strike")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 14)
(Set:$itemReward to "Westbay Mead")}
[[Fight!|combat]]
(Set:$highLeaderdead to "yes")
]
(else:)[
[[Press on.|tonnelleEnt]]
[[Menu.|menu]] ]
(Set:$state to "eastRoad")
(if:$east1fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Hivernal Owl")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Icewind")
(Set:$fskill1DMG to 9)
(Set:$foeSkill2 to "Talon Rake")
(Set:$foeSkill3 to "Freezing Bite")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 10)
(Set:$itemReward to "White Feather")}
[[Fight!|combat]]
(Set:$east1fought to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Doppelgänger")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "{incomprehensible attack}")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "{incomprehensible attack}")
(Set:$foeSkill3 to "{incomprehensible attack}")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 14)
(Set:$itemReward to "Rusted Relic")}
[[Fight!|combat]]
(Set:$east1fought to "yes")
] ]
(else:)[
You continue on the eastern road, heading toward to the sea.
[[Press on.|eastRoad2]]
[[Menu.|menu]]
]"H'lo," says the satyr noncommitally as you approach. "Name's Cyrus. Lemme know if I can help you with anything...I guess..."
Enter Cyrus's shop?
[[Yes.|cyrus]]
[[No.|tonnelleEnt]]The gray dog lies sleepily, stretches and yawns. It's just a dog. It doesn't talk. Its tail wags as it looks at you.
[[Pet the dog.|petDog]]
[[Back.|tonnelleEnt]](set:$state to "harpyInn")
You enter The Weeping Harpy.
It's a large, surprisingly nice and well-kept place on the inside. A fire burns warmly at a fireplace in the center of the main room, surrounded by seating. There are chairs and tables on side of the room, and a bar nearby; a satyr barkeep washes down the countertop. It's mostly empty when you enter. The only people you can see are an elderly satyr reading by the fire, and a group of three young women at a table.
You pass them on your way to the main counter. "They just say that in public to keep their privacy," one of the girls is saying. "There's no way they aren't! Why in the world wouldn't she, have you seen Montoire? Who would pass that up?" says another. "What I wouldn't give to be her," the third sighs.
Across from the main counter stands a harpy, of blonde hair and gorgeous white, blue, and gold colored feathers.
"Hello, I'm Valia!" she says brightly. "How may I help you?"
[["I'd like to rent a room." (10 silver)|roomRent]]
[["I guess the inn is named after you?"|innQuest]]
[[Back.|tonnelleEnt]]
[[Menu|menu]]
"Take a look, friend," Cyrus yawns.
[[Buy.|cyrusBuy]]
[[Sell.|cyrusSell]]
[[Back.|satyrShop]]You successfully pet the dog. There might be a flea on you, but the dog looks very happy.
[[Back.|tonnelleEnt]](if:$silver < 10)[
"Ah...I'm sorry, love," says Valia, uncomfortably. "It seems you don't have enough silver."
]
(else:)[
{(set:$silver to ($silver - 10))
(set:$currHP to $maxHP)
(Set:$currSP to $maxSP)}
"Right this way, then," says Valia, and you follow her to a clean, well-kept tiny room with a cot and a small stand that holds only a tall, lit candle.
You collapse onto the bed immediately, and have no trouble drifting off as you feel the weariness begin to ebb out of your limbs...
...You awaken feeling restored and rested.
>>HP and $SPLabel restored. ]
[[Continue.|harpyInn]]
"Oh, no," she laughs, "I named it after Sirena. My sister."
She steps aside, and you see that in the room behind her is another harpy, with dark brown hair and brown and gray feathers, sitting at a desk and working with scrolls and doing calculations.
"I was still in my post-breakup phase," Sirena says without looking up.
"It was around the time you decided to take up singing lessons to win him back, wasn't it?" Valia says.
"Hm? Oh yeah...that was a bad call."
"I'm just glad you let it drop," Valia sighs.
[["...Isn't harpy's singing kind of dangerous?"|singQuest]]
[[Back.|harpyInn]]"Hmm? Why..." Valia looks puzzled for a moment, and then she laughs. "Oh! Because of the stories about it being hypnotizing or whatever? I haven't heard that in a while."
"It's nonsense," Sirena offers from the back room.
Valia nods. "It's just stuff from when your people first encountered mine. A bunch of human men heard harpy women singers for the first time, and decided they were entrancing." She rolls her eyes. "They'd have thought the same thing if they encountered human woman singing for the first time, probably."
"Yep, there's nothing actually magical about our singing. We're just known for it," Sirena says.
"Yep. So, not dangerous," Valia says. "Well, I mean except for hers. Gods, that's why I'm glad she quit."
[[Back.|harpyInn]]Buy from Cyrus?
Current silver: $silver
{(set:$state to "cyrusBuy")
(set:$itemSell to "null")
(Set:$itemWorth to 0)}
(if:$cyrusInv's "Sundog's Bark" >0)[
[[Sundog's Bark|buysundogBark]] -bow: 14DMG, fire damage
]
(if:$cyrusInv's "Health Potions" >0)[
[[Health Potion|buyhealthpot]]
]
(if:$cyrusInv's "Bleak Winds" >0)[
[[Bleak Winds|buybleakwinds]] -spell: 10DMG, ice damage
]
(if:$cyrusInv's "Tristesse" >0)[
[[Tristesse|buytristesse]] -sword: 14DMG, electric damage
]
(if:$cyrusInv's "Gossipy Pamphlet" >0)[
[[Gossipy Pamphlet|buyPamphlet]]
]
[[Back.|cyrus]]Sell from your inventory?
Current silver: $silver
{(set:$state to "cyrusSell")
(set:$itemSell to "null")
(Set:$itemWorth to 0)}
(if:$inv's "Health Potions">0)[
[[Health Potions|sellPots]]
]
(if:$inv's "Dracobane">0)[
[[Dracobane|selldBane]]
]
(if:$inv's "Alcuin's Horn">0)[
[[Alcuin's Horn|sellalcHorn]]
]
(if:$inv's "Poison Antler Shard">0)[
[[Poison Antler Shard|sellantlerShard]]
]
(if:$inv's "Venomcat Pelt">0)[
[[Venomcat Pelt|sellvenomPelt]]
]
(if:$inv's "Phantom Spideer">0)[
[[Phantom Spideer Spell|sellphantomSpideer]]
]
(if:$inv's "Venompoint">0)[
[[Venompoint|sellvenompoint]]
]
(if:$inv's "Spideer Hornbow">0)[
[[Spideer Hornbow|sellhornbow]]
]
(if:$inv's "Vegetable Stew">0)[
[[Vegetable Stew|sellvstew]]
]
(if:$inv's "Mud Lurker Scales">0)[
[[Mud Lurker Scales|sellmlScales]]
]
(if:$inv's "Mud Lurker Shell Fragment">0)[
[[Mud Lurker Shell Fragment|sellmlShell]]
]
(if:$inv's "White Feather" >0)[
[[White Feather|sellwhitefeather]]
]
(if:$inv's "Rusted Relic" >0)[
[[Rusted Relic|sellrustrelic]]
]
(if:$inv's "Silver Charm" >0)[
[[Silver Charm|sellsilverCharm]]
]
(if:$inv's "Westbay Mead" >0)[
[[Westbay Mead|sellwestbay]]
]
(if:$inv's "Spirit Bolt" >0)[
[[Spirit Bolt|sellspiritBolt]]
]
(if:$inv's "Soultree Bow" >0)[
[[Spirit Bolt|sellsoultree]]
]
(if:$inv's "Dawnbreak" >0)[
[[Dawnbreak|selldawnbreak]]
]
(if:$inv's "Mudshell Blade" >0)[
[[Mudshell Blade|sellmudBlade]]
]
(if:$inv's "Northwilds Bow" >0)[
[[Northwilds Bow|sellnorthwilds]]
]
(if:$inv's "Firebolt" >0)[
[[Firebolt|sellfirebolt]]
]
(if:$inv's "Arcstorm" >0)[
[[Arcstorm|sellarcstorm]]
]
(if:$inv's "Screaming Bow" >0)[
[[Screaming Bow|sellscreamBow]]
]
(if:$inv's "Sundog's Bark" >0)[
[[Sundog's Bark|sellsundogBark]]
]
(if:$inv's "Tristesse" >0)[
[[Tristesse|selltristesse]]
]
(if:$inv's "Bleak Winds" >0)[
[[Bleak Winds|sellbleakwinds]]
]
[[Back.|cyrus]]
Buy Sundog's Bark for 30 silver?
(set:$itemSell to "Sundog's Bark")
(Set:$itemWorth to 30)
[[Yes.|buyItemC]]
[[No.|cyrusBuy]]Buy Health Potion for 7 silver?
(set:$itemSell to "Health Potions")
(Set:$itemWorth to 7)
[[Yes.|buyItemC]]
[[No.|cyrusBuy]]Buy Bleak Winds Spell for 25 silver?
(set:$itemSell to "Bleak Winds")
(Set:$itemWorth to 25)
[[Yes.|buyItemC]]
[[No.|cyrusBuy]]Buy Tristesse for 30 silver?
(set:$itemSell to "Tristesse")
(Set:$itemWorth to 30)
[[Yes.|buyItemC]]
[[No.|cyrusBuy]](if:$itemWorth > $silver)[
Not enough silver.
]
(else:)[
You pay $itemWorth silver and receive the $itemSell.
(set:$silver to ($silver - $itemWorth))
Total silver: $silver
(Set:$numsItems to $cyrusInv's $itemSell)
(Set:$numsItems to ($numsItems - 1))
(Set:$cyrusInv's $itemSell to $numsItems)
(set:$numMyItems to $inv's $itemSell)
(set:$numMyItems to ($numMyItems + 1))
(set:$inv's $itemSell to $numMyItems) ]
(link: "Okay.")[(goto: $state)] Buy Gossipy Pamphlet for 5 silver?
