*comment The Lost Heir: The Fall of Daria *comment Scene #1: childhood.txt *hide_reuse *if (store_scene="Store_BeforeKarlKarlaWalk") *goto Store_BeforeKarlKarlaWalk *if (store_scene="Store_BeforeKarlKarlaWalk_2") *goto Store_BeforeKarlKarlaWalk_2 *if (store_scene="Store_BusinessOnly") *goto Store_BusinessOnly *if (store_scene="Store_BusinessOnly_2") *goto Store_BusinessOnly_2 *set gradytemprelationship fosterparent_relationship *set geritemprelationship fosterparent_relationship *set amostemprelationship fosterparent_relationship *set emalinetemprelationship fosterparent_relationship *label Start_loop *if (choice_randomtest) *goto BeginPlaying *choice #Begin playing [b]The Lost Heir 1: The Fall of Daria[/b]. *comment Current src tags: lh1, lh2, lh3, mobster, lastwizard, lifewizard, paradox, captain *goto BeginPlaying *allow_reuse #Check out [b]Life of a Space Force Captain[/b] by Mike Walter *image spaceforce.jpg [b]Life of a Space Force Captain[/b] by Mike Walter *line_break Have you ever wanted to be the captain of a faster-than-light starship? You will live a full life starting as a young child of the future. Play as human, various species of alien, or even a robot. With the help of your friends and your loyal, upgradable robo-pet, you will go to school to learn skills of your own choosing before taking a position as a lowly cadet. You’ll choose which department to join and rise within as the Solar System trembles in fear when a powerful foe threatens its very existence. "Life of a Space Force Captain" is a 335,000 word interactive novel by Mike Walter, where your choices control the story. It's entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination. Will you master the psionic arts or use technology to enhance yourself with cybernetics? Will you follow the rules or will you do whatever is necessary? The choice is yours in Life of a Space Force Captain! *line_break *link https://www.choiceofgames.com/user-contributed/life-of-a-space-force-captain/redirect.php?src=lh1 *goto Start_loop *allow_reuse #Check out [b]The Last Wizard[/b] by Mike Walter *image lastwizard.jpg [b]The Last Wizard[/b] by Mike Walter *line_break It’s a regular Tuesday evening when you are pulled from the Earth and sent to a place where magic still exists. You are given a wizard's tower filled with arcane knowledge that you are expected to learn. Thrust into a war between two nations, it's up to you to save the kingdom where you now live. "The Last Wizard" is a 185,000 word interactive fantasy novel by Mike Walter, where your choices control the story. It's entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination. Your choices will influence who rules the land and what happens to the civilians living there. Will you find love or will you strive to return to the life you were forced to leave behind? Will you save the kingdom, or will you betray the people for your own personal gain? The choice is yours! *line_break *link https://www.choiceofgames.com/user-contributed/last-wizard/redirect.php?src=lh1 *goto Start_loop *allow_reuse #Check out [b]Life of a Mobster[/b] by Mike Walter *image mobster.jpg [b]Life of a Mobster[/b] by Mike Walter *line_break Join the mob and rule the city! Will you become a celebrity mobster, or rule from the shadows? "Life of a Mobster" is a thrilling interactive novel where your choices control the story. The game is entirely text-based--without graphics or sound effects--and fueled by the vast, unstoppable power of your imagination. Will you betray the five families to win the heart of a good-looking FBI agent? Will you end up as a prisoner, a senator, or FBI director? The choice is yours. *line_break *link https://www.choiceofgames.com/user-contributed/life-of-a-mobster/redirect.php?src=lh1 *goto Start_loop *allow_reuse #Check out [b]Paradox Factor[/b] by Mike Walter *image paradox.jpg [b]Paradox Factor[/b] by Mike Walter *line_break What would you change? Alter your past and future in this thought-provoking and edgy time travel game. Are you willing to live with the effects that your changes may cause? "Paradox Factor" is an interactive science-fiction novel by Mike Walter where your choices determine how the story proceeds. The game is entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination. Play as a man, woman, or non-binary person as you travel through time. Are you willing to live with the effects that your changes may cause? *line_break *link https://www.choiceofgames.com/user-contributed/paradox-factor/redirect.php?src=lh1 *goto Start_loop *allow_reuse #Check out [b]Life of a Wizard[/b] by Mike Walter *image wizard.jpg [b]Life of a Wizard[/b] by Mike Walter *line_break Write an archmage's autobiography in this 80-year 130,000-word interactive fiction! Play good or evil, man or woman, as you bring peace to the kingdom or take over the world with your sorcery. Brew potions, raise the dead, summon mythical beasts, control men's minds, and blast away your enemies. "Life of a Wizard" is an epic interactive novel where you control the main character. In each chapter, your choices determine how the story proceeds. Will you find romance, get married, or have children? Will you become the arch-mage, grand bishop, nature-loving druid, hardened battle-mage or even an undead lich? The choice is yours! *line_break *link https://www.choiceofgames.com/user-contributed/life-of-a-wizard/redirect.php?src=lh1 *goto Start_loop *allow_reuse #Follow and Support [b]Mike Walter and Lucid Games[/b] *image lucid.jpg Check out my website: *link https://lucidgames.ca Please stop by and give me a "Like" on Facebook: *link https://www.facebook.com/LucidsGames Join my mailing list for a link to a short, free game by signing up here. I only send email when new games are released: *link https://eepurl.com/dBPS-D Interested in offering even more support and taking a larger role in my game development? Consider joining my Patreon Page: *link https://www.patreon.com/LucidsGames *goto Start_loop *label BeginPlaying Would you like to turn on notifications? *choice #Yes, show me the numbers. *set showstats true *goto Start_Story #No, hide the numbers. *set showstats false *goto Start_Story *label Start_Story The sky is slashed with jagged tears of fire. They are like wounds upon reality itself and cast everything in a harsh red light. The land before you is cracked and dry. There is nothing growing from the parched dirt your feet rest upon. You stand with your army behind you. They wear bright armour and hold sharp swords, although their equipment is dented and scratched from many battles. Your faithful companions are at your side. You survey the mass of creatures before you. Their numbers are without limit as they stretch across the horizon. Many of them are somewhat man-shaped, but twisted, as though they are the nightmares of what man could be. Some of them have leathery wings, many have sharp claws and most of them have great yellow horns protruding from their heads. They are the denizens of the demon realm, come to lay waste to your world. *comment (using_legacy) "Am I too late?" a disembodied voice says from nearby. "Is it over already?" *check_purchase legacy *if choice_purchased_legacy *set purchased_iap true *if (purchased_iap) *label They_Have_Purchased_The_IAP Do you want this character to have the Legacy Advantage? *choice #Yes, give me the Legacy Advantage. *set using_legacy true *goto After_Choosing_Legacy #No, don't give this character the Legacy Advantage. *set using_legacy false *goto After_Choosing_Legacy *else *goto After_Choosing_Legacy *label After_Choosing_Legacy One of the demons steps forward, leading the group. It stands at over seven feet. It swings a claw through the air, seeming to rend the very air in front of it. It unfurls its wings and takes to the sky. Everyone around you tenses as it flies straight toward you. *choice #Draw your glowing rune-covered sword. The blade rings loudly as you pull it free. Your army takes this as a command and surges forward, screaming their defiance at the otherworldly beasts before them. *if (showstats) *line_break (Blades +3) *set blades +3 *goto YouAwake #Signal for the catapults to fire. The enormous stones fly over your head toward the demon horde. Your army takes this as a command and surges forward, screaming their defiance at the otherworldly beasts before them. *if (showstats) *line_break (Devices +3) *set devices +3 *goto YouAwake #Loose an arrow from your enchanted bow. The arrow streaks into the air with an angry buzz. Your army takes this as a command and surges forward, screaming their defiance at the otherworldly beasts before them. *if (showstats) *line_break (Archery +3) *set archery +3 *goto YouAwake #Cast a mighty spell. Your words and hand motions warp reality to your whim. Your army takes this as a command and surges forward, screaming their defiance at the otherworldly beasts before them. *if (showstats) *line_break (Magic +3) *set magic +3 *goto YouAwake #Command your army to advance. Your hand raises in the air and descends forward. Your army takes this as a command and surges forward, screaming their defiance at the otherworldly beasts before them. *if (showstats) *line_break (Charm +3) *set charm +3 *goto YouAwake *label YouAwake *page_break You Awake… You awaken from a good night's sleep with the lingering memory of a dream fading in the morning light. It's a beautiful room with an enormous four-pillar canopy bed, expensive mahogany dressers, and priceless tapestries. Your twelve years of life have been filled with the finest things money could buy. As the first-born heir to the Kingdom of Daria, you expect such things. *if (using_legacy) Your ancestors have been ruling Daria for many years and you exhibit many of their finest qualities. *if (showstats) *line_break (Legacy Advantage #1: Agility +10, Charm +10, Endurance +10, Perception +10, and Strength +10. More perks will arrive as the story progresses.) *set agility +10 *set charm +10 *set endurance +10 *set perception +10 *set strength +10 You throw back the thick, luxurious covers