Your browser lacks required capabilities. Please upgrade it or switch to another to continue.
Loading…
<<audio mainsong stop>>
<<audio outsidesong play>>
The wind stings your face, your vision impaired, and the cold is unforgiving. You've never known the Blue Peril in your previous life, and wished it would've stayed that way. It's seems as dangerous a territory as any of the Perils in Ethereal. The only path you can make out leads to the silhouette of a [[building|Tower]] through the harsh blizzard.You arrive in the town to the site of constructs and their mirror-masters: towering, silver things with defined, expressionless faces, moving in tandem with their with a handler. The town has vibrant banners and bustling townspeople of Kaapriad and Human ancestery. The Kaapriad must own this city, what with the third eye as the city's owner's seal. Kaapriad with their third eye on their forehead, defined cheekbones, blueskin and orange hair. People of trade. A handler and their construct approache you, "Sorry, no one is allowed to enter today. Orders from our ruling family." With that, you [[turnback.|Crossroads]]You arrive at an abandoned tower. Icicles hang off the shingles of the archway inside. The tower itself has holes all through its stretching brink structure like a great white hive. You make your way thorugh the [[ front door|Main Room]].<<if $assassin is true>>
<<set $amulet to true>>
<<set $sword to true>>
<<set $muscletap to true>>
<<set $experience to $experience + 2>>
Your experience is $experience! You've gained a level and Muscle Tap, a powerful ability to grab and control someone's muscles!
You pull on the hilt to reveal a sword. To your surprise, the blade is still worthy of use. Around the helmet lays a jeweled amulet with a ruby star in a gold in-lay. You take the amulet and add it with the painting. After spending time away from the elements for a while, you make your way out of the [[back|Crossroads]] of the tower and back into the storm.
<</if>>
<<if $tinkerer is true>>
<<set $guantlets to true>>
<<set $sword to true>>
<<set $exprience to $experience +3>>
Your experience is $experience!
You pull on the hilt to reveal a sword, but something else catches your eye. The metal on the suit would make for excellent scrap. You take the guantlets and store them in your bag. After spending time away from the elements for a while, you make your way out of the [[back|Crossroads]] of the tower and back into the storm.
<</if>>
<<if $sylvonyknighthood is true>>
<<set $sylvonyblade to true>>
<<set $suitofarmor to true>>
<<set $experience to $experience +3>>
Your exeprience is $experience!
You pull the sword out of the hilt and as you do, streaks of translucent pink shimmer over the blade. A powerful bind was placed on this and now it's yours. The suit itself would be just the thing for protecting one's self in these conditions. It fits like a glove. After spending time away from the elements for a while, you make your way out of the [[back|Crossroads]] of the tower and back into the storm.
<</if>>
<img src="images/sword.jpg" alt="Sword" width="100%" height="100%" /><<cacheaudio "mainsong" "music/A Link To The Past - 11 - Select Screen.mp3">>
<<cacheaudio "outsidesong" "music/A Link To The Past - 23 - Crystal.mp3">>
<<cacheaudio "wagonarch" "music/A Link To The Past - 17 - Church.mp3">><<set $experience to $experience + 5>>
Your experience is $experience. You've gained a level!
<<set $assassin to true>>
The assassin from days past, exiled Prince from the Peril of Purple, colors the wax of your burning flame a black ooze. You've chosen to be an Assassin and have gained Shadow-Step, a powerful ability used to sneak around areas and enemies.
She sighs, and ash engulfs you. You wake up on the crest of a [[hilltop|Hilltop]].<<set $experience to $experience + 5>>
Your experience is $experience. You've gained a level!
<<set $tinkerer to true>>
Knowledge of technology, once beyond your comprehension, fills your head like missing pieces to a puzzle. Schematics of cogs and gears, toxins and steam, inform and intrigue your imagination. You've become a Tinkerer, the ability to modify armors, weapons, and other machines, provided you have the proper materials.
She scowls, and ash engulfs you. You wake up on the crest of a [[hilltop|Hilltop]].<<set $experience to $experience + 5>>
Your experience is $experience. You've gained a level!
<<set $sylvonyknighthood to true>>
Knowlegde long forgotten from the Divines floods your memories and enlightens your intellect, and your strength. You've become a Sylvony Knighthood, gaining the ability to wear abnormally large armor sets to better protect yourself from the harms of the Perils.
She smiles, and ash engulfs you. You wake up on the crest of a [[hilltop|Hilltop]].Once bone but now reborn of flesh, you wake up in a cave at the foot of a great glowing tree. Blue and yellow blossoms light the damp cave. A [[woman|Sylvony]] in blue robes and leather plating stands before you. Her face is masked by her hood's shadow.
<<set $experience to 0>><!--Player Experience-->
Your experience is $experience
<<audio mainsong play>>
<!--Objects/Loot-->
<<set $key to false>>
<<set $sword to false>>
<<set $orb to false>>
<<set $painting to false>>
<<set $guantlets to false>>
<<set $sylvonyblade to false>>
<<set $suitofarmor to false>>
<!--Character Abilities-->
<<set $assassin to false>>
<<set $tinkerer to false>>
<<set $sylvonyknighthood to false>>
<<set $muscletap to false>>
<<set $sylvonysorse to false>>
<!--Quest Related Objects-->
<<set $orbarmoraugment to false>>
<<set $septrearmoraugment to false>>
<<set $penarmoraugment to false>>
<!--Plot Elements-->
<<set $campknowledge to false>>You approach the mysterious woman. "My child, you have slept for too long. The hour of your awakening has arrived at last, thanks to me. You've caught me at an opportune time. I will grant you another gift, the gift I am known for, knowledge. But who's knowledge you recognize as your truth, I cannot decide. You must choose who you align with."