(set:$itemSell to "Gossipy Pamphlet")
(Set:$itemWorth to 5)
[[Yes.|buyItemC]]
[[No.|cyrusBuy]]Sell White Feather for 7 silver?
(set:$itemSell to "White Feather")
(Set:$itemWorth to 7)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Rusted Relic for 20 silver?
(set:$itemSell to "Rusted Relic")
(Set:$itemWorth to 20)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Silver Charm for 10 silver?
(set:$itemSell to "Silver Charm")
(Set:$itemWorth to 10)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Westbay Mead for 35 silver?
(set:$itemSell to "Westbay Mead")
(Set:$itemWorth to 35)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]Sell Selldog's Bark for 12 silver?
(set:$itemSell to "Sundog's Bark")
(Set:$itemWorth to 12)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Tristesse for 12 silver?
(set:$itemSell to "Tristesse")
(Set:$itemWorth to 12)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Bleak Winds for 12 silver?
(set:$itemSell to "Bleak Winds")
(Set:$itemWorth to 12)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]The pamphlet is garishly illustrated, large letters blaring scandalous assertions over a charcoal sketch of what looks like Lord Mointoire leaving a building, looking harried.
You flip it open to a random page and start reading.
"CELESTE'S BEAUTY TIP: want softer, glossier feathers? Crack a hen's egg and blend with olive oil, then soak onto your feathers overnight and rinse with cold water the next day. Your new look will ruffle your man's feathers for sure! //Celeste's note: also works for women with hair!//
SECRET BABY??
As Eritan reels from the tragic death of the young Lord Andrey Lanner, good news may be on the horizon: Lady Sara Coburn of Morley Hills in Eastern Hold was seen last month with a new baby carriage and a yet more telltale bump. While Lady Coburn has remained tight-lipped on the matter, speculation has arisen that the father might be Sir Ashworth, which he has denied. We look forward to keeping our eyes on this exciting turn of events!
(if:$name is "Alder")[DUKE](else:)[DUCHESS] ALIVE?
Rumors have been whispered that the heir of Silent Crossing in Western Hold may not actually be dead, but is wandering Eritan in disguise, plotting $pos return to"--
You feel like you've read enough of this.
[[Back.|inv]]A deep orange bow of intricate design, with risers and limbs carved to resemble leaping, snarling sundogs. (14 DMG, fire damage)
(if:$class is "rogue")[
Equip Sundog's Bark?
[[Yes.|sundogeq]]
[[No.|inv]] ]
(else:)[
As a $class, you cannot equip the Sundog's Bark.
[[Back.|menu]] ]
{(Set:$sReplacer to "Bleak Winds")
(Set:$costReplacer to 10)
(Set:$dmgReplacer to 12)
(Set:$textReplacer to "$name lifts $pos hands! A freezing wind howls across the battlefield.")}
An ice spell that summons the solemn, howling winds of winter for 12 damage. Cost: 10 MP
(if:$class is "mage")[
Replace one of your known skills with Bleak Winds?
[[Replace $skill1.|repSkill1]]
[[Replace $skill2.|repSkill2]]
[[Replace $skill3.|repSkill3]] ]
(else:)[
As a $class, you cannot learn Bleak Winds. ]
[[Back.|inv]]A somber, ornate sword silver arming sword. It feels warm and full of energy to the touch. (14 DMG, electric damage)
(if:$class is "warrior")[
Equip Tristesse?
[[Yes.|tristesseeq]]
[[No.|inv]] ]
(else:)[
As a $class, you cannot wield Tristesse.
[[Back.|menu]] ]You equipped Tristesse.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Tristesse")
(Set:$inv's "Tristesse" to 0)
(Set:$weaponDMG to 14)
[[Okay.|menu]]You equipped Sundog's Bark.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Sundog's Bark")
(Set:$inv's "Sundog's Bark" to 0)
(Set:$weaponDMG to 14)
[[Okay.|menu]]{(set:$state to "eastridge")
(set:$checkpoint to "eastridge")
(set:$location to "Eastridge")
(set:$eastFast to "yes")}
You enter Eastridge through its main gate. The city is large and gleaming; You are faced with an array of stone-paved roads and every building you can see is made from white stone, even on the distant hills of Eastridge's outskirts. Many of the structures are enormous, ancient and intricately architectured.
On the horizon, beyond the high and verticale white cliffs of the city's edge, you can see the ocean shimmering.
The main street takes you to a plaza; in the center is a fountain fashioned in the likeness of an armored satyr carrying a bow in one hand at his side, and an overturned jug lifted on his shoulder with the other. The water spills from the jug, adding a pleasant burble to the bright city chatter.
(if:$companion is "Marlowe")["Eastridge-by-the-Sea. Creator, I never thought to find myself back here," Marlowe says.](elseif:$companion is "Lich Battlemaster")["Eastridge, at last. The city stands much as it was described to me by an ambassador long, long ago. To think it looked like this even then...how remarkable," the Lich Battlemaster comments.](elseif:$companion is "Daechiron")["Ah, I can hear the sea calling. Eastridge, I enjoyed this place whenever my travels took me here," Daechiron says happily.]
An enormous building nearby, with a row of white stone pillars at its forefront, is labelled [["Grand Library of Decimus"|grandLibrary]]. (if:$cantrell is "no")[The [[Cantrell's estate|cantrell]] lies ahead.] Down the street beyond the plaza stands a tall, imposing structure, with white stone statues of winged horses, and two mirroring guardian statues by the stone steps, each of a griffon killing a serpent: [[Lightkeeper's Fort|lightkeeper]], the headquarters of the paladin order.
>>Checkpoint reached.
[[Fast travel to Tonnelle d'âmes.|tonnelleEnt]]
[[Menu|menu]](Set:$state to "eastRoad2")
(if:$east2fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Hivernal Owl")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Icewind")
(Set:$fskill1DMG to 9)
(Set:$foeSkill2 to "Talon Rake")
(Set:$foeSkill3 to "Freezing Bite")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 10)
(Set:$itemReward to "White Feather")}
[[Fight!|combat]]
(Set:$east2fought to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Doppelgänger")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "{incomprehensible attack}")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "{incomprehensible attack}")
(Set:$foeSkill3 to "{incomprehensible attack}")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 14)
(Set:$itemReward to "Rusted Relic")}
[[Fight!|combat]]
(Set:$east2fought to "yes")
] ]
(else:)[
You continue on the eastern road, heading toward to the sea.
[[Press on.|eastRoad3]]
[[Menu.|menu]]
](Set:$state to "eastRoad3")
(if:$east3fought is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Hivernal Owl")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Icewind")
(Set:$fskill1DMG to 9)
(Set:$foeSkill2 to "Talon Rake")
(Set:$foeSkill3 to "Freezing Bite")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 10)
(Set:$itemReward to "White Feather")}
[[Fight!|combat]]
(Set:$east3fought to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Highwayman")
(Set:$foeHealth to 25)
(Set:$foeMaxHealth to 25)
(Set:$foeSkill1 to "Rally")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Swift Strike")
(Set:$foeSkill3 to "Reckless Blow")
(Set:$fskill2DMG to 6)
(Set:$fskill3DMG to 8)
(Set:$XPreward to 10)
(Set:$itemReward to "Silver Charm")}
[[Fight!|combat]]
(Set:$east3fought to "yes")
] ]
(else:)[
You continue on the eastern road, heading toward to the sea.
There's something large approaching ahead...
[[Press on.|eastRoad4]]
[[Menu.|menu]]
](Set:$state to "eastRoad4")
(if:$east4fought is "no")[
You're under attack!
{(Set:$foe to "Great Bear")
(Set:$foeHealth to 30)
(Set:$foeMaxHealth to 30)
(Set:$foeSkill1 to "Maul")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Massive Swipe")
(Set:$foeSkill3 to "Bellowing Charge")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 12)
(Set:$itemReward to "null")}
[[Fight!|combat]]
(Set:$east4fought to "yes")
]
(else:)[
You have reached the gates of Eastridge-by-the-Sea.
[[Press on.|eastridge]]
[[Menu.|menu]]
](set:$state to "grandLibrary")
You enter the library and are immediately struck with wonder. The library is vast: floor upon floor, each with rows upon rows of books.
An elf sits at a desk by the entrance.
"Greetings, visitor," she says serenely. She gestures at the library with a hand. "Welcome to the Grand Library of Decimus. All are welcome to partake in the library's knowledge. However, visitors are not to take any books from the premises. And any damage done to a book while you are here..." her face darkens for a terrifying moment, "//will cause you to be removed.//"
[["Uh, got it."|library2]]
[["Actually, I think I remembered something I need to do...away from here..."|eastridge]]
[[Menu|menu]]{(set:$state to "cantrell")}
You approach the Cantrell estate cautiously, keeping your face obscured. Theirs is a grand entranceway, leading to a mansion on a hill facing the sea. Peacocks, evidently the Cantrell's sigil, according to a flag you can see rippling above their mansion, strut in the grass alongside the well-maintained road leading up to the building itself.
You can see a servant riding over to the Cantrell stables nearby. If he recognizes you, things would go very poorly for you, but he's a young kid, and more importantly, you feel as long as you don't appear suspicious, you could risk asking him some questions.
He looks up at you curiously when you wave him over.
[["What do you do here?"|stableGood1]]
[["Do you work for the Cantrells?"|stableBad1]](if:$cantrell is "no")[
You approach the Lightkeeper Fort, passing the griffon guardian statues on either side of the steps.
Immediately as you enter, you are stopped by a knight-paladin by the door.
"Unless you have official business here, I must ask you to leave. This is not where new recruits sign up," he says, blocking your path.