and get out of bed. You see that your clothes have already been laid out for you on the dresser. *choice #You are the Prince of Daria. *set gender "male" *set princeprincess "prince" *set brothersister "Brother" *set mastermistress "master" *set priestpriestess "priest" *set mc_manwoman "man" *set mc_heshe "he" *set mc_hisher "his" *set mc_himher "him" *goto Intro2 #You are the Princess of Daria. *set gender "female" *set princeprincess "princess" *set brothersister "Sister" *set mastermistress "mistress" *set priestpriestess "priestess" *set mc_manwoman "woman" *set mc_heshe "she" *set mc_hisher "her" *set mc_himher "her" *goto Intro2 *label Intro2 The clothes are of the highest quality; their cost in gold could probably feed a poor family for a month. You dress quickly, eager to begin the day. Next to your clothing is your prized possession. *choice #A spellbook. The tome is thick and bound in leather. It's full of runes and incantations. This is no child's toy; it is a book of true magic. Although magical study is expected of you, you have taken it far more seriously than anyone would have expected. The result is that your personal grimoire is far more advanced than a child of twelve should be capable of. You slip the book into a specially-made holder on your belt before stepping out of your bedroom. *if (showstats) *line_break (Arcana +10, Magic +20, and Gained Spellbook) *set arcana +10 *set magic +20 *set spellbook true *goto intro3 #A holy symbol. The holy symbol is mounted on a fine-linked silver chain. You can practically feel the divine power radiating from the relic. You have always been a devout follower. *choice #You follow a good deity. The embodiment of all that is good in the world. Light, compassion, healing, justice, truth, kindness… the list could go on for hours. In addition to these things, your deity encourages truth, honour, and charity to the less fortunate. *set god_good true *choice #You follow Lucien, a good and kind god. *set god_name "Lucien" *set god_goddess "god" *set god_hisher "His" *set god_himher "Him" *set god_heshe "He" *goto GettingFirstSymbol #You follow Auriel, a good and kind goddess. *set god_name "Auriel" *set god_goddess "goddess" *set god_hisher "Her" *set god_himher "Her" *set god_heshe "She" *goto GettingFirstSymbol #You follow a different god. *set god_goddess "god" *set god_hisher "His" *set god_himher "Him" *set god_heshe "He" *goto NameTheGod #You follow a different goddess. *set god_goddess "goddess" *set god_hisher "Her" *set god_himher "Her" *set god_heshe "She" *goto NameTheGod *label NameTheGod *input_text god_name *if (((god_name="None") or (god_name="Unknown")) or (god_name="the Unknown")) Every known deity has a name, or it wouldn't be known. What is the name of your ${god_goddess}? *goto NameTheGod *goto GettingFirstSymbol #You follow an evil deity. The embodiment of all that is evil in the world. Darkness, shadows, disease, corruption, deceit… the list could go on for hours. In addition to these things, your deity encourages wealth, power, and domination over other creatures: living and dead. *set god_good false *choice #You follow Noct, an evil and cruel god. *set god_name "Noct" *set god_goddess "god" *set god_hisher "His" *set god_himher "Him" *set god_heshe "He" *goto GettingFirstSymbol #You follow Shadi, an evil and cruel goddess. *set god_name "Shadi" *set god_goddess "goddess" *set god_hisher "Her" *set god_himher "Her" *set god_heshe "She" *goto GettingFirstSymbol #You follow a different god. *set god_goddess "god" *set god_hisher "His" *set god_himher "Him" *set god_heshe "He" *goto NameTheGod #You follow a different goddess. *set god_goddess "goddess" *set god_hisher "Her" *set god_himher "Her" *set god_heshe "She" *goto NameTheGod *label GettingFirstSymbol The holy symbol dedicated to ${god_name} represents ${god_hisher} divine will. *if (god_good=false) Of course, you can't openly show that you worship an evil ${god_goddess}, so the symbol looks similar to that of a good deity that is commonly worshipped. Only a trained eye looking at the symbol very closely would see how it has been corrupted to serve ${god_name}. You hang the holy symbol around your neck, allowing it to fall down *if (gender="male") your tunic and lay against your chest. *if (gender="female") the front of your dress and lay against your chest. *if (showstats) *line_break (Religion +20, Magic +5, Arcana +5, and Gained Holy Symbol) *set religion +20 *set magic +5 *set arcana +5 *set holysymbol true *goto intro3 #A sword. The sword is sharp, functional, and lethal. This is no dandy's blade, but a real weapon. *if (gender="male") Your mother was upset when you started wearing it, but your father was proud of you. As a prince of the realm, he said that it was good for the people to know they had such a manly heir. You strap the blade around your waist as you step out of your bedroom. *if (gender="female") Your parents were upset when you started wearing it. They said that a sword wasn't fitting for a princess of the realm, but you didn't back down. The argument seemed unfair, considering that your mother had been trained to use a blade, although they were quick to point out that she learned in private and at a much older age. The fact that many of the guards and several knights of the realm were women didn't seem to matter to them either. You strap the blade around your waist, not caring how it looked against your dress. *if (showstats) *line_break (Strength +10, Blades +20, and Gained a Sword) *set strength +10 *set blades +20 *set sword true *goto intro3 #A set of lockpicks. Your parents would be ashamed to know that you valued such a treasure so highly. It holds a pair of torsion wrenches, a hook pick, a pair of half diamonds, an S-rake, a double round, and countless others. The best part is, not only do you own such a great set, but you know how to use it. *if (showstats) *line_break (Devices +20, Agility +10, and Gained Lockpick Set) *set devices +20 *set agility +10 *set lockpickset true *goto intro3 #A beautiful bow and quiver of arrows. Although they're a little bulky to be wearing inside, you are rarely seen without them strapped to your back. In addition to looking beautiful, the points on the arrows are deadly sharp and the tension on the bow is perfect. A master craftsman made the equipment and it was made right. *if (showstats) *line_break (Archery +20, Agility +10, and Bow) *set archery +20 *set agility +10 *set bow true *goto intro3 #A masterfully crafted lute. The wooden instrument is well made with authentic catgut strings. You store it in a sturdy travel case that fits nicely over your back. *if (showstats) *line_break (Charm +15, Agility +15, and Lute) *set charm +15 *set agility +15 *set lute true *goto intro3 *label intro3 *set noinventory false The halls are already bustling with servants as they carry things from one end of the castle to the other. You make your way through the corridors instead of taking a private route, eager to meet up with your friend before your full day of lessons and tutoring begins. The servants have places to be, and the sheer number of them clogs the passages. *choice #Push your way through the halls. You are very strong for your age. The servants know better than to complain as you push your way through them. *if (showstats) *line_break (Strength +10) *set strength +10 *goto intro4 #Smile at the servants, causing them to step aside. You are a charming individual. The servants smile back and nod greetings to you as you pass. *if (showstats) *line_break (Charm +10 and Good +1) *set charm +10 *set good +1 *goto intro4 #Step around the servants. You have a good eye for noticing where the gaps are. The servants nod good morning to you as you weave between them. *if (showstats) *line_break (Perception +10) *set perception +10 *goto intro4 #Gracefully dodge the servants. You are very agile and light on your feet. The servants nod good morning to you as you weave between them. *if (showstats) *line_break (Agility +10) *set agility +10 *goto intro4 #Force the servants to part by your very presence. As you are heir to the throne, the servants are required to give way. In addition, through the force of your personality and intense gain, they move even quicker. Your commanding presence is often admired as an excellent trait for the future ruler to have. *if (showstats) *line_break (Willpower +10) *set willpower +10 *goto intro4 #You watch the patterns of traffic and step smoothly into the flow. You are very smart. Your mind is sharp, allowing you to move at ease down the busy hall without having to push or dodge. *if (showstats) *line_break (Nature +5 and Arcana +5) *set nature +5 *set arcana +5 *goto intro4 *label intro4 It doesn't take you long to work your way through the castle, noticing as you do that it seems even busier than normal. Perhaps something interesting is happening that you haven't heard about yet? No matter. Your friend is waiting for you, so you hurry on your way. *choice #Visit Petra, the young noble girl who is visiting. *set childhoodfriend_name "Petra" *set childhoodfriend_hisher "her" *set childhoodfriend_himher "her" *set childhoodfriend_heshe "she" *goto Intro5_PetraPeter #Visit Peter, the young noble boy who is visiting. *set childhoodfriend_name "Peter" *set childhoodfriend_hisher "his" *set childhoodfriend_himher "him" *set childhoodfriend_heshe "he" *goto Intro5_PetraPeter #Visit Gale, the cook's daughter. *set childhoodfriend_name "Gale" *set childhoodfriend_hisher "her" *set childhoodfriend_himher "her" *set childhoodfriend_heshe "she" *goto Intro5_gillgale #Visit Gill, the cook's son. *set childhoodfriend_name "Gill" *set childhoodfriend_hisher "his" *set childhoodfriend_himher "him" *set childhoodfriend_heshe "he" *goto Intro5_gillgale *label Intro5_PetraPeter *set stage 1 ${childhoodfriend_name} and ${childhoodfriend_hisher} family have been living in the castle for nearly a year now, but ${childhoodfriend_hisher} official status is still a visitor. You hurry up to the rooftop gardens, knowing that ${childhoodfriend_heshe} will likely be there. As you approach, you see that you're correct. *if (childhoodfriend_name="Petra") Petra has light brown hair that falls softly in curls across her shoulders. Her face is gently dusted with freckles and her bright green eyes always seem intensely interested in whatever currently holds her attention. *if (childhoodfriend_name="Peter") Peter has light brown hair that is tightly curled on top of his head. His face has a generous helping of freckles and his dark green eyes are nearly always intensely focused. $!