Pick your class:
[[Seernus Poijr, Guide Through the Shadows(Assassin)|Seernus Imbues You]]
[[Sef Dagryn, Mind of Strength Undbound(Engineer)|You've sided with Dagryn]]
[[Sylvony, Knowledge of Ash (Battle-Mage)|Sylvony Knighthood]]You notice there are scolding hot coals in the divets lighting the way. That explains the steam. As you get closer, you see a finely engraved stone sign towering out of the ground like a monolith. It reads, "Sanctuary City of Jakyl". Above that, a Divine's family-insignia of pure gold in the shape of an eye. Below all that, indicators of what business is found here. It looks to be a Reigning City. [[Proceed|Sanctuary City of Jakyl]]?<<if $assassin is true>>
<<set $experience to $experience + 3>>
<<set $painting to true>>
Your experience is $experience!
Inside the tower hangs an oddly pristine painting of a battle above the fireplace. Carefully, you slice it out of its frame and place it in your pack. It could be of some value. When you look up at the room you notice a frosted [[suit of armor|Suit of Armor]] with something in its scabbard.
<<else>>
Inside the tower hangs an old painting of a battle above a fire place. To your left, a staircase to the upper floors is filled wtih snow. On the left wall of the room is a frosted [[suit of armor|Suit of Armor]] with something still in it's scabbard.
<</if>>You follow the semblance of a path until you come upon a road which splits into two. At the fork, a post with holes where's signs once were nailed are missing. There is a path which veers off to the right. that is overgrown and looks to have been neglected for some time. It might be risky. The other goes downwards into the valley. Off in that direction, you make out a glowing path with white tendrils dancing out of orange divets adjacent on either side of the road. A road well kept.
[[Left|Outskirts]] or [[right|Unkempt Path]]?<<audio outsidesong stop>>
<<audio wagonarch play>>
Blue Ice vines and barbs bleed onto the path. A sea of blue trees with razor flora obscure everything beyond the comfort of the path, eroded and neglected as it is. As you advance further down, you can make out the shapes of something just at the bend in a clearing. You are unsure as to what you might find ahead. Do you [[proceed|Wagon Scene]] or [[turnback?|Crossroads]]The trek took longer than intended. The Sun is setting and the temperature bites a little harder. You're wishing you turned back as you come upon a grisly scene. A trade wagon's been turned on it's side. It looks like an ambush took place here. Kaapriad and Human blood color the snow orange and red. Not a living soul seems to be here anymore. Off to the left beyond the wagon, you spot what look to be foot prints leading off into the [[woods.|Camp Scene]]<<if $assassin is true>>
<<set $campknowledge to true>>
Using your natural instinct to stay hidden, you make your way through a carved path, sticking to the trees and thick blue brush. You finally stumble upon a camp with a battle line that stretches well past where you can make out the steep foothills. You swiftly move in and out of tents avoiding the patrolling soldiers when you come upon a [[large tent,|Ruhul Furian's Tent]] much bigger than anything you've seen so far.
<</if>>
<<if $tinkerer is true>>
<<set $campknowledge to true>>
You make your way through a carved path until you stumble upon a camp. As soon as you walk a few meters into battle-readied area, a soldier approaches you. "You seem to be lost traveler. Unfortunately for you, you took a wrong turn." Instinctively, you recognize the embossed on the man's leather chestplate, a Furian footsoldier, Mortal Reigns family. You address him promptly, "I was simply following the orders I was given by my ruler, Sef Dagryn." The footsoldier raises an eyebrow. "A Dagryn? I thought you lot were all swallowed up by the Perils by now. Haven't heard word of us getting reinforced by the likes of you. Come with me." The man escorts you to a [[large tent.|Ruhul Furian's Tent]]
<</if>>
<<if $sylvonyknighthood is true>>
<<set $campknowledge to true>>
<<set $sylvonysorse to true>>
<<set $experience to $experience + 5>>
You make your way through a carved path until you stumble upon a camp. As soon as you walk a few meters into battle-readied area, a soldier approaches you. "You seem to be lost traveler. Unfortunately for you, you took a wrong turn." Instinctively, you draw your sword and slay the soldier. You quickly turn around and head back the way you [[came|End Path for Sylvony Knight]] with the knowledge of the camp in hand.
Your experience is now $experience! You've gained a level and Sylvony's Sorse, an ability to muster the might of a hidden Sorce ability.
<</if>>A birthday surprise is done in your honor!
No I'm kidding, this section is still under construction. If you want an ending, play as the Sylvony Knight!Double-click this passage to edit it.You return to the city of Jakyl under the cover of night. You approach a solider of the watch and inform him of the camp and the wagon. He turns to escort you to Castle to report your findings directly when he is felled by an arrow. You turn and see a swarm of soliders descnding upon you. The voice of the woman whom you met earlier in the cave sepaks to you, "My Knight, use your hidden [[gift."|Bad End for Everyone]]Your instinct is to plant your sword in the ground toward the horde. As you do so, a wave of ice and snow lifts up a mile high above your head and crashes down upon them. As you dig yourself out of the mountain of white, you realize the city was lifted along with the snow and ice. Bodies of women, children, an soldiers are strewn about the blue frozen wasteland. Sorse un has come to harm again...
Game Over