Clearly, you won't be getting in through the front door. As you leave, you spy a side alley the runs claustrophobically alongside a back wall--you may be able to get in there, but you can't justify risking arrest in a city where you're already wanted.]
(else:)[
You approach the Lightkeeper Fort, staying clear of its grand front entrance.
You quickly find the narrow alleyway the stableboy described: a long, claustrophic alleyway that runs alongside a back wall.
You wait until no one seems to be paying attention, and casually slip into the alleyway, hurrying along until it curves around to the back of the fort.
There are only a few windows within reach behind the building, and all are sealed, fairly permanently, except for one. You peer inside. It seems to be an office: you can see a desk, an unlit candle sitting atop it, bookshelves, papers everywhere.
>>Note: climbing inside will likely lead you along the chain of events that will take you onward from this section. Make sure you're ready to leave before sneaking inside.
[[Climb inside.|climbInside]] ]
[[Back.|eastridge]](set:$state to "library2")
The elven librarian smiles pleasantly, a beautiful sight. She waves vaguely at the library shelves beyond.
"Please, enjoy your visit," she says.
(if:$companion is "Daechiron")[
(if:$daebook is "no")[As you walk away from the desk, Daechiron wriggles urgently in your bag.
"$name, I have thought of something," he says quietly. "I may be able to research a way to undo my condition. If you life me high enough to see the shelves, I can direct you to where I'd need to look."
[[Follow Daechiron's guidance.|followDae]] ] ]
[[Explore the first floor.|firstFloorLibrary]]
[[Back.|eastridge]]
[[Menu|menu]](set:$state to "firstFloorLibrary")
You past endless shelves of books, with the ocassional reader; they are mostly so engrossed in their books that they pay no mind to you.
"Bandit's dun need to know how t' read, anyhow," says a rough-looking man, sitting cross-legged on the floor. "Ah, save it," says his scrawny and equally rough-looking friend. "Yer doin' fine. You can do this one, you know it. Wha's 'is one, then?"
The first bandit squints his eyes. "Buh...buh...loo...d. Buh-loo-d. Blood," he says. "Thas right, that is," the other says.
(if:$libraryScroll is "no")[
Beyond them, [[a misplaced scroll|misplacedScroll]] hangs precariously off of a shelf. ]
[[Leave.|eastridge]]
[[Menu|menu]](set:$state to "followDae")
You lift Daechiron up to see the shelves, and he guides you through floor after floor until settling on a region in the fifth floor.
As you hold him up the shelf in front of you, waiting for him to make a decision, an old woman walks past you and stops when she sees you. You can't really think of a way to explain this, so you say nothing. Shaking her head, she walks away.
"I've found it," Daechiron says, a note of excitement in his usually calm voice. "If you would, set me down on the table with these three books. I'll tell you where to open them to."
You open the books as instructed and place Daechiron carefully in front of them, waiting and turning the ocasional page for him; you amuse yourself with the nearby books.
"I've got it," he says finally. "I know what to do. But still...I lack one crucial piece. I'll need something that belonged to Círonor." He falls silent. "That may be a great hurdle. But you've helped me greatly for now. Thank you, $name. I owe you much."
(set:$daebook to "yes")
[[Continue|library2]]
[[Menu|menu]](set:$libraryScroll to "yes")
You investigate the scroll. It's a spell scroll, rather out of place, presumably due to some previous visitor, in this section about adventure stories.
(set:$inv's "Holy Griffon" to 1)
(if: $class is "mage")[You read the scroll and learn the spell Holy Griffon, which you commit to memory before carefully replacing the scroll on the shelf.
No way are you crossing that librarian.](else:)[If you were a mage, it might be of interest, but as a $class, it's of no use to you.]
[[Go back.|library2]]{(Set:$sReplacer to "Holy Griffon")
(Set:$costReplacer to 12)
(Set:$dmgReplacer to 15)
(Set:$textReplacer to "$name summons a phantom griffon! The phantom griffon charges the enemy in a blaze of light.")}
A paladin spell that summons a phantom griffon for 15 damage. Cost: 12 MAG (spirit damage)
Replace one of your known skills with Spirit Bolt?
[[Replace $skill1.|repSkill1]]
[[Replace $skill2.|repSkill2]]
[[Replace $skill3.|repSkill3]]
[[Back.|inv]]"I take care of the stables for Lady Lizbeth's whole house, though they're not home yet, so most of them are gone," the boy says brightly. He beams. "I even take care of Jonathan's prized horse. I take such good care of it that they let me ride it to deliver their messages. He's a fast horse! Lizbeth let me name him Quickfeet." The boy rubs the horse's neck affectionately.
[["What kinds of messages do you deliver for Lady Lizbeth?"|stableBad2]]
[["You know, I'm in the market for a good messenger, myself..."|stableGood2]]"Yes, I do, what of it?" says the boy. He seems wary of you.
[["What do you do here?"|stableGood1]]
[["I have some questions for you about the Cantrells."|stableBad2]]The boy's face hardens.
"Lady Lizbeth told me to not answer questions if people ask. She told me to alert the guards," he says.
As you try to say something in your defense, he rides off toward the estate. You have no choice but to flee.
GAME OVER
{(Set: $currHP to $maxHP)
(Set:$currSP to $maxSP)}
(link: "Return to last checkpoint")[(goto: $checkpoint)]The boy smiles excited from atop the horse.
"I'm real good at delivering messages!" he says.
[["I dunno, I need only the fastest, best, messengers for my very important messages..."|stableGood3]]
[["What kinds of messages does Lady Lizbeth entrust you with?"|stableBad2]]"I'm the fastest you'll find," says the boy, proudly. "I always make it to the Lightkeeper Fort in under ten minutes, and that //includes// the back alley I have to ride into to hand the message through the window. No one else could do it that good! Quickfeet's scared of small spaces, but he trusts me," says the boy, giving the horse a pat. "Even though Sir Erimund is always grumpy, he even gave me a compliment last week."
You thank the stableboy, and let him know that if you decide to get a messenger now, you know where to look. As he smiles and turns back to ride to the stables, you leave the estate.
(set:$cantrell to "yes")
[[Continue.|eastridge]]{(set:$state to "climbInside")}
(if:$companion is "Marlowe")[As you pull yourself into the window and turn to help Marlowe climb up, he shakes his head.
"I'd rather...I can't. I'll stay right here and keep watch," tells you.]
You stand inside the office and look around. [[A plaque hangs prominently on the wall nearby.|plaque]] [[A small, leafy plant sits on the corner of the desk,|leafyPlant]] as well as [[a scatter of papers and scrolls.|deskPapers]] [[A large spear hangs lengthwise over the closed door.|largeSpear]]
(set:$erimundDead to "no")
[[Menu|menu]]The plaque is black and shiny, and embossed with a list of names in gold.
It states:
"TOURNAMENT RECORD BREAKERS
Sir Jeremy Morris
Sir Everard Forney
Sir Aveline Gray
Sir Erimund Gainsey
Sir Timothy Hackett"
Upon closer inspection, the gap is where a name was rubbed out. As you examine it carefully, you find it had said "Sir Marlowe Hayes".
[[Back.|climbInside]]
The plant is in dire need of some water.
You mercifully pour it some, and you swear you can actually hear it slurp it down.
[[Back.|climbInside]]You shuffle through the desk papers, taking care to try to remember how things were arranged so that you can replace them that way. You find nothing of interest...until you notice the small, folded piece of parchment sitting under the candleholder.
You carefully lift the candleholder and slide the paper out. You unfold it, and it says only, in small, dark handwriting:
"bird's been stuffed. all is as predicted. moving south for last piece. see you soon.
ever yours,
-L"
As you make sense of that, you suddenly hear heavy footsteps approaching the door. Heart racing, you rush to fold the paper and place it in your bag, hearing a key turn in the door. It swings open just as you're leaping back outside.
"Hey!" you hear a man yell.
You race back out into the alleyway, and behind you, he leaps through the window and pursues you on foot.
You race from the city gates, attracted clusters of onlookers, and finally, back out on the eastern road, it becomes clear that he's catching up to you.
You swing around to face him.
[["I know you're in league with the Cantrells!"|confront]]
[["You're a sorry excuse for a paladin."|confront2]]
The massive spear hangs on the wall above the door on a wooden placard. Engraved in small writing on the wooden placard is: "Erimund's Rod".
You feel like that pretty much speaks for itself.
[[Back.|climbInside]]"I suppose you do now," he says, stopping feet away from you, panting. You're a little impressed that he's as fast as he is with all that armor on.
"Yes," he says quietly, drawing his bow. "The Lady Cantrell's jockeying for power, taking out her competition. Some grudge-bearing stranger murdered the good Andrey Lanner, pity that. And soon, a bandit raid will tragically wipe out the lord of Southern Hold...the bandits certainly have been bold and violent, as of late," he says, with a leering smile.
"And the Lady Cantrell will step up, like the good protector she is, to fill the void in power and steer Eritan out of the chaos that will ensue, supported by her good sir knight."
As he nocks an arrow, he says, "or at least, that's how the stories will tell it."
[[Fight!|fightErimund]]"That I am," he says with an ironic grin, stopping feet away from you, panting. You're a little impressed that he's as fast as he is with all that armor on. "You've got it all figured, do you? You know what's coming next."
"Yes," he continues quietly, drawing his bow. "The Lady Cantrell's jockeying for power, taking out her competition. Some grudge-bearing stranger murdered the good Andrey Lanner, pity that. And soon, a bandit raid will tragically wipe out the lord of Southern Hold...the bandits certainly have been bold and violent, as of late," he says, with a leering smile.
"And the Lady Cantrell will step up, like the good protector she is, to fill the void in power and steer Eritan out of the chaos that will ensue, supported by her good sir knight."