{childhoodfriend_heshe} is tall for ${childhoodfriend_hisher} age and most people would consider ${childhoodfriend_himher} to be attractive. $!{childhoodfriend_heshe} will likely grow up to be a very *if (childhoodfriend_heshe="she") beautiful woman. *if (childhoodfriend_heshe="he") handsome man. *goto Intro6 *label Intro5_gillgale *set stage 1 ${childhoodfriend_name} is about your age and was born in the castle too. $!{childhoodfriend_hisher} mother, Freda, has been working in the kitchen for three generations, having served your grandparents, your *if (gender="male") father *if (gender="female") mother and now yourself. You hurry through the open portcullis and out the front gate of the castle, knowing that ${childhoodfriend_heshe}'ll be at your usual meeting spot. Sure enough, you find ${childhoodfriend_himher} sitting next to the moat waiting for you. *if (childhoodfriend_name="Gale") Gale has dirty blond hair that lays straight down her back. She's really skinny, but her liquid blue eyes promise beauty in her future. *if (childhoodfriend_name="Gill") Gill has dirty blond hair that lays in a tumbled heap on his head. He's really skinny, but his sharp blue eyes cause many people to say that he will be a real charmer when he gets older. *goto Intro6 *label Intro6 *choice *if (childhoodfriend_heshe="she") #Even at twelve, you can appreciate her beauty and find yourself attracted to girls. *set likesgirls true *set likesboys false *goto Intro7 *if (childhoodfriend_heshe="she") #You find her fascinating and likely would continue to feel that way even if she were a boy. Even at twelve, you've noticed that you're attracted to both boys and girls. *set likesgirls true *set likesboys true *goto Intro7 *if (childhoodfriend_heshe="she") #Although she is beautiful, even at twelve, you've noticed that you're more attracted to boys than to girls. *set likesgirls false *set likesboys true *goto Intro7 *if (childhoodfriend_heshe="he") #Even at twelve, you can appreciate his good looks and find yourself attracted to boys. *set likesgirls false *set likesboys true *goto Intro7 *if (childhoodfriend_heshe="he") #You find him fascinating and likely would continue to feel that way even if he were a girl. Even at twelve, you've noticed that you're attracted to both boys and girls. *set likesgirls true *set likesboys true *goto Intro7 *if (childhoodfriend_heshe="he") #Although he is grudgingly good looking, even at twelve, you've noticed that you're attracted to girls, and not to boys. *set likesgirls true *set likesboys false *goto Intro7 #Boy or girl, you find yourself desiring neither and this doesn't change as you grow older. *set likesgirls false *set likesboys false *goto Intro7 *label Intro7 "You slept in," ${childhoodfriend_name} says with a grin. *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) That was the nice thing about being friends with a noble, your rank rarely got in the way. *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) That was the nice thing about being young, your rank rarely got in the way. In fact, ${childhoodfriend_heshe} sometimes even called you by your given name… *temp suggested_name_1 *temp suggested_name_2 *temp suggested_name_3 *temp suggested_name_4 *temp suggested_name_5 *label StartOver *set suggested_name_1 "None" *set suggested_name_2 "None" *set suggested_name_3 "None" *set suggested_name_4 "None" *set suggested_name_5 "None" *temp randomname *set randomname 0 *temp randomcounter *set randomcounter 0 *temp checkthisname *set checkthisname "None" *if (gender="male") *set randomcounter 1 *label MaleNameLoop *rand randomname 1 75 *if (randomname=1) *set checkthisname "Aaron" *if (randomname=2) *set checkthisname "Abel" *if (randomname=3) *set checkthisname "Abraham" *if (randomname=4) *set checkthisname "Adam" *if (randomname=5) *set checkthisname "Aden" *if (randomname=6) *set checkthisname "Alan" *if (randomname=7) *set checkthisname "Alec" *if (randomname=8) *set checkthisname "Andrew" *if (randomname=9) *set checkthisname "Anthony" *if (randomname=10) *set checkthisname "Atticus" *if (randomname=11) *set checkthisname "Barry" *if (randomname=12) *set checkthisname "Bartholomew" *if (randomname=13) *set checkthisname "Benjamin" *if (randomname=14) *set checkthisname "Bernard" *if (randomname=15) *set checkthisname "Bill" *if (randomname=16) *set checkthisname "Blake" *if (randomname=17) *set checkthisname "Bradford" *if (randomname=18) *set checkthisname "Braxton" *if (randomname=19) *set checkthisname "Brayan" *if (randomname=20) *set checkthisname "Brevyn" *if (randomname=21) *set checkthisname "Byron" *if (randomname=22) *set checkthisname "Callum" *if (randomname=23) *set checkthisname "Castiel" *if (randomname=24) *set checkthisname "Ciaran" *if (randomname=25) *set checkthisname "Corbin" *if (randomname=26) *set checkthisname "Cornelius" *if (randomname=27) *set checkthisname "Craig" *if (randomname=28) *set checkthisname "Cyril" *if (randomname=29) *set checkthisname "Damon" *if (randomname=30) *set checkthisname "Dante" *if (randomname=31) *set checkthisname "Davion" *if (randomname=32) *set checkthisname "Dimitri" *if (randomname=33) *set checkthisname "Donovan" *if (randomname=34) *set checkthisname "Duncan" *if (randomname=35) *set checkthisname "Edison" *if (randomname=36) *set checkthisname "Elijah" *if (randomname=37) *set checkthisname "Finn" *if (randomname=38) *set checkthisname "Frederick" *if (randomname=39) *set checkthisname "Gareth" *if (randomname=40) *set checkthisname "Geoffrey" *if (randomname=41) *set checkthisname "Graeme" *if (randomname=42) *set checkthisname "Harrison" *if (randomname=43) *set checkthisname "Hubert" *if (randomname=44) *set checkthisname "Jacob" *if (randomname=45) *set checkthisname "Jaden" *if (randomname=46) *set checkthisname "Jaxon" *if (randomname=47) *set checkthisname "Jonathon" *if (randomname=48) *set checkthisname "Joshua" *if (randomname=49) *set checkthisname "Kendall" *if (randomname=50) *set checkthisname "Lucas" *if (randomname=51) *set checkthisname "Lysander" *if (randomname=52) *set checkthisname "Matthew" *if (randomname=53) *set checkthisname "Maximus" *if (randomname=54) *set checkthisname "Myles" *if (randomname=55) *set checkthisname "Noah" *if (randomname=56) *set checkthisname "Orlando" *if (randomname=57) *set checkthisname "Oscar" *if (randomname=58) *set checkthisname "Pascal" *if (randomname=59) *set checkthisname "Randal" *if (randomname=60) *set checkthisname "Raymond" *if (randomname=61) *set checkthisname "Roderick" *if (randomname=62) *set checkthisname "Rufus" *if (randomname=63) *set checkthisname "Russell" *if (randomname=64) *set checkthisname "Sebastian" *if (randomname=65) *set checkthisname "Shane" *if (randomname=66) *set checkthisname "Terrance" *if (randomname=67) *set checkthisname "Thaddeus" *if (randomname=68) *set checkthisname "Thomas" *if (randomname=69) *set checkthisname "Tiberius" *if (randomname=70) *set checkthisname "Victor" *if (randomname=71) *set checkthisname "Vincent" *if (randomname=72) *set checkthisname "Willard" *if (randomname=73) *set checkthisname "Zachariah" *if (randomname=74) *set checkthisname "Zander" *if (randomname=75) *set checkthisname "Zane" *if ((((checkthisname=suggested_name_1) or (checkthisname=suggested_name_2)) or ((checkthisname=suggested_name_3) or (checkthisname=suggested_name_4))) or (checkthisname=suggested_name_5)) *goto MaleNameLoop *if (randomcounter=1) *set suggested_name_1 checkthisname *if (randomcounter=2) *set suggested_name_2 checkthisname *if (randomcounter=3) *set suggested_name_3 checkthisname *if (randomcounter=4) *set suggested_name_4 checkthisname *if (randomcounter=5) *set suggested_name_5 checkthisname *set randomcounter +1 *if (randomcounter<=5) *goto MaleNameLoop *goto AccepttheName *else *set randomcounter 1 *label FemaleNameLoop *rand randomname 1 75 *if (randomname=1) *set checkthisname "Abigail" *if (randomname=2) *set checkthisname "Acacia" *if (randomname=3) *set checkthisname "Adelaide" *if (randomname=4) *set checkthisname "Adrianna" *if (randomname=5) *set checkthisname "Alexia" *if (randomname=6) *set checkthisname "Alicia" *if (randomname=7) *set checkthisname "Allie" *if (randomname=8) *set checkthisname "Amber" *if (randomname=9) *set checkthisname "Amelia" *if (randomname=10) *set checkthisname "Amy" *if (randomname=11) *set checkthisname "Anastasia" *if (randomname=12) *set checkthisname "Angelica" *if (randomname=13) *set checkthisname "Annabel" *if (randomname=14) *set checkthisname "Arabella" *if (randomname=15) *set checkthisname "Arianna" *if (randomname=16) *set checkthisname "Ariel" *if (randomname=17) *set checkthisname "Ashley" *if (randomname=18) *set checkthisname "Aubrey" *if (randomname=19) *set checkthisname "Autumn" *if (randomname=20) *set checkthisname "Beatrice" *if (randomname=21) *set checkthisname "Bethany" *if (randomname=22) *set checkthisname "Braelyn" *if (randomname=23) *set checkthisname "Caitlyn" *if (randomname=24) *set checkthisname "Cecelia" *if (randomname=25) *set checkthisname "Chelsea" *if (randomname=26) *set checkthisname "Ciara" *if (randomname=27) *set checkthisname "Clarissa" *if (randomname=28) *set checkthisname "Corrine" *if (randomname=29) *set checkthisname "Delilah" *if (randomname=30) *set checkthisname "Desiree" *if (randomname=31) *set checkthisname "Eliza" *if (randomname=32) *set checkthisname "Emily" *if (randomname=33) *set checkthisname "Erica" *if (randomname=34) *set checkthisname "Evangeline" *if (randomname=35) *set checkthisname "Felicity" *if (randomname=36) *set checkthisname "Fiona" *if (randomname=37) *set checkthisname "Gabriella" *if (randomname=38) *set checkthisname "Gemma" *if (randomname=39) *set checkthisname "Genevieve" *if (randomname=40) *set checkthisname "Genny" *if (randomname=41) *set checkthisname "Gianna" *if (randomname=42) *set checkthisname "Gisselle" *if (randomname=43) *set checkthisname "Gretchen" *if (randomname=44) *set checkthisname "Gwendolyn" *if (randomname=45) *set checkthisname "Hazel" *if (randomname=46) *set checkthisname "Ingrid" *if (randomname=47) *set checkthisname "Irene" *if (randomname=48) *set checkthisname "Iris" *if (randomname=49) *set checkthisname "Isabel" *if (randomname=50) *set checkthisname "Jacinda" *if (randomname=51) *set checkthisname "Janelle" *if (randomname=52) *set checkthisname "Jasmine" *if (randomname=53) *set checkthisname "Jocelyn" *if (randomname=54) *set checkthisname "Julianna" *if (randomname=55) *set checkthisname "Kiera" *if (randomname=56) *set checkthisname "Kinsley" *if (randomname=57) *set checkthisname "Kylie" *if (randomname=58) *set checkthisname "Layla" *if (randomname=59) *set checkthisname "Lucinda" *if (randomname=60) *set checkthisname "Raymond" *if (randomname=61) *set checkthisname "Lynnette" *if (randomname=62) *set checkthisname "Magda" *if (randomname=63) *set checkthisname "Maeve" *if (randomname=64) *set checkthisname "Marissa" *if (randomname=65) *set checkthisname "Marjorie" *if (randomname=66) *set checkthisname "Mavis" *if (randomname=67) *set checkthisname "Meghan" *if (randomname=68) *set checkthisname "Minerva" *if (randomname=69) *set checkthisname "Nadia" *if (randomname=70) *set checkthisname "Priscilla" *if (randomname=71) *set checkthisname "Rayna" *if (randomname=72) *set checkthisname "Sabrina" *if (randomname=73) *set checkthisname "Tatiana" *if (randomname=74) *set checkthisname "Vanessa" *if (randomname=75) *set checkthisname "Zaria" *if ((((checkthisname=suggested_name_1) or (checkthisname=suggested_name_2)) or ((checkthisname=suggested_name_3) or (checkthisname=suggested_name_4))) or (checkthisname=suggested_name_5)) *goto FemaleNameLoop *if (randomcounter=1) *set suggested_name_1 checkthisname *if (randomcounter=2) *set suggested_name_2 checkthisname *if (randomcounter=3) *set suggested_name_3 checkthisname *if (randomcounter=4) *set suggested_name_4 checkthisname *if (randomcounter=5) *set suggested_name_5 checkthisname *set randomcounter +1 *if (randomcounter<=5) *goto FemaleNameLoop *goto AccepttheName *label AccepttheName *choice #${suggested_name_1} *set name suggested_name_1 *goto ContinueAfterNaming #${suggested_name_2} *set name suggested_name_2 *goto ContinueAfterNaming #${suggested_name_3} *set name suggested_name_3 *goto ContinueAfterNaming #${suggested_name_4} *set name suggested_name_4 *goto ContinueAfterNaming #${suggested_name_5} *set name suggested_name_5 *goto ContinueAfterNaming *allow_reuse #None of these. Perhaps one of these? *goto StartOver #I'll choose my own. *input_text name *if (name="LastUpdate") This version is from May 15th, 2022. *goto ContinueAfterNaming *label ContinueAfterNaming "${Name}, did you see the riders?" ${childhoodfriend_heshe} asks. "Riders?" you question. "No, I just got up. Who's here?" "I don't know. I heard that a group of fifty men arrived just before dawn. Your parents have already granted them an audience for later this afternoon." "Fifty!" you exclaim. "And they've already been granted an audience? They must be important." *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) "Mom said that a banquet has been ordered for tonight too," ${childhoodfriend_name} says. *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) "A special banquet in their honour is getting set up too," ${childhoodfriend_name} says. Even an exciting event like visitors isn't enough to change your plans, though. ${childhoodfriend_name} is ready to go. *temp dirtyclothes *set dirtyclothes false *choice *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) #Practice fencing, as you do most mornings. You and ${childhoodfriend_name} both have classes to learn the art of fencing and your instructor encourages you to practice whenever you can. Only the high born can pursue blade-work as a hobby as you do. *if (showstats) *line_break (Blades +10) *set blades +10 An hour later finds your muscles comfortably tired and a light sheen of sweat across both of your bodies. A servant arrives with a tray of breakfast and begins to set it up next to your practice area. Various fruits, oats, honeys, and fresh juices have been prepared for your pleasure. You lay your practice swords down and stand near the tray as it's placed on a portable table. *goto Intro8_friendtalk *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) #Practice archery, as you do most mornings. You and ${childhoodfriend_name} both have expensive bows and well-made *if (bow) arrows. *if (bow=false) arrows available for you to use. The archery range is near the garden and your instructor has already prepared everything before you arrive. Archery is a respectable pastime that both of your parents encourage. *if (showstats) *line_break (Archery +10) *set archery +10 An hour and many arrows later a servant arrives with a tray of breakfast. Various fruits, oats, honey, and fresh juices have been prepared for your pleasure. You lay your bow down and stand near the tray as it's placed on a portable table. *goto Intro8_friendtalk *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) #Stalk rats in the tunnels below the castle, as you do most mornings. Your parents would be mortified to know that one of your favourite pastimes was to catch rats with the cook's *if (childhoodfriend_hisher="his") son. *if (childhoodfriend_hisher="her") daughter. It had started as a dare. ${childhoodfriend_name} had been assigned to stop the mice from entering the kitchens. The royal mouser, a man with a dozen cats, had been at his wit's end trying to get rid of the pests. ${childhoodfriend_name} didn't think you'd do it, since you were so high-born. You had proven ${childhoodfriend_himher} wrong. After that, the two of you had spent many hours exploring the lower levels of the castle and disposing of the pests. An odd hobby, but strangely enjoyable. *if (showstats) *line_break (Stealth +10) *set stealth +10 An hour later finds you covered in dust, dirt and scratches. ${childhoodfriend_name} has brought a small bag of food from the kitchens to enjoy. You sit down to eat the breakfast that ${childhoodfriend_heshe} has brought, paying no mind to your dirty hands. *set dirtyclothes true *goto Intro8_friendtalk *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) #Wrestle and roughhouse around the moat, as you do most mornings. Your parents would be mortified to know how you behaved with the cook's *if (childhoodfriend_hisher="his") son. *if (childhoodfriend_hisher="her") daughter. ${childhoodfriend_name} was great, ${childhoodfriend_heshe} rarely saw your rank and treated you like a normal person. Your fancy clothing quickly gets dirty and crinkled as you tumble about. After a few hours of play, you and ${childhoodfriend_name} make your way back into the castle and down to the kitchen where Freda, ${childhoodfriend_hisher} mother, has put together a small breakfast for you to eat. *if (showstats) *line_break (Unarmed +10) *set unarmed +10 *set dirtyclothes true *goto Intro8_friendtalk #Read stories of magic and mythical monsters, as you do most mornings. ${childhoodfriend_name} sits next to you and passes you the book you lent ${childhoodfriend_himher} from the royal library. Together, you read about strange creatures and odd events. Although you study fairy tales with your tutors, you just can't seem to get enough. *if (showstats) *line_break (Arcana +10) *set arcana +10 Several hours later, a servant arrives with a tray of breakfast. Various fruits, oats, honey, and fresh juices have been prepared for your pleasure. You lay the book down and stand near the tray as it's placed on a portable table. *goto Intro8_friendtalk #Play in the Kingswood, as you do most mornings. ${childhoodfriend_name} is eager to leave the castle and go out into the small copse of trees near the castle. Two guards go with you, which you are used to. As the heir to the throne, you are rarely left unprotected. The trees are all nicely trimmed and the deadwood at their bases is managed by the royal huntsman. It's a well-tended wood filled with deer, rabbits, squirrels, and other gentle animals for the king to hunt safely. *if (showstats) *line_break (Nature +10) *set nature +10 An hour later, a servant arrives with a tray of breakfast. Various fruits, oats, honey, and fresh juices have been prepared for your pleasure. You wash your hands using the clean cloth napkins provided and sit down on the blanket where the meal has been placed for you. *goto Intro8_friendtalk *label Intro8_friendtalk ${childhoodfriend_name} takes some of the food and begins to eat. *if (((childhoodfriend_hisher="his") and (likesboys)) or ((childhoodfriend_hisher="her") and (likesgirls))) *choice #Touch ${childhoodfriend_hisher} hand shyly while reaching for some food. A thrill of excitement goes through you as you feel *if (childhoodfriend_hisher="his") his hand. He smiles *if (childhoodfriend_hisher="her") her soft hand. She smiles at you as you pick up a piece of cheese and pop it into your mouth. *if (showstats) *line_break (${childhoodfriend_name} Relationship +3) *set childhoodfriend_relationship +3 *set childhoodfriend_romance 1 *goto Intro9_friendtalk_2 #Lean over and kiss ${childhoodfriend_himher}. Your first kiss isn't exactly the type that love songs are made from. $!