As he nocks an arrow, he says, "or at least, that's how the stories will tell it."
[[Fight!|fightErimund]](set:$state to "fightErimund")
(if:$erimundDead is "no")[
You stand against Knight-Paladin Erimund.
{(Set:$foe to "Knight-Paladin Erimund")
(Set:$foeHealth to 50)
(Set:$foeMaxHealth to 50)
(Set:$foeSkill1 to "Shining Arrow")
(Set:$fskill1DMG to 10)
(Set:$foeSkill2 to "Holy Fire")
(Set:$foeSkill3 to "Blinding Volley")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 20)
(Set:$itemReward to "Erimund's Note")}
[[Fight!|combat]]
(Set:$erimundDead to "yes")
]
(else:)[
Erimund lies bleeding on the ground. "Lizbeth..." he says quietly; he dies.
You now know where you must go next: Southern Hold. And you must hurry--it seems Lady Cantrell's next move is to be soon; the Cantrells are almost certainly there by now, or nearly so.
(if:$companion is "Lich Battlemaster")["This has been more of an adventure than I thought I had signed up for," says the Lich Battlemaster, pleased. "But more importantly, the Eritan faces trouble. This Cantrell person murdered the rightful lord of Northern Hold. Our path is clear...let's end her plans. Ah, to be a part of this! Thank you, $name. For bringing me along."](elseif:$companion is "Marlowe")["I'm quite glad to be moving on from here," Marlowe says. "And I am glad to have accompanied you. I feel like I'm part of something that...matters again. Thank you." He turns his helmed head toward the road. "Well. Shall we see this thing through?"](elseif:$companion is "Daechiron")[Daechiron says, "So the Lady Cantrell means to move on Southern Hold. On my home..." There is a long pause. "You heard her mention the bandits? If she is...the reason..." Daechiron's voice is uncharacteristically tight with rage. "She will pay dearly," he whispers.]
[[Begin your journey to Southern Hold.|southHoldGo]]
[[Menu|menu]]
]{(set:$state to "southHoldGo")
(set:$checkpoint to "southHoldGo")
(set:$location to "Eternal Gloaming")}
You walk along the southroad, deep in the heart of the mind-bogglingly huge forest that takes up much of Southern Hold called the Eternal Gloaming. The trees stand high above you, the sky a mere hazy line cutting shapes in the dense tree canopy. Light filters down onto the forest floor in a strange, dreamy way; all around, the light is the orange of the deep throes of twilight. It has been that way during your entire journey through the forest. You have no idea what time it is, or how many days you have been in here--but days it has been, you are at least certain.
The forest is deep, lush green; moss sweeps across fallen logs and stones and often even partly up the gnarled, massive tree trunks. As you pass a small, burbling brook, an enormous pure-white stag lifts its head from drinking to stare at you, and then darts away with unreal speed and silence. You wonder if you really saw it, or it was really what it appeared to be.
You sense likely danger ahead.
{(set:$southroad1beat to "no")
(set:$southroad2beat to "no")
(set:$southroad3beat to "no")
(set:$southroad4beat to "no")}
[[Press on.|southroad1]]
[[Menu|menu]]A note that Erimund apparently kept stowed in his armor. The corner is stained with his blood.
It is dated several years ago. It reads:
"Eri,
You needn't act such a fool! I just read your last letter, and I'm sitting at my drawing-table to write this right now, 'fore it slips my mind, but //of course you're good enough.// You doubt yourself too much!
No paladin is truly fearless; he'd be an idiot to be. You face your fears as well as any other man or woman. I don't care what you think of yourself, I'll remind you every time: you'll get through your paladin training, and you are good enough. Keep this letter in your armor to remind you if you need to! Maybe my words'll be better absorbed that way than through that beautiful stubborn head.
And that reminds me. As to the other question you raised. I know that relations are frowned on for paladins, but it's not actually against the rules, right? Probably they say it's because it's distracting from your holy quest or some bollocks--forgive me--but the alternative is more distracting, if you ask me. So, I say forget all that. Fact is, I love you.
Ever yours,
-Liz"
(set:$readEriNote to "yes")
[[Back.|inv]]-ÁSVALDR is the dead dragon that the demon Nerva possesses after transforming from his ossifrage form/disguise, after Lizbeth is either killed or talked down
-she can only be talked down from reading Erimund's note
-this all happens at a gala that's a yearly celebration of goodwill between humans and elves at the palace
-at the end, the lord of lunellvhan is warned and knights are brought in to guard against the surprise bandits
-if daeCure is "yes", when Nerva attacks one final time (after you defeat him in the actual battle) as the dragon, Daechiron will suddenly be standing there in his humanoid form, defending you. The whole palace nobles (and you maybe) are taken with his beauty. "Erasil," he says loudly, "I will ever walk with you if you ask it of me. For you've raised me from an eternity as a lowly turnip." The crowd seems a little bewildered. "There's context," you say.
-if marlowe is the partner, he'll guard you. options: 1) if lovecount is not max, he dies (and if you have the phylactery, asks you to break it as he's dying so he can die as himself and not cursed); if lovecount was high, he is more careful for your sake. 2) if phylactery is not obtained, he dies, noting he was dying anyway (with extra lines if lovecount); otherwise, he is more careful and survives.
-if lich is the partner, she'll be injured guarding you, and will note she's getting old. she'll survive, but ask you for a warrior's death, noting her time in this world has long since past though she enjoyed this last adventure.
-if no partner, you'll be gravely injured (and probably permanently maimed in some way) but you survive. The heart of a dead Balaur, ripped from its chest after its defeat, and a valuable magical item to lightning mages. It's...a little gross, you have to admit, but it's worth a fortune.
[[Back.|inv]](Set:$state to "southroad1")
(if:$southroad1beat is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Sundog")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Flamejet")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Burning Bite")
(Set:$foeSkill3 to "Claw Swipe")
(Set:$fskill2DMG to 8)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 15)
(Set:$itemReward to "Sundog Tooth")}
[[Fight!|combat]]
(Set:$southroad1beat to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Renegade Bloodmage")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Mindbend")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Summon Lesser Demon")
(Set:$foeSkill3 to "Spirit Bolt")
(Set:$fskill2DMG to 9)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 25)
(Set:$itemReward to "Bloodmage Phylactery")}
[[Fight!|combat]]
(Set:$southroad1beat to "yes")
] ]
(else:)[
You continue through the Eternal Gloaming.
[[Press on.|southroad2]]
[[Menu.|menu]]
](Set:$state to "southroad2")
(if:$southroad2beat is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Sundog")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Flamejet")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Burning Bite")
(Set:$foeSkill3 to "Claw Swipe")
(Set:$fskill2DMG to 8)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 15)
(Set:$itemReward to "Sundog Tooth")}
[[Fight!|combat]]
(Set:$southroad2beat to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Renegade Bloodmage")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Mindbend")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Summon Lesser Demon")
(Set:$foeSkill3 to "Spirit Bolt")
(Set:$fskill2DMG to 9)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 25)
(Set:$itemReward to "Bloodmage Phylactery")}
[[Fight!|combat]]
(Set:$southroad2beat to "yes")
] ]
(else:)[
You continue through the Eternal Gloaming. You've got only a little farther to go...
[[Press on.|southroad3]]
[[Menu.|menu]]
](Set:$state to "southroad3")
(if:$southroad3beat is "no")[
(Set:$fightDecide to (random:1,2))
(if:$fightDecide is 1)[
You're under attack!
{(Set:$foe to "Sundog")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Flamejet")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Burning Bite")
(Set:$foeSkill3 to "Claw Swipe")
(Set:$fskill2DMG to 8)
(Set:$fskill3DMG to 6)
(Set:$XPreward to 15)
(Set:$itemReward to "Sundog Tooth")}
[[Fight!|combat]]
(Set:$southroad3beat to "yes")
]
(else:)[
You're under attack!
{(Set:$foe to "Renegade Bloodmage")
(Set:$foeHealth to 35)
(Set:$foeMaxHealth to 35)
(Set:$foeSkill1 to "Mindbend")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Summon Lesser Demon")
(Set:$foeSkill3 to "Spirit Bolt")
(Set:$fskill2DMG to 9)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 25)
(Set:$itemReward to "Bloodmage Phylactery")}
[[Fight!|combat]]
(Set:$southroad3beat to "yes")
] ]
(else:)[
You continue through the Eternal Gloaming. You're nearly there...
[[Press on.|southroad4]]
[[Menu.|menu]]
](Set:$state to "southroad4")
(if:$southroad4beat is "no")[
You're under attack!
{(Set:$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")}
[[Fight!|combat]]
(Set:$southroad4beat to "yes")
]
(else:)[
You've reached the edge of Lunellvhen.
[[Enter Lunellvhen.|luneOutskirt]]
[[Menu.|menu]]
]{(set:$location to "luneOutskirt")
(set:$checkpoint to "luneOutskirt")
(set:$oAttack to "no")
(set:$nervAttack to "no")}
You enter the great forest-enclosed city of Lunellvhen, the home of the elves. The buildings are large and silver, with much rounded archetecture. Tall, round arches stand over the streets periodically, with vines clinging to them eagerly.
Around you, elves wander about their business, dressed mostly in immaculate robes; fewer of them, mostly guards, wear ornate armor. Some give you curious glances, but most smile at you when they catch your eye.
[[A calico cat with two tails leans against a wall, standing on two legs and watching you closely.|kimiko]]
(if:$companion is "Daechiron")["I do hope no one senses me," Daechiron says. "But of greater importance, I sense something of Cironor's nearby..." ]
>>Checkpoint reached.
[[Advance to the August Palace.|AugustPalace]]
[[Menu|menu]]You approach the two-tailed calico cat. She pretends to examine her claws.
"Can I help you?" she says.