{childhoodfriend_heshe} has a mouth full of food. When you press your mouth against ${childhoodfriend_hisher} lips, ${childhoodfriend_hisher} eyes open wide in surprise. *if (showstats) *line_break (${childhoodfriend_name} Relationship +5) *set childhoodfriend_relationship +5 *set childhoodfriend_romance 1 *if ((childhoodfriend_name="Peter") or (childhoodfriend_name="Petra")) ${childhoodfriend_name} blushes slightly and looks down at ${childhoodfriend_hisher} feet. *if ((childhoodfriend_name="Gill") or (childhoodfriend_name="Gale")) ${childhoodfriend_name} grins impishly and looks at you differently. You can tell that ${childhoodfriend_heshe} is pleased with your actions and you wonder at how things will change with this new dimension to your budding romantic relationship. *goto Intro9_friendtalk_2_ns #Eat your breakfast. *goto Intro9_friendtalk_2_ns *label Intro9_friendtalk_2 *label Intro9_friendtalk_2_ns The breakfast slowly begins to disappear as you fill your stomachs. "Mom says I should start thinking about my future," ${childhoodfriend_name} says between bites. *choice #Ask, "What do you want to do?" "I don't know," ${childhoodfriend_name} says with a shrug. *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) "My mom wants me to work in the kitchens, like her, but I don't know if I want that life." *goto Intro10_friendtalk_3 *else "My parents want me to help manage the estates, but I don't know if I want that life." *goto Intro10_friendtalk_3 *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) #Ask kindly, "You're a good cook. Won't you take over as head cook?" "Mom spent ten years as a kitchen maid," ${childhoodfriend_name} says. "Then ten more years as assistant cook and another ten years as cook's apprentice before she became head cook. I don't know if I want to do that." "Well, you can do whatever you want," you reply. *if (showstats) *line_break (${childhoodfriend_name} Relationship +3 and Good +2) *set childhoodfriend_relationship +3 *set good +2 *goto Intro10_friendtalk_3 *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) #Say coldly, "You're just a servant. Just do as you're told." $!{childhoodfriend_heshe} doesn't respond, but instead simply nods ascent. You are the ${princeprincess} of the realm, after all. It is beyond ${childhoodfriend_hisher} station to argue with you. *if (showstats) *line_break (${childhoodfriend_name} Relationship -5 and Evil +2) *set childhoodfriend_relationship -5 *set good -2 *goto Intro10_friendtalk_3 *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) #Say kindly, "You're smart. You'll be great at looking after your parents' estates." "I guess so," ${childhoodfriend_heshe} says. "We have managers that make most of the decisions, but, it sounds boring. I want some adventure in my life." *if (showstats) *line_break (${childhoodfriend_name} Relationship +3 and Good +1) *set childhoodfriend_relationship +3 *set good +1 *goto Intro10_friendtalk_3 *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) #Say waspishly, "What's there to think about? You'll just sit around while your estate managers do all the work anyway." $!{childhoodfriend_heshe} doesn't respond, but instead simply sits quietly. You are the ${princeprincess} of the realm, after all. It is beyond ${childhoodfriend_hisher} station to argue with you. *if (showstats) *line_break (${childhoodfriend_name} Relationship -5 and Evil +2) *set childhoodfriend_relationship -5 *set good -2 *goto Intro10_friendtalk_3 *label Intro10_friendtalk_3 "Sometimes I wonder what it would be like to live my own life," ${childhoodfriend_heshe} adds. "Away from the castle and everything." Every twelve year old in the world has probably had the same ideas, regardless of background and personal situation. "I have to go," ${childhoodfriend_name} finally says as ${childhoodfriend_heshe} pops a last morsel of food into ${childhoodfriend_hisher} mouth. *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) "I have lessons with my tutor." You also have lessons and should have left several minutes ago. *if ((childhoodfriend_name="Gill") or (childhoodfriend_name="Gale")) "Mom will need help with the big banquet tonight." You are also busy. You have lessons and should have left several minutes ago. Harmond, your tutor, will probably be anxious because you're running late. You hurry off to the library, giving ${childhoodfriend_name} a quick wave before you go. *goto classes_1 *label classes_1 When you arrive at the library, Harmond is waiting for you. *if (dirtyclothes) You have to respect the old man—he doesn't say a word about the condition of your clothing as you arrive. There are many books placed across the table in front of him. As a ${princeprincess}, you are expected to be well-versed in politics, economics, history, geography, heraldry, spellcraft, and religion. In addition to your academic studies, you have been taught to ride, hunt, play musical instruments, speak eloquently, and dance. *choice #Your academic studies are your favourite. Harmond smiles proudly as you immediately fling open the books in front of you. *if (showstats) *line_break (History +10, Geography +10, Arcana +10, and Religion +10) *set history +10 *set geography +10 *set arcana +10 *set religion +10 *goto classes_2 #Your music, diplomacy, and dance classes are your favourite. Harmond smiles as you open the books of poetry and speech-craft. *if (showstats) *line_break (Charm +10 and Perception +10) *set charm +10 *set perception +10 *goto classes_2 #You don't care for any of your studies, preferring to be doing something physical instead. Harmond waits patiently as you slowly open the books in front of you. *if (showstats) *line_break (Agility +10, Endurance +10, and Strength +10) *set agility +10 *set endurance +10 *set strength +10 *goto classes_2 *label classes_2 "Very good, ${name}," Harmond says after several hours of study. "Now, tell me what you know of the Consortium." *choice #Say, "Demon worshippers." "They really don't like the term 'worshippers,'" Harmond says, wincing. *goto classes_3 #Say, "Their compound is in Vernex, a city in the north." "Very good," Harmond says proudly. "Yes, surrounded by mountains, but not as far north as the Norgan mountains and the clans who live there." *if (showstats) (Geography +3) *set geography +3 *goto classes_3 #Say, "You're the teacher; now stop being lazy and do your job." Harmond clears his throat, a mixture of embarrassment and irritation. *if (showstats) (Evil +1) *set good -1 *goto classes_3 *if (arcana>=40) #Say knowledgeably, "A political and arcane movement for the increased allowance of demonic evocation." "That's correct!" Harmond says happily. "Although, historically, it has never been successful." He explains some of the failed Consortium movements in the past for a few moments before continuing. *if (showstats) *line_break (History +3) *set history +3 *goto classes_3 #Make up something. "A group of weavers, coopers, and chandlers," you say, making it up as you go. "They work outside of the usual guild system, allowing them to set lower prices." *if (showstats) *line_break (Charm +3) *set charm +3 "Uhhhh, no," Harmond says, temporarily distracted by your words. *goto classes_3 *label classes_3 "The Consortium of Planewalkers is a group of mages who believe that demon summoning should be allowed across the land. They believe that demon labour should be used without regulation." *comment (using_legacy) Harmond paces the front of the room as he lectures you about the history and current politics of the Consortium. He folds his hands behind his back and closes his eyes as he becomes lost in his own words. "So, that's your teacher," the disembodied voice from your dream says. You look around, but you don't see the speaker. Harmond doesn't seem to notice that you're distracted. "I know that book," the voice says, referring to the tome in front of you. "Turn to the last page. There's map from the skilled cartographer Roxas. Tear it out and put it in your pocket. The map isn't entirely accurate, but it's close enough and it's beautiful. It will help you on your journeys." The voice vanishes. You open the book, and sure enough, you see a gorgeous map of Daria. *choice #Tear out the page and put it in your pocket. You quietly tear the page from the book without Harmond noticing. *if (showstats) *line_break (Geography +3) *set geography +3 *image map.png *set legacy_map true *goto After_Taking_Map #Leave the map where it is. You leave the book alone. *goto After_Taking_Map *label After_Taking_Map The strange voice is gone and you are alone with Harmond once more. He continues to speak about the Consortium without having noticed that you weren't paying attention. *comment -- End of this new Legacy Update content. (using_legacy) *choice #Listen intently as your tutor lectures you. You are a diligent student and you listen eagerly. *if (showstats) *line_break (Arcana +1) *set arcana +1 *goto classes_4 #Ask rudely, "What's the point of all this?" Harmond is used to your poor attitude and continues his explanation. *if (showstats) *line_break (Evil +1) *set good -1 *goto classes_4 #Stop listening and wait for your lessons to end. Harmond babbles on for some time before finally giving up for the day. "That's *goto classes_5 *label classes_4 "We have been graced with a large contingent from the Consortium," Harmond explains. "They will be presenting their arguments to your parents once more. As you know, the law restricts demon summoning and leaves its practice in the hands of those who are Academy trained. "Demons live in a separate plane accessible only by magic. Through a combination of summoning and control, they can be brought into our world and forced to do the caster's bidding. But, if the demon wins this contest of wills, it gains control of the caster. "Demons have strange moods. Some will just talk to their captives, but many have perverse and cruel tastes. Many of the poor conjurers mutilate themselves or attack others. Weaker demons can only control a person for a few minutes, but stronger demons can keep control for hours or even days. "Luckily, this possession is very obvious to anyone seeing it. The mage's actions are very stiff and awkward as the wizard attempts to regain control. Alexander Zusak is a high-ranking member of the Consortium. I hope that you attend court this afternoon and hear your parents' reactions for yourself. That's *label classes_5 enough for today. I'll see you tomorrow, ${name}." *choice #Say, "Thank you, Harmond." Harmond smiles and nods to you as you leave. *if (showstats) *line_break (Charm +1) *set charm +1 *goto parents_1 #Say, "Okay, bye." Harmond shuffles some paper and nods to you as you leave. *goto parents_1 #Say, "Thank the gods it's over. You're a real blowhole." Harmond puts a strained smile on his face and waits for you to leave. *if (showstats) *line_break (Evil +1) *set good -1 *goto parents_1 #Leave without saying anything and hurry on your way. *goto parents_1_ns *label parents_1 *label parents_1_ns You make your way through the halls to your family's private chambers. As you enter, you see your parents sitting side by side at the table. King Brand is strong and fit for his age. His short beard is white and his eyes are intense as he laughs at a joke your mother made. Queen Jade had been a real beauty in her youth and her good looks have matured into a stately grace as she has aged. "${name}!" your father calls as you enter. "Old Harmond kept you late, I see. No matter. Grab some food and come with us to the throne room." You look at the finished meal in front of them and realize that Harmond must have kept you past the lunch bell, probably for having arrived late. *if (dirtyclothes) "You'll need to change first. What have you been doing?" your mother says. You quickly rush into your own room and see that another outfit has been laid out for you. You waste no time putting it on, washing away the dirt from your hands and face, and returning to your parents. Together, the three of you start walking down the hall as a servant fills a plate to bring along for you to eat. "You were up early," your father says with a smile as you walk. "What were you doing?" *choice #Reply honestly, "Playing with ${childhoodfriend_name}." *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) "That's nice," your mother says. "$!{childhoodfriend_heshe} is so far from home, it's good that you're helping ${childhoodfriend_himher} to feel welcome." *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) "Freda's kid?" your father says. "Oh hush," your mother interjects. *if (childhoodfriend_heshe="he") "He's a fine boy. Just stay out of trouble." *if (childhoodfriend_heshe="she") "She's a good girl. Just stay out of trouble." *goto parents_2 *if ((likesboys) and (likesgirls=false)) #Say, "Oh, you know, the usual: fighting dragons, rescuing princes, and showering the commoners with gold." *goto FunAnswer *if ((likesboys=false) and (likesgirls)) #Say, "Oh, you know, the usual: fighting dragons, rescuing princesses, and showering the commoners with gold." *goto FunAnswer *if ((((likesboys=false) and (likesgirls=false)) or ((likesboys) and (likesgirls))) and (gender="male")) #Say, "Oh, you know, the usual: fighting dragons, rescuing princesses, and showering the commoners with gold." *goto FunAnswer *if ((((likesboys=false) and (likesgirls=false)) or ((likesboys) and (likesgirls))) and (gender="female")) #Say, "Oh, you know, the usual: fighting dragons, rescuing princes, and showering the commoners with gold." *label FunAnswer Your father laughs and ruffles your hair. *if (showstats) (Charm +2) *set charm +2 *goto parents_2 #Lie, "Studying the tax code." Your father arches an eyebrow and your mother smiles. "The kingdom is going to be in good hands," your father says proudly. *goto parents_2 #Say petulantly, "If you spent more time with me, you'd already know." "I'm sorry," your father says. "You know that I try." The rest of the walk is filled with awkward silence. *goto parents_2 #Snap at him, "What I choose to do with my free time is my own business." Your father's good humour dissipates and the rest of the walk is filled with silence. *goto parents_2 *label parents_2 The courtroom is already filled as you and your parents enter. You can see a man with a neatly trimmed goatee and very expensive purple clothing standing off to the side. Another man, large and muscular, stands next to him with a pair of axes on his belt. Weapons are allowed for special guests, although most choose to come before their monarch unarmed. The two men seem to be polar opposites. The short, well-dressed man seems dainty and precise in his bright clothing, whereas the axeman is nearly two feet taller, a hundred pounds heavier, and wearing dark clothing. The third member of the trio is a woman with straight red hair and a short sword on her belt. Her eyes have a highly intelligent look as she watches everyone around her. A servant hands you your plate of food as a herald intones your various titles and ranks to those assembled. "Welcome to Tornassa," your *if (gender="male") father says from his throne. *if (gender="female") mother says from her throne. "We are pleased to have such a highly esteemed member of the Consortium with us today." The man wearing the bright purple clothes steps forward and bows, flashing you and your parents a smile filled with perfect white teeth. "Thank you, your majesties." The breach in protocol causes the herald to pause momentarily, but he quickly resumes his role. The man hadn't even waited to be introduced. "May I present Alexander Zusak, High Chancellor of the Consortium of Planewalkers." *choice #Sit quietly and respectfully. *goto parents_3 #Laugh out loud at the dandy in purple. You snicker at the look of the man, causing him to glance over at you and your parents to frown. His fake smile falters in irritation, but snaps immediately back into place as he turns to your parents again. *goto parents_3 *label parents_3 "I appreciate your hospitality, Your Majesty," he says to *if (gender="male") your father, the official ruler of Daria. Although your mother is often consulted during difficult decisions, the royal line has always been passed down from father to son, making your father the most important person in the room. *if (gender="female") your mother, the official ruler of Daria. Although your father is often consulted during difficult decisions, the royal line has always been passed down from mother to daughter, making your mother the most important person in the room. "Let me save you some time," *if (gender="male") your father *if (gender="female") your mother says. "I must tell you that I have no intention of lifting the ban on demon summoning. The Boundary must be protected and such power isn't safe in the average person's hands. The Kingdom of Daria will continue to leave the regulation of the arts in the hands of the Academy." Zusak smiles at these words. "I suppose that all of the standard arguments, including free labour and equality in the hands of those without ranks, won't sway your opinion?" "I'm afraid not," *if (gender="male") your father says with a diplomatic smile of his own. *if (gender="female") your mother says with a diplomatic smile of her own. "Very well, thank you for allowing me to present my views." "I trust that you'll stay for the banquet we're holding for the honour of the Consortium?" "Naturally," Zusak replies with a greasy smile. "${name}," *if (gender="male") your father *if (gender="female") your mother says. "Why don't you go have some fun before the banquet. I'll pass word to your other tutors that you're free from lessons for the day." Eager to be out of court and away from your tutors, you nod your thanks and rush out, holding your plate of lunch in your hands. You don't bother trying to find ${childhoodfriend_name}, *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) knowing that ${childhoodfriend_heshe}'d be busy helping ${childhoodfriend_hisher} mother in the kitchen, preparing for the large banquet. *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) knowing that ${childhoodfriend_heshe} didn't get the day off and will be busy with ${childhoodfriend_hisher} own lessons all afternoon. *label dayoff_loop *choice #Visit the training yards. The training yard is full of soldiers. Some of them are duelling with practice swords while others are training their archery. You see old Sir Grady sitting in the shade of an old apple tree. His white moustache hangs over his mouth and his eyes are closed. He's been retired for twenty years now, although he still comes to afternoon practice every day. More often than not, like today, he falls asleep before the drills are over. Soft mushy apples lay scattered about, too wormy to eat. *choice #Try to conjure a small fire in his moustache. *if (magic>=20) The spark erupts and burns a little more than you had expected before he awakes with a yell. He jumps to his feet and runs around in circles as the smell of burned hair fills the training yard. He rushes quickly over to the water trough near the guards' stables and dunks his head. Many soldiers laugh at the prank, but others give you dirty looks. As the ${princeprincess}, they say nothing to you directly. Pleased with yourself, you wander off. *if (showstats) *line_break (Sir Grady Relationship -10, Magic +3, and Evil +5) *set gradytemprelationship -10 *set magic +3 *set good -5 *goto dayoff_loop *else The spark erupts and fizzles out almost immediately after. It's just enough to wake the old knight up. He looks around with a puzzled expression on his face and then wanders closer to the guards in training. Disappointed by your lack of magic talent, you wander off. *if (showstats) (Needed 20 Magic) *line_break (Evil +5) *set good -5 *goto dayoff_loop #Throw a rotten apple at the old man. The apple strikes the man on the side of the face, covering him with rotten apple sauce. He jumps to his feet, still half asleep, shouting and yelling. A few soldiers laugh at the prank, but others give you dirty looks. As ${princeprincess}, they say nothing to you directly. Pleased with yourself, you wander off. *if (showstats) *line_break (Sir Grady Relationship -10 and Evil +5) *set gradytemprelationship -10 *set good -5 *goto dayoff_loop #Speak to the old knight. "Good day, Sir Grady," you say gently. He blinks for a few moments and then sits up. "$!