[["Are you a shopkeep?"|kimiQ]]
[[Back.|luneOutskirt]](set:$state to "AugustPalace")
You make your way through the streets to the heart of Lunellvhen: the August Palace.
It stands before you, grand and ancient: a beautiful, domed building of ancient stone, vine-strewn and standing at the end of a long, beautiful, tree-lined walkway; the trees are bursts of white and pink, scattering blossom petals to the ground with each gentle brush of wind. Given that it is not spring here, you suspect they are enshrined in deep magic.
You can see well-dressed nobles, elves and humans alike, along with a scattering of other races, walking the palace grounds and going inside. With a jolt, you realize it must be the Concord Rite--an event every three years to celebrate goodwill between humans and elves in Eritan. Nobles travel from all over to attend.
You know somehow that it will all end here. Once you're inside, this mess will be settled, one way or another.
(if:$companion is "Lich Battlemaster")["Here we are, the end of our journey," the Lich Battlemaster says. "I hope a great fight awaits us!"](elseif:$companion is "Daechiron")[ (if:$daeCure is "yes")[Daechiron breaks his concentration momentarily from his spell. "This is it, I suppose," he says.](else:)["Here we are," Daechiron says. "It is time to settle this."] ](elseif:$companion is "Marlowe")["Here we finally are," Marlowe says. "Time to end this. (if:$marLoveCount >= 10)[I'm...I'm glad to have accompanied you, $name. Perhaps, when this is over...]" ]
(if:$marLoveCount >= 10)[ [["Marlowe, when this is over, I'd like to keep you by my side."|marlFinalFlirt]] ]
[[Continue.|augPalace2]]
[[Menu|menu]]"What, because I'm a cat?" she says, glaring up at you. "Anyway...here's what I've got. Valuable items here you won't find elsewhere. Let's call it skilled item procurement instead of black market scavenging, yes?"
Enter Kimiko's shop?
[[Yes.|kimikoShop]]
[[No.|luneOutskirt]]"I've got rare items...if you've got coin," Kimiko says.
[[Buy.|kimiBuy]]
[[Sell.|kimiSell]]
(if:$inv's "Círonor's Book" is 1)[ [[Back.|daeLun]] ]
(else:)[ [[Back.|luneOutskirt]] ]Buy from Kimiko?
Current silver: $silver
{(set:$state to "kimiBuy")
(set:$itemSell to "null")
(Set:$itemWorth to 0)}
(if:$kimiInv's "Health Potions" >0)[
[[Health Potion|buyhealthpotK]]
]
(if:$kimiInv's "Círonor's Book" >0)[
[[Círonor's Book|buyCBook]]
]
(if:$kimiInv's "Blind Justice" >0)[
[[Blind Justice|buyBlindJ]] -sword: 25DMG
]
(if:$kimiInv's "Lightsinger" >0)[
[[Lightsinger|buyLightSing]] -bow: 25DMG
]
(if:$kimiInv's "Judgment" >0)[
[[Judgment|buyJudg]] -spell: 20DMG, spirit damage
]
[[Back.|kimikoShop]]Sell from your inventory?
Current silver: $silver
{(set:$state to "kimiSell")
(set:$itemSell to "null")
(Set:$itemWorth to 0)}
(if:$inv's "Health Potions">0)[
[[Health Potions|sellPots]]
]
(if:$inv's "Dracobane">0)[
[[Dracobane|selldBane]]
]
(if:$inv's "Alcuin's Horn">0)[
[[Alcuin's Horn|sellalcHorn]]
]
(if:$inv's "Poison Antler Shard">0)[
[[Poison Antler Shard|sellantlerShard]]
]
(if:$inv's "Venomcat Pelt">0)[
[[Venomcat Pelt|sellvenomPelt]]
]
(if:$inv's "Phantom Spideer">0)[
[[Phantom Spideer Spell|sellphantomSpideer]]
]
(if:$inv's "Venompoint">0)[
[[Venompoint|sellvenompoint]]
]
(if:$inv's "Spideer Hornbow">0)[
[[Spideer Hornbow|sellhornbow]]
]
(if:$inv's "Vegetable Stew">0)[
[[Vegetable Stew|sellvstew]]
]
(if:$inv's "Mud Lurker Scales">0)[
[[Mud Lurker Scales|sellmlScales]]
]
(if:$inv's "Mud Lurker Shell Fragment">0)[
[[Mud Lurker Shell Fragment|sellmlShell]]
]
(if:$inv's "White Feather" >0)[
[[White Feather|sellwhitefeather]]
]
(if:$inv's "Rusted Relic" >0)[
[[Rusted Relic|sellrustrelic]]
]
(if:$inv's "Silver Charm" >0)[
[[Silver Charm|sellsilverCharm]]
]
(if:$inv's "Westbay Mead" >0)[
[[Westbay Mead|sellwestbay]]
]
(if:$inv's "Spirit Bolt" >0)[
[[Spirit Bolt|sellspiritBolt]]
]
(if:$inv's "Soultree Bow" >0)[
[[Spirit Bolt|sellsoultree]]
]
(if:$inv's "Dawnbreak" >0)[
[[Dawnbreak|selldawnbreak]]
]
(if:$inv's "Mudshell Blade" >0)[
[[Mudshell Blade|sellmudBlade]]
]
(if:$inv's "Northwilds Bow" >0)[
[[Northwilds Bow|sellnorthwilds]]
]
(if:$inv's "Firebolt" >0)[
[[Firebolt|sellfirebolt]]
]
(if:$inv's "Arcstorm" >0)[
[[Arcstorm|sellarcstorm]]
]
(if:$inv's "Screaming Bow" >0)[
[[Screaming Bow|sellscreamBow]]
]
(if:$inv's "Sundog's Bark" >0)[
[[Sundog's Bark|sellsundogBark]]
]
(if:$inv's "Tristesse" >0)[
[[Tristesse|selltristesse]]
]
(if:$inv's "Bleak Winds" >0)[
[[Bleak Winds|sellbleakwinds]]
]
(if:$inv's "Sundog Tooth" >0)[
[[Sundog Tooth|sellSTooth]]
]
(if:$inv's "Bloodmage Phylactery" >0)[
[[Bloodmage Phylactery|sellBloodP]]
]
(if:$inv's "Balaur Heart" >0)[
[[Balaur Heart|sellBalHeart]]
]
[[Back.|kimikoShop]]
Buy Health Potion for 7 silver?
(set:$itemSell to "Health Potions")
(Set:$itemWorth to 7)
[[Yes.|buyItemK]]
[[No.|kimiBuy]](if:$itemWorth > $silver)[
Not enough silver.
]
(else:)[
You pay $itemWorth silver and receive the $itemSell.
(set:$silver to ($silver - $itemWorth))
Total silver: $silver
(Set:$numsItems to $kimiInv's $itemSell)
(Set:$numsItems to ($numsItems - 1))
(Set:$kimiInv's $itemSell to $numsItems)
(set:$numMyItems to $inv's $itemSell)
(set:$numMyItems to ($numMyItems + 1))
(set:$inv's $itemSell to $numMyItems) ]
(link: "Okay.")[(goto: $state)] Buy Blind Justice for 100 silver?
(set:$itemSell to "Blind Justice")
(Set:$itemWorth to 100)
[[Yes.|buyItemK]]
[[No.|kimiBuy]]Buy Lightsinger for 100 silver?
(set:$itemSell to "Lightsinger")
(Set:$itemWorth to 100)
[[Yes.|buyItemK]]
[[No.|kimiBuy]]Buy Círonor's Book for 1 silver?
(set:$itemSell to "Círonor's Book")
(Set:$itemWorth to 1)
[[Yes.|buyItemK]]
[[No.|kimiBuy]]Buy Judgment Spell for 100 silver?
(set:$itemSell to "Judgment")
(Set:$itemWorth to 100)
[[Yes.|buyItemK]]
[[No.|kimiBuy]]Sell Sundog Tooth for 10 silver?
(set:$itemSell to "Sundog Tooth")
(Set:$itemWorth to 10)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Bloodmage Phylactery for 25 silver?
(set:$itemSell to "Bloodmage Phylactery")
(Set:$itemWorth to 25)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]Sell Balaur Heart for 30 silver?
(set:$itemSell to "Balaur Heart")
(Set:$itemWorth to 30)
[[Yes.|sellItem]]
(if:$state is "alasSell")[
[[No.|alasSell]] ]
(elseif:$state is "cyrusSell")[
[[No.|cyrusSell]]
]
(elseif:$state is "kimiSell")[
[[No.|kimiSell]]
]A legendary sword. It gleams, clean and bright and mercilessly cold. (20 DMG, no damage type)
(if:$class is "warrior")[
Equip Blind Justice?
[[Yes.|blindEq]]
[[No.|menu]]
]
(else:)[
As a $class, you cannot wield Blind Justice.
[[Back|inv]]
]A bow of legend. It gleams, bright and silver and mercilessly cold. (25 DMG, no damage type)
(if:$class is "rogue")[
Equip Lightsinger?
[[Yes.|lightsingEq]]
[[No.|menu]]
]
(else:)[
As a $class, you cannot wield Lightsinger
[[Back|inv]]
]{(Set:$sReplacer to "Judgment")
(Set:$costReplacer to 5)
(Set:$dmgReplacer to 20)
(Set:$textReplacer to "$name casts the enemy in searing light.")}
A spell that attacks the opponent with blinding, searing light for 20DMG. Cost: 5 MP
(if:$class is "mage")[
Replace one of your known skills with Judgment?
[[Replace $skill1.|repSkill1]]
[[Replace $skill2.|repSkill2]]
[[Replace $skill3.|repSkill3]] ]
(else:)[
As a $class, you cannot learn Spirit Bolt. ]
[[Back.|inv]]You equipped Blind Justice.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Blind Justice")
(Set:$inv's "Blind Justice" to 0)
(Set:$weaponDMG to 25)
[[Okay.|menu]]You equipped Lightsinger.
(Set:$inv's $equippedWeapon to 1)
(Set:$equippedWeapon to "Lightsinger")
(Set:$inv's "Lightsinger" to 0)
(Set:$weaponDMG to 25)
[[Okay.|menu]](if:$daebook is "yes")[
Daechiron vibrates excitedly in your bag.
"You got the book! This is all I needed to...I'll start the spell right away. Forgive me, $name, but I must ask you not to disturb me while I work," he tells you.
He falls into silence.
You assume he began. It's hard to tell.
(set:$daeCure to "yes") ]
[[Continue|luneOutskirt]](set:$marLoveCount to ($marLoveCount + 5))
Marlowe seems in near-disbelief.
"I look forward to it," he says warmly. "So...please, $name, be careful in here."
[[Continue|augPalace2]]Enter the August Palace?
[[Yes.|augPalaceGala]]
[[Not yet.|luneOutskirt]]{(set:$state to "augPalaceGala")
(set:$oAttack to "no")
(set:$nervAttack to "no")}
You enter the August Palace. Well-dressed nobles surround you, chatting happily, many with glasses of wine. You are suddenly keenly aware of your filthy and tattered clothing; you attract more than your share of strange looks from the others around you, but you pay them no mind.
[[An ernomous skeleton--that of a dragon--stands decoratively in the room.|dragonSkeleton]] It stands as if kneeling behind the throne platform; its ribs protrude around the throne from behind, as if protectively encircling it. Its raised wings and extended wingbones follow the curved wall, affixed to it, encircling the dome-shaped main room. Its long neck rises up the wall, ending in a great horned skull hanging by chains from the ceiling, filled with lit candles: a grim chandelier. A skylight in the ceiling casts down bright sunbeams that end in a puddle of light on the floor in the center of the room.
The throne is empty; the golden-haired elven king Farilin, dressed in white robes and a silver circlet, stands speaking casually to a group of others--you have no desire to approach him just yet; you have to find Lady Cantrell.
[[A blonde woman in a green dress stands talking to sharply dressed satyr immediately beside you.|augBlonde]] [[An elf carries a tray of food items in your direction.|servantElf]] [[A woman in a red dress stands speaking to someone else, a pet ossifrage standing at her feet, its keen red and yellow eyes affixed on you.|ossifrage]]
[[Menu|menu]]A plaque on the wall reads:
"He who terrorized the south
in 15-16th AE--
ÁSVALDR, slain by Laerin,
King of Elves, known also as
Laerin Silverboar"
[[Back.|augPalaceGala]]
"Lady Lizbeth?" says the woman in the green dress. She glances over her shoulder, and then turns back to you with a whispered voice. "She's over there, with that dreadful bird."
"Was it some sort of jest, bringing it here?" the satyr says, in the same hushed tone. He scowls. "Look at the beast's face, it's practically a dragon. They say it eats //bones//."
"Lady Lizbeth has always had her quirks, but..." the woman shakes her head.
[[Back.|augPalaceGala]]"Hmm? I apologize, //erasil//, I don't know who that is. I am merely a servant of the palace; I beg your humble forgiveness," the elf servant says, as he gives you a polite bow and then hurries onward with the tray.
[[Back.|augPalaceGala]]You approach the woman in the black dress.
Her back is turned to you, but the enormous bird watches your approach closely, a saurian head of white with black slanting down its beak from its eyes, a ruff of rust-red feathers around its head and neck and down its chest and legs; its back and wings are a mantle of black, and its eyes are bright red encircling a disc of pale yellow. Its claws are grim and deadly as its beak.
It lowers its head and spans its wings intimidatingly as you get near, which catches the attention of the woman beside it and simultaneously causes the people she is speaking with to cautiously back away. She looks down to the ossifrage, and then to you.
"Yes? Who are you?" she says, a little puzzled.
[["I'm $name of Silent Crossing, and you accused me of the crime you committed."|ossifrage2]]
[["The $class who's about to stop you from committing another murder."|ossifrage3]]The entire gala falls into a shocked silence, all eyes on you.
Lizbeth's eyes narrow.
"I don't know what you're talking about," she says.
[["You killed Lord Andrey Lanner. And you plan to kill King Farilin this evening while your bandits raid the city."|ossifrageAttack]]
(if:$readEriNote is "yes")[ [["I don't know why you're doing this. I know you used to be a good person, Lizbeth...I know about Erimund. He's dead now."|lizbethGiveUp]] ]The entire gala falls into a shocked silence, all eyes on you.
Lizbeth's eyes narrow.
"I don't know what you're talking about," she says.
[["You killed Lord Andrey Lanner. And you plan to kill King Farilin this evening while your bandits raid the city."|ossifrageAttack]]
(if:$readEriNote is "yes")[ [["I don't know why you're doing this. I know you used to be a good person, Lizbeth...I know about Erimund. He's dead now."|lizbethGiveUp]] ](set:$state to "ossifrageAttack")
(if:$oAttack is "no")[
(Set:$foe to "Ossifrage")
{(Set:$foeHealth to 55)
(Set:$foeMaxHealth to 55)
(Set:$foeSkill1 to "Lizbeth's Knife")
(Set:$fskill1DMG to 12)
(Set:$foeSkill2 to "Crushing Beak")
(Set:$foeSkill3 to "Bonebreaking Wings")
(Set:$fskill2DMG to 5)
(Set:$fskill3DMG to 5)
(Set:$XPreward to 30)
(Set:$itemReward to "null")}
[[Fight!|combat]]
(set:$oAttack to "yes")
]
(else:)[
Lady Lizbeth falls to the ground, dead. Somewhere behind you, you are vaguely aware of King Farilin shouting orders to his gaurd captain about heading off the bandits.
The ossifrage crumples to the floor in front of her.
"You //worthless human//," he seethes. He begins to transform, and suddenly, there is no bird lying injured on the ground, but a kneeling man, of similar red and yellow eyes, lined in black, and wearing a red, fine shirt and black cloak.
"The Demon Nerva," an elf amid the crowd of nobles says sharply, in horror.
"That's right. Master of deception and influence," Nerva says. He pulls himself up, grimacing from the ground. "I'll kill you for this. At any cost."
He seems to be dematerializing in front of your very eyes...but you see a wisp of smoke where he was, and it drifts up and toward the throne...no, toward the skeleton of the dragon ÁSVALDR. The bones began to shift, and a bloom of fire forms in the empty chest cavity and then spreads, filling all of the empty spaces of the skeleton with flame, as the dragon begins to move. It pulls its blazing wings free of the wall, and with a hollow roar, the chains supporting the head from the ceiling snap, and Nerva swings his head down to glare at you. His skull is filled with the fire, and the eyesockets are a blaze of light; the candles, melted instantly by the inferno, flow down from the eyesockets like tears and drip from the mouth.
"I'll kill all of you," Nerva says. "But I'll start with you, and they may all watch what they will suffer in turn."
[[Continue|versusNerva]]
]Lizbeth's rage melts away instantly. Her expression betrays her horror.
"Eri...?" she whispers. "No. Gods, no. Nothing could be worth this."
She seems suddenly to be struggling.
"This...isn't me," she says. "This isn't me! This ends now. It's over." She straightens up, as if breaking into a resolve. "I turn myself in for my crimes. It's over."
The ossifrage suddenly takes wing and leaps at her throat, too quick for anyone to react. It tears her throat open and then you hear a distinctive crunch, and she falls to the floor, bleeding and dead. The ossifrage lands facing you, and advances toward you, beak bright with red.
"You!" he screams. "Planning the length of a //human lifetime//...!"
He flies at you with wordless rage.
[[Fight!|versusOss]](set:$state to "versusOss")
(if:$oAttack is "no")[
(Set:$foe to "Ossifrage")
{(Set:$foeHealth to 50)
(Set:$foeMaxHealth to 50)
(Set:$foeSkill1 to "Razor Talons")
(Set:$fskill1DMG to 5)
(Set:$foeSkill2 to "Crushing Beak")
(Set:$foeSkill3 to "Bonebreaking Wings")
(Set:$fskill2DMG to 7)
(Set:$fskill3DMG to 7)
(Set:$XPreward to 30)
(Set:$itemReward to "null")}
[[Fight!|combat]]
(set:$oAttack to "yes")
]
(else:)[
The ossifrage falls to the ground. Somewhere behind you, you are vaguely aware of King Farilin shouting orders to his gaurd captain about heading off the bandits.
"You //worthless human//," he seethes. He begins to transform, and suddenly, there is no bird lying injured on the ground, but a kneeling man, of similar red and yellow eyes, lined in black, and wearing a red, fine shirt and black cloak.
"The Demon Nerva," an elf amid the crowd of nobles says sharply, in horror.
"That's right. Master of deception and influence," Nerva says. He pulls himself up, grimacing from the ground. "I'll kill you for this. At any cost."
He seems to be dematerializing in front of your very eyes...but you see a wisp of smoke where he was, and it drifts up and toward the throne...no, toward the skeleton of the dragon ÁSVALDR. The bones began to shift, and a bloom of fire forms in the empty chest cavity and then spreads, filling all of the empty spaces of the skeleton with flame, as the dragon begins to move. It pulls its blazing wings free of the wall, and with a hollow roar, the chains supporting the head from the ceiling snap, and Nerva swings his head down to glare at you. His skull is filled with the fire, and the eyesockets are a blaze of light; the candles, melted instantly by the inferno, flow down from the eyesockets like tears and drip from the mouth.
"I'll kill all of you," Nerva says. "But I'll start with you, and they may all watch what they will suffer in turn."