{princeprincess} ${name}, good to see you. I was just contemplating some new battle strategies to teach these new recruits." *choice #Ask politely, "Can you teach me to use a sword?" *if (gender="female") The old man makes no mention of the fact that you are a princess. Despite his traditional values in other areas, he has always felt that women should learn to defend themselves just as well as men. The fact that he trained your mother shows this view well. "Oh, I'm much too old for that," he says, but you can see the pride in his eyes as he stands a little straighter. "But, I suppose I can show you a few things." *if (showstats) *line_break (Sir Grady Relationship +5 and Blades +3) *set gradytemprelationship +5 *set blades +3 You spend an hour with the old knight as he shows you a few stances and techniques. When the soldiers end their afternoon drills, Sir Grady excuses himself and wanders off after them, leaving you alone once again. *goto dayoff_loop #Ask politely, "Can you teach me to use a bow?" "Oh, I'm much too old for that," he says, but you can see the pride in his eyes as he stands a little straighter. "But, I suppose I can show you a few things." *if (showstats) *line_break (Sir Grady Relationship +5 and Archery +3) *set gradytemprelationship +5 *set archery +3 You spend an hour with the old knight as he shows you a few tricks with the bow. When the soldiers end their afternoon drills, Sir Grady excuses himself and wanders off after them, leaving you alone once again. *goto dayoff_loop #Lie to the knight, "The king wants to see you immediately." "Oh, and he said to make sure you're in full armour," you add as an afterthought. You laugh to yourself as he salutes you and then runs off to the quartermaster. You continue to chuckle as you think of the old man presenting himself in court in full platemail. *if (showstats) *line_break (Sir Grady Relationship -10 and Evil +1) *set gradytemprelationship -10 *set good -1 *goto dayoff_loop #Leave the old man alone. He's earned his rest. Everyone says that he was a real skilled fighter, back in his youth. *goto dayoff_loop #Visit the dungeons. The long descent down the stairs seems to take forever as you travel deep below the castle. Your parents are kind monarchs who don't use the dungeons very often, although they are also kind enough to not execute criminals needlessly, so there are always a few poor souls down below. "Halt!" one of the guards says when you finally reach the last step. "$!{princeprincess} ${name}, I'm sorry, I didn't see that it was you. What are you doing here?" *choice #Lie, "My parents want me to see the prisoners, as part of my education." "Really?" the guard says incredulously. "I suppose it IS important for you to know how the legal system works on both ends." "Very well, I shall accompany you. Please stand back from the bars." *goto dungeon #Reply honestly, "I'm bored and I wanted to see the dungeons." "Well, you really shouldn't be here," the guard says. "But, if you stay back from the bars and let me accompany you, I suppose it wouldn't be too bad." *goto dungeon *label dungeon The cell doors are all thick wood with metal bands across them to keep them fortified. Small windows with bars let in a little light and air. You peek through them, but they are mostly empty. The few prisoners you see are lying on their cots or sitting in the corners of their cells. One man is different though. He looks through the bars directly at you and smiles. "Hello, Your Highness," he says. *choice #Reply, "Hello." The man has long straggly grey hair and a matching long beard. He seems very agile, despite his age. He bows to you and smiles. "My name is Amos. Pleased to meet you." *set metamos true *choice #Ask, "Why are you in here?" "Murder," he says sadly. "I was sneaking through a house when the owner came home. He had a crossbow. We scuffled and it ended up firing into his stomach. I feel bad about it, but that's life." Amos seems like a nice person, despite his terrible situation. He tells you about his life as a thief, which was usually violence-free, except for that one pivotal night. The guard stands nearby, keeping an eye on things but not interfering with the conversation. *label AmosTalkLoop *choice #Ask, "If you're such a good thief, why don't you pick this lock and escape?" "I can't. I don't have my tools, and the locksmith used square corners on the dog and in the tumbler slots. If they had been sloppy, I might have had a chance, but your parents hired someone who knew their work." The conversation continues and you learn a little about such devices. Some time later, the guard tells you that it's time to leave. He leads you back to the foot of the stairs where you begin your long journey back to the castle's main levels. *if (showstats) *line_break (Amos Relationship +5 and Devices +3) *set amostemprelationship +5 *set devices +3 *goto dayoff_loop #Ask, "So, how do you walk so silently?" "The trick is all in the foot placement. You see, the toes need to arch just as the heel comes down…." The conversation continues and you learn a little about silent walking. Some time later, the guard tells you that it's time to leave. He leads you back to the foot of the stairs where you begin your long journey back to the castle's main levels. *if (showstats) *line_break (Amos +5 Relationship and Stealth +3) *set amostemprelationship +5 *set stealth +3 *goto dayoff_loop #Ask, "Why did you do it?" "Money," Amos says with a sad sigh. "Not the best of motives, but it's one that drives most thieves." *goto AmosTalkLoop #Say, "A filthy murderer like you should be hung." Amos shrugs. He doesn't appear to take offence, but he speaks no more. The guard tells you that it's time to leave. He leads you back to the foot of the stairs where you begin your long journey back to the castle's main levels. *if (showstats) *line_break (Amos Relationship -10 and Evil +1) *set amostemprelationship -10 *set good -1 *goto dayoff_loop #Say, "Guard, have this man whipped for his impertinence at addressing me with such familiarity!" The guard's eyes open in surprise and the man in the cell loses his smile. As this is a direct order from the future heir, it's clear that the guard doesn't know what to do. Finally, he does as you ask. He has his partner open the door. They secure the man with a chain and give him five lashes. Afterwards, he leads you back to the foot of the stairs where you begin your long journey back to the castle's main levels. *if (showstats) *line_break (Amos Relationship -30 and Evil +7) *set good -7 *set amostemprelationship -30 *goto dayoff_loop #Look away and continue on. You look away and rush onward. The guard nods with satisfaction, happy with your decision to not speak to the prisoner. A few minutes later and your tour is over. The guard leads you back to the foot of the stairs where you begin your long journey back to the castle's main levels. *goto dayoff_loop #Visit the temple. The large structure is devoted to all of the gods, as most temples are. The priests usually devote themselves to specific deities, but your parents have always encouraged freedom of religion for all of Daria. The temple is mostly empty with only a few people praying at the various alcoves. "How can I help you today, $!{princeprincess} ${name}?" a voice asks. You turn your head to see a short bald woman in robes. You've seen Sister Geri before. She is a regular fixture in the temple. Although many monks choose a particular god to worship, she is the exception, choosing to worship all of them. *choice #Ask, "Did you really fight off four bandits at once?" "Yes," Sister Geri says, nodding her bald head, but not showing any signs of bragging. "They chose to rob the temple, so I stopped them. The gods have made our bodies, so we must keep them safe from harm." She shows you a few stances and forms that she claims would keep your hands in a position to help you defend yourself against incoming punches. You know that she really does know her stuff, so you accept the tips and pointers. *if (showstats) *line_break (Sister Geri Relationship +5 and Unarmed +3) *set geritemprelationship +5 *set unarmed +3 *goto dayoff_loop #Ask, "Is divine magic that much different from normal magic?" "Magic is an essential force that permeates all of existence. The gods grant their favour upon their followers as divine magic. Wizards take control of this natural force on their own. So no, there is no real difference, only the method of acquisition. With that said, divine magic lends itself to aiding actions, such as blessing and healing. And with evil priests, cursing becomes possible too." She shows you a few gestures and incantations that are common to both priests and wizards. Alone, they do nothing, but you can see some similarities. *if (showstats) *line_break (Sister Geri Relationship +5, Religion +3, and Magic +3) *set geritemprelationship +5 *set religion +3 *set magic +3 *goto dayoff_loop #Say, "Get away from me, you bald little freak." "As you wish," Sister Geri says, bowing her head and walking away without showing any signs of anger or irritation. *if (showstats) *line_break (Sister Geri Relationship -10 and Evil +2) *set geritemprelationship -10 *set good -2 You spend a few minutes looking through the temple before getting bored and going on your way. *goto dayoff_loop #Visit the royal garden. *if ((childhoodfriend_name="Peter") or (childhoodfriend_name="Petra")) The garden looks similar to how it looked that morning when you visited ${childhoodfriend_name}. *if ((childhoodfriend_name="Gill") or (childhoodfriend_name="Gale")) The garden looks like it always does. The afternoon sun shines brightly from the cloudless sky, making all of the various leaves and flowers seem even brighter. You are surprised to see an older woman sitting on one of the stone benches. It is one of *if (gender="male") your father's *if (gender="female") your mother's royal advisers, Lady Emaline. Her iron grey hair is of medium length and cut to a straight edge evenly below her ears. She leans heavily on a wooden cane as she inspects a bright blue flower growing from one of the vines. You know that she isn't really a noble, but your parents call her Lady anyway, their respect for the old woman not seeming to match her appearance. You aren't even sure what her role is, although you suspect that she may be a gardener of some type. *choice #Ask inanely, "Are you picking some flowers, Lady Emaline?" "Weeding," the old lady says as she turns her steely grey gaze upon you. "The weeds grow against the kingdom regardless of how much we try to stop them." Sometimes you wonder if the old woman has started to go senile. Lady Emaline picks the blue petals off of the flowers as she is speaking, dropping the remains into a small clay jar. "If you remove the perianth, it leaves the androecium and gynoecium," she says, her calculating eyes seeming to study you. "Half a flower's worth steeped in a tea is very relaxing. More than that can be very dangerous." You notice that she is gathering several flowers worth of the stuff. "Good day to you, $!