[[Continue|versusNerva]]
[[Menu|menu]]
](set:$state to "versusNerva")
(if:$nervAttack is "no")[
(Set:$foe to "Demon Nerva")
{(Set:$foeHealth to 75)
(Set:$foeMaxHealth to 75)
(Set:$foeSkill1 to "Fireball")
(Set:$fskill1DMG to 15)
(Set:$foeSkill2 to "Lashing Tail")
(Set:$foeSkill3 to "Crushing Jaws")
(Set:$fskill2DMG to 9)
(Set:$fskill3DMG to 9)
(Set:$XPreward to 100)
(Set:$itemReward to "null")}
[[Fight!|combat]]
(set:$nervAttack to "yes")
]
(else:)[
Nerva struggles to stand, badly damaged; the flames coursing through his body begin to die down and sputter out. In one final act of rage, Nerva rears his head, and then, with a surprising burst of quickness, slams his skull downward, to crush you.
(if:$companion is "Daechiron")[ (if:$daeCure is "yes")[ [[Continue|contDae]] ] ]
(elseif:$companion is "Lich Battlemaster")[ [[Continue|contLich]] ]
(elseif:$companion is "Marlowe")[ (if:$marLoveCount >= 15)[ [[Continue|contMarl]] ](else:)[ [[Continue|marlDie]] ] ]
(else:)[ [[Continue|contAlone]] ]
]You flinch, crouching to the ground, and await the pain, but there is a flash of sudden blue light, and when you turn around, the skull is suspeneded in a blue glow, and someone is standing beside you. The crowd of onlooking nobles all around the palace gasps. He is tall, elven, and heart-wrenchingly handsome, and the nobles are taken with his beauty. He has a single hand effortlessly raised to keep the massive skull suspended in the air.
"//Erasil//," he says loudly, looking to you. "I will ever walk with you if you ask it of me. For you've raised me from an eternity as a lowly turnip."
The crowd seems a little bewildered. "There's context," you tell them.
(set:$daeAlive to "yes")
[[Continue.|contDae2]] You flinch, crouching to the ground, and trying to dive out of the way, but there is a blur of movement, and suddenly you are just out of the way as the enormous skull falls heavily to the ground. The Lich Battlemaster is partly pinned beneath it.
You scramble up and immediately lift the skull off of her--it is heavy, and it takes some effort, but you move it sufficiently to pull her up. She stands, heavily injured, and affixes you with the yellow pinpoints of light that are her eyes.
"I've truly...gotten old..." she says. "I would have been strong enough to...I'm growing weaker. $name," she says sharply, "I must ask a favor of you now." She is sinking to the ground in pain. "My time in this world is long past. It has been an honor to accompany you, and save Eritan one more time...but even if I heal from this, I could not go back to that cave to sit and rot again. No, there is no place left in this world for me. So I ask you, $name...grant me a warrior's death. Please."
You had chosen not to before, but it is clear she means this to be her final request. You take her proffered sword from her hands and hesitate--she gives you an encouraging nod. You lift the sword, aim, and close her eyes the moment you strike where her heart would have been. She falls soundlessly to the floor, eyes lightless and empty, and her body fades into black smoke.
[[Continue.|contDead]] You flinch, crouching to the ground, and trying to dive out of the way as the skull crashes the ground. You are lying on the floor, disoriented, and the skull has partly pinned you. You can feel warm blood trickling through your clothes, and you can't move--as your heart slows and your senses return, you are hit with a wave of excruciating pain, and trying to move makes it worse.
You fall back to the floor, gasping, staring out at the palace sideways from the ground, vision shimmering into white, as the silhouettes of the palace nobles move in around you and ahead, you are vaguely aware of the palace doors being thrown open, and a dark figure limned by the bright outside light stepping in...
[[Continue.|contAlone2]]You flinch, crouching to the ground, and trying to dive out of the way, but there is a blur of movement, and suddenly you are just out of the way as the enormous skull falls heavily to the ground. Marlowe stands beside you, panting.
"I couldn't...Are you unhurt?" he says. He looks at the skull, which he narrowly missed himself. "I have the strangest feeling I almost died just now," he says, staring at the damage to the floor the impact of the skull made. "But I tried, I couldn't...couldn't let myself, or let you die."
(if:$inv's "Astoriel's Phylactery" is 1)[He turns his helmed head to your, staring at you from the blackness within. "Now's as good a time as any. It's over. $name, the phylactery you've held on to for me. Can you hand it to me?"
You produce Astoriel's phylactery from your bag and hand it to him: a glass vial of the demon's blood, strangely warm. He takes it and examines it for a moment, and then crushes the glass in his armored hand, watching the blood run down, rich red. He looks to you. Slowly, almost hesitantly, he raises his hands, and lifts his horned helm from his head.
No trace of the black veins remains on his face. His eyes are green, and nervous.
"I certainly //feel// different, I have no magic now. How do I look?"
(set:$marlAlive to "yes")
[["Handsome."|contMarlHand]]
[["Like a dork. But the curse is definitely gone."|contMarldork]] ]
(else:)[
[[Continue|contMarlNocure]] ]Marlowe steps forward suddenly and kisses you. Then he steps back, hesitant.
"I'm sorry," he says. "I mean, I shouldn't...I didn't meant to"--
The crowd inside the palace erupts into a cheer. The nobles come forth and surround you and Marlowe; lords and ladies flock around to fervently shake your hand and thank you.
King Farilin manages to make his way toward you, facilitated by the respectful parting of others to make his path.
"I owe you a debt more vast than words," Farilin tells you. "My men found the demon's human horde and have apprehended them. I fear tonight would have gone very differently without your warning, friend. Might I ask, who did you say you were?"
At that moment, the palace doors burst open, and a man enters, lowering the hood of his black cloak. He is dressed in all charcoal-colored finery, the only color a red fox pelt atop his cloak. His face is hard-lined and his eyes are somber--they always have been; even his long graying hair looks weary. His cloak is clasped with the familiar fox-head sigil.
"$name," he says, walking over. "I'd hoped I might find you here..."
You're a little surprised he came all this way. He has never favored travelling much.
"The Lord of Silent Crossing, a pleasant surprise," says Farilin, nodding graciously at him.
"Thanks, my lord," he mumbles. He turns back to you. He really does look a little worse for the wear than when you last saw him. "I'd heard the rumors that you'd been seen here and there...that you seemed to be traveling south, toward Lunellvhen. Figured the Concord Rite might be my best bet...I've wanted to speak to you again since you left."
Oh boy. You've had enough talks with him to know where this is headed; you think you feel a headache coming on.
You brace yourself for anything that might come next.
"I'm sorry," he says earnestly, looking up to meet your eyes.
...Well, you weren't braced for that.
[["..."|contDad]]Marlowe gives a helpless laugh.
The crowd inside the palace erupts into a cheer. The nobles come forth and surround you and Marlowe; lords and ladies flock around to fervently shake your hand and thank you.
King Farilin manages to make his way toward you, facilitated by the respectful parting of others to make his path.
"I owe you a debt more vast than words," Farilin tells you. "My men found the demon's human horde and have apprehended them. I fear tonight would have gone very differently without your warning, friend. Might I ask, who did you say you were?"
At that moment, the palace doors burst open, and a man enters, lowering the hood of his black cloak. He is dressed in all charcoal-colored finery, the only color a red fox pelt atop his cloak. His face is hard-lined and his eyes are somber--they always have been; even his long graying hair looks weary. His cloak is clasped with the familiar fox-head sigil.
"$name," he says, walking over. "I'd hoped I might find you here..."
You're a little surprised he came all this way. He has never favored travelling much.
"The Lord of Silent Crossing, a pleasant surprise," says Farilin, nodding graciously at him.
"Thanks, my lord," he mumbles. He turns back to you. He really does look a little worse for the wear than when you last saw him. "I'd heard the rumors that you'd been seen here and there...that you seemed to be traveling south, toward Lunellvhen. Figured the Concord Rite might be my best bet...I've wanted to speak to you again since you left."
Oh boy. You've had enough talks with him to know where this is headed; you think you feel a headache coming on.
You brace yourself for anything that might come next.
"I'm sorry," he says earnestly, looking up to meet your eyes.
...Well, you weren't braced for that.
[["..."|contDad]]The crowd inside the palace erupts into a cheer. The nobles come forth and surround you and Marlowe; lords and ladies flock around to fervently shake your hand and thank you. Marlowe hangs back, away from the crowd, watching the proceedings from within his horned helm; he seems a little lost and far away, out of place.
King Farilin manages to make his way toward you, facilitated by the respectful parting of others to make his path.
"I owe you a debt more vast than words," Farilin tells you. "My men found the demon's human horde and have apprehended them. I fear tonight would have gone very differently without your warning, friend. Might I ask, who did you say you were?"
At that moment, the palace doors burst open, and a man enters, lowering the hood of his black cloak. He is dressed in all charcoal-colored finery, the only color a red fox pelt atop his cloak. His face is hard-lined and his eyes are somber--they always have been; even his long graying hair looks weary. His cloak is clasped with the familiar fox-head sigil.
"$name," he says, walking over. "I'd hoped I might find you here..."
You're a little surprised he came all this way. He has never favored travelling much.
"The Lord of Silent Crossing, a pleasant surprise," says Farilin, nodding graciously at him.
"Thanks, my lord," he mumbles. He turns back to you. He really does look a little worse for the wear than when you last saw him. "I'd heard the rumors that you'd been seen here and there...that you seemed to be traveling south, toward Lunellvhen. Figured the Concord Rite might be my best bet...I've wanted to speak to you again since you left."
Oh boy. You've had enough talks with him to know where this is headed; you think you feel a headache coming on.
You brace yourself for anything that might come next.
"I'm sorry," he says earnestly, looking up to meet your eyes.
...Well, you weren't braced for that.
[["..."|contDad]]You flinch, crouching to the ground, and trying to dive out of the way, but there is a blur of movement, and suddenly you are just out of the way as the enormous skull falls heavily to the ground. You turn to see Marlowe, sitting on the floor; one of the dragon's horns pierced his armor deeply when he shoved you out of the way. In the impact, the great horn broke off, and it rests in his chest like a giant thorn, deep red blood pooling out from around it and trickling down his armor.
With great effort, he lifts his arm and flings his helmet off with a drunken gesture; it clangs to the floor too loudly in the hushed palace. He looks at you with black eyes.
(if:$inv's "Astoriel's Phylactery" is 1)["Astoriel. Break it," he says through the blood filling his mouth. You quickly take the small glass vial of Astoriel's blood from your bag and smash it underfoot, the demon's blood blooming into a pool beside Marlowe's. The black veins on his face recede back into his eyes, which clear. His eyes are bold green. He gives you a weak smile, and then sinks backward to the floor, face lifeless.](else:)["I've fulfilled my purpose," Marlowe chokes through the blood filling his mouth. "Thank you," he weakly adds, sinking backward to the floor. He dies.]
[[Continue.|contDead]]You kneel beside $companion's body as the crowd of nobles gathers around you.
King Farilin comes forward, resting a hand gently on your shoulder.
"We honor your friend's sacrifice deeply," he says. "And thanks to your warning, my men report that they have found and apprehended the demon's raiders before they entered the city. Without you here, this night would have gone very differently. I owe you an immeasurable debt, and you will remain a //sin'eraln//, an honored guest, here until the end of your days."
At that moment, the palace doors burst open, and a man enters, lowering the hood of his black cloak. He is dressed in all charcoal-colored finery, the only color a red fox pelt atop his cloak. His face is hard-lined and his eyes are somber--they always have been; even his long graying hair looks weary. His cloak is clasped with the familiar fox-head sigil.
"$name," he says, walking over. "I'd hoped I might find you here..."
You're a little surprised he came all this way. He has never favored travelling much.
"The Lord of Silent Crossing, a pleasant surprise," says Farilin, nodding graciously at him.
"Thanks, my lord," he mumbles. He turns back to you. He really does look a little worse for the wear than when you last saw him. "I'd heard the rumors that you'd been seen here and there...that you seemed to be traveling south, toward Lunellvhen. Figured the Concord Rite might be my best bet...I've wanted to speak to you again since you left."
Oh boy. You've had enough talks with him to know where this is headed; you think you feel a headache coming on.
You brace yourself for anything that might come next.
"I'm sorry," he says earnestly, looking up to meet your eyes.
...Well, you weren't braced for that.
[["..."|contDad]]The crowd inside the palace erupts into a cheer. The nobles come forth and surround you and Daechiron; as lords and ladies fervently shake your hand and thank you, a crowd of admirers flocks to Daechiron like flies to honey, as he flashes them his radiant smile.
King Farilin manages to make his way toward you, facilitated by the respectful parting of others to make his path.
"I owe you a debt more vast than words," Farilin tells you. "My men found the demon's human horde and have apprehended them. I fear tonight would have gone very differently without your warning, friend. Might I ask, who did you say you were?"
At that moment, the palace doors burst open, and a man enters, lowering the hood of his black cloak. He is dressed in all charcoal-colored finery, the only color a red fox pelt atop his cloak. His face is hard-lined and his eyes are somber--they always have been; even his long graying hair looks weary. His cloak is clasped with the familiar fox-head sigil.
"$name," he says, walking over. "I'd hoped I might find you here..."
You're a little surprised he came all this way. He has never favored travelling much.
"The Lord of Silent Crossing, a pleasant surprise," says Farilin, nodding graciously at him.
"Thanks, my lord," he mumbles. He turns back to you. He really does look a little worse for the wear than when you last saw him. "I'd heard the rumors that you'd been seen here and there...that you seemed to be traveling south, toward Lunellvhen. Figured the Concord Rite might be my best bet...I've wanted to speak to you again since you left."
Oh boy. You've had enough talks with him to know where this is headed; you think you feel a headache coming on.
You brace yourself for anything that might come next.
"I'm sorry," he says earnestly, looking up to meet your eyes.
...Well, you weren't braced for that.
[["..."|contDad]]You awake in a quiet room, clean and with white walls, daylight splashed across the wall from a nearby window. You move to sit up and wince.
"I am glad to see you wake, //sin'eraln//. Ah, forgive me--that means honored guest."
You turn your head in surprise--King Farilin stands patiently and serenely beside your bed. He dips his head.
"I owe you a debt more vast than words," Farilin tells you. "My men found the demon's human horde last night after your warning and have apprehended them. I fear the evening would have gone very differently without your warning, friend. As for your injuries, the best of Lunellvhen's healers have been working on you. You may regain full use of your legs in time...I am terribly sorry."
"Is $pronoun awake?" says another man's voice from outside of the room. He enters, lowering the hood of his black cloak. He is dressed in all charcoal-colored finery, the only color a red fox pelt atop his cloak. His face is hard-lined and his eyes are somber--they always have been; even his long graying hair looks weary. His cloak is clasped with the familiar fox-head sigil.
"$name," he says, walking over.
"The Lord of Silent Crossing arrived last night," Farilin explains. He bows to you. "I will you to talk in peace." Farilin strides away.
"I'd hoped I might find you here," he says, after a while.
You're a little surprised he came all this way. He has never favored travelling much.
He continues: "I'd heard the rumors that you'd been seen here and there...that you seemed to be traveling south, toward Lunellvhen. Figured the Concord Rite might be my best bet...I've wanted to speak to you again since you left."
Oh boy. You've had enough talks with him to know where this is headed; you think you feel a headache coming on.
You brace yourself for anything that might come next.
"I'm sorry," he says earnestly, looking up to meet your eyes.
...Well, you weren't braced for that.
[["..."|contDad]]"I really ruined things," he says. "I don't blame you for disappearing. I did a lot of thinking after you left. Fact is, you should be free to be whoever you are, to do what makes you happy. What the hell does it matter to anyone else? I was wrong, and I drove you away, and I realize that now.
If you don't want to come back, I don't blame you. If you can't forgive me, I understand. But we were always the only family each other had. So, I...I just want you to know. I'm still your father. I love you, $name. And if you ever want to come back home to Silent Crossing, well, you'll always be welcome...as the person you are, not who I wanted to see you as.(if:$inv's "Astoriel's Phylactery" is 1)[ You can even bring your, um, companion there. It'll take some getting used to, but I promise things will be different.]"
[[Embrace your dad.|dadHug]]
[["..."|sadDad]]You embrace your dad, and a few of the crowd of onlooking nobles get a little teary. He smiles at you.
"If you decide to come back, or even just visit...you're under no rush. If and when, you'll always be welcome, $name."
He turns, his cape a swirl of black, and leaves the palace once again.
After a while, you find yourself walking back outside, onto the palace grounds.
Night has settled over the elven city, and lamps of strange blue flames wash the streets in an ethereal light. The stars have emerged in the sky above you, and the breeze picks up with a whisper, taking pink and white petals into the air and scattering them around you.
(if:$daeAlive is "yes")["It's much more peaceful out here," Daechiron says, suddenly at your side, swift and silent as a cat. "Much quieter than in there," he adds, sneaking a glance over his shoulder back at the palace entrance, where a cluster of young men and women staring at him catch his glance and laugh happily.](elseif:$marlAlive is "yes")[Marlowe walks over to stand beside you. You aren't used to seeing his face, but he looks at you with a smile. "So. Where to, Alder?"]
You aren't sure where you're headed next.
Maybe you will stop at Silent Crossing, or maybe you'll finally resume your wanderings, interrupted by the death of Andrey Lanner.
You stare up at the stars. Only one thing is certain:
You're getting a damn horse.
You're kind of sick of walking everywhere.
(if:$daeCure is "yes")[ (if:$companion is "Daechiron")["Let's go!" you say to Daechiron.] ](elseif:$companion is "Marlowe")[ (if:$inv's "Astoriel's Phylactery" is 1)[ (if:$marLoveCount >= 15)["I'm ready to leave this palace behind," you tell Marlowe.] ] ]
>>THE END
[[...play again?|startScreen]]The Lord of Silent Crossing bows.
"I understand," he says, gently. "My offer stands indefinitely, $name, if you ever decide to."
He turns, his cape a swirl of black, and leaves the palace once again.
After a while, you find yourself walking back outside, onto the palace grounds.
Night has settled over the elven city, and lamps of strange blue flames wash the streets in an ethereal light. The stars have emerged in the sky above you, and the breeze picks up with a whisper, taking pink and white petals into the air and scattering them around you.
(if:$daeAlive is "yes")["It's much more peaceful out here," Daechiron says, suddenly at your side, swift and silent as a cat. "Much quieter than in there," he adds, sneaking a glance over his shoulder back at the palace entrance, where a cluster of young men and women staring at him catch his glance and laugh happily.](elseif:$marlAlive is "yes")[Marlowe walks over to stand beside you. You aren't used to seeing his face, but he looks at you with a smile. "So. Where to, Alder?"]
You aren't sure where you're headed next.
Maybe you will stop at Silent Crossing, or maybe you'll finally resume your wanderings, interrupted by the death of Andrey Lanner.
You stare up at the stars. Only one thing is certain:
You're getting a damn horse.
You're kind of sick of walking everywhere.
(if:$daeCure is "yes")[ (if:$companion is "Daechiron")["Let's go!" you say to Daechiron.] ](elseif:$companion is "Marlowe")[ (if:$inv's "Astoriel's Phylactery" is 1)[ (if:$marLoveCount >= 15)["I'm ready to leave this palace behind," you tell Marlowe.] ] ]
>>THE END
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