{princeprincess} ${name}," she says, leaving the garden with her tiny clay jar. *if (showstats) *line_break (Emaline Relationship +5 and Nature +5) *set emalinetemprelationship +5 *set nature +5 *goto dayoff_loop #Wait for the woman to leave. Emaline reaches out and takes a blue flower from a vine. She pulls off the petals and puts the remaining piece into a small clay jar. She then uses her cane to hobble over to another flower where she repeats the process. She does this until she has harvested a good amount of the flowers. "Only a half to three-quarters of an inch through the sternum," she says, suddenly tapping you slightly to the left of the center of your chest with a gnarled old finger. "But closer to two inches through the muscle between the ribs and a full three inches from below the shoulder blade in the back." Sometimes you wonder if the old woman has started to go senile. She gives you a small nod before placing a lid onto her clay jar and hobbling out of the garden, leaving you alone and baffled. As you think further upon her odd words, you realize that she has just pinpointed the exact location of your heart, for some strange reason. *if (showstats) *line_break (Blades +3) *set blades +3 *goto dayoff_loop #Casually bump her cane away from her. It might be cruel, but it's interesting. You casually walk closer to her, smiling to disarm the woman. She appears to be collecting parts of some blue flowers and putting them into a small clay jar. When she seems the most distracted, you let your foot scoop the cane out from under her. *if (showstats) *line_break (Emaline Relationship -5 and Evil +3) *set emalinetemprelationship -5 *set good -3 Somehow, she seems to lift the cane at just the right moment and shift her weight so that she doesn't fall. She teeters precariously for a moment as she jabs the cane to the ground to regain her balance. The end of the stick lands right on your toe! "Oh my," she says dryly, although you notice that her eyes don't seem alarmed. She lifts the cane off of your toe and puts it to the ground once more. She places a small lid on her clay jar and quickly begins to hobble away. "Pardon me, I'm sorry, $!{princeprincess} ${name}," she mumbles as she leaves. "Good day to you." *goto dayoff_loop #Go to your room and have an afternoon nap. *goto banquet_1 *label banquet_1 You had gotten up early in order to meet ${childhoodfriend_name}, so you are exhausted. You walk into your room and lay down on your bed, drifting off to sleep almost immediately. *comment using_legacy Some time later you hear a voice saying your name. It's the voice of the person who told you to take the map. You open your eyes and hear your name for a second time, but this time the person is in the room with you. "$!{princeprincess} ${name}?" your *if (gender="male") valet *if (gender="female") handmaid says, waking you up. "Pardon me, but the banquet has already begun." You get up and accept the towel that *if (gender="male") he *if (gender="female") she hands you to wash up with. Another change of clothes has been laid out for you as well. *if (gender="male") The tunic and breeches are of an excellent cut. The high-cropped boots are very fashionable, as is the vest that goes over the tunic. You allow the man to comb your hair and tie up your boots. *if (gender="female") The dress is made from the best materials and is designed by one of the most skilled tailors in the land. The shoes that go with it are exquisite, comfortable as well as stylish. You wait patiently while the woman does your hair. *choice *if (gender="male") #Say, "Thanks, Bertrand," and hurry to the banquet hall. *label NiceToValet Your *if (gender="male") valet *if (gender="female") handmaid smiles and nods as you leave. *goto banquet_2 *if (gender="female") #Say, "Thanks, Bertie," and hurry to the banquet hall. *goto NiceToValet #Say, "Thank you, but please be sure to wake me on time in the future." Your *if (gender="male") valet *if (gender="female") handmaid nods at your words as you leave. *goto banquet_2 #Say, "Next time, wake me up on time. I don't want your ineptitude making me look bad." *if (gender="male") "Yes, m'lord, *if (gender="female") "Yes, m'lady, it won't happen again," your *if (gender="male") valet *if (gender="female") handmaid replies with downcast eyes. *goto banquet_2 #Ignore the servant and hurry to the banquet hall. *goto banquet_2 *label banquet_2 The great hall is in full swing as you enter. You can see that the long tables have already been filled with the first course and everyone has begun to eat. Two dozen nobles are seated along with your parents, with the three Consortium guests among them. You're surprised to see six or seven nobles at the end who rarely ever come to these things. They are currently out of favour with your *if (gender="male") father *if (gender="female") mother due to various reasons—over-taxation of their lands, allegations of scandals and other things. *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) You see ${childhoodfriend_name} with the nobles surrounding your parents. This is hardly surprising, as ${childhoodfriend_hisher} parents have always been very supportive to the throne. "$!{princeprincess} ${name}, Heir to the Throne of Daria." You ignore the herald as he announces you and rush over to your place next to the king and queen. You notice Zusak's eyes on you as you take your seat. *if (bow) You carefully take your bow from your back and place it on the floor next to you. *if (sword) You carefully take your sword from your hip and place it on the floor next to you. "You're late," your *if (gender="male") father *if (gender="female") mother says. *choice #Say, "Sorry, I fell asleep." *goto NoMatter #Say, "I'm glad I was missed. I wanted to make a good entrance." *goto NoMatter #Say, "I came as soon as I could." *goto NoMatter *if (gender="male") #Say, "My valet forgot to wake me." *goto NoMatter *if (gender="male") #Lie, "My valet found a stain on my clothes and had to pick a new outfit." *goto NoMatter *if (gender="female") #Say, "My handmaid forgot to wake me." *goto NoMatter *if (gender="female") #Lie, "My handmaid found a stain on my clothes and had to pick a new outfit." *goto NoMatter *label NoMatter "No matter, you're here now," *if (gender="male") he *if (gender="female") she says with a smile, patting your shoulder in a friendly way. You pick up a spoon and place it into the bowl of soup in front of you. Suddenly, *if (gender="male") your father knocks the spoon from your hand! You look toward him and notice that it was unintentional. He appears to be having some type of seizure and a small trickle of blood is running from his nose. You begin to stand up to help him, but before you are able to do anything, you see that he isn't the only one struggling for breath. *if (gender="female") your mother knocks the spoon from your hand! You look toward her and notice that it was unintentional. She appears to be having some type of seizure and a small trickle of blood is running from her nose. You begin to stand up to help her, but before you are able to do anything, you see that she isn't the only one struggling for breath. *choice #Push the food onto the floor. The food scatters across the cobblestones, but it's too late. *goto FromThatPointOn #Yell for the guards. Your shouting goes unnoticed as everyone starts to yell at once. *goto FromThatPointOn #Ask, "Are you okay?" Your parents are unable to answer as they grab at their throats. *goto FromThatPointOn #Watch in stunned silence. *goto FromThatPointOn *label FromThatPointOn From that point on, things become a blur of chaos, fear, and horror. All of the nobles are choking and gasping for breath, including both of your parents. You can hear loud screams and clashing swords in the hallway. You watch in stunned silence as men in dark chainmail begin to flood into the great hall. You can tell by their clothing that these are the Consortium's guard. Royal guards follow them in, their swords also out. They are not fighting each other, though. Surprised, you see a third group enter the hall. They look to be a rag-tag bunch, wearing unmatching armour and wielding all manner of weapons. Both royal and Consortium guards battle them in a steady retreat as the fighting spills across the great hall. "We're under attack!" Alexander Zusak yells dramatically, breaking you from your motionless surprise, as he jumps to his feet, his two companions at his side. His words go unnoticed by the vast majority of nobles, who are beginning to fall to the ground. *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) You look about frantically for ${childhoodfriend_name}, but can't find ${childhoodfriend_himher} in the ensuing chaos. You feel a pull on your arm and see that the large black-haired man with the two axes is trying to lead you away from the fight. The red-haired woman is helping your mother and Zusak himself is helping your father. Your parents are nearly unconscious as they are escorted out of the great hall. Two men approach and the axeman pulling your arm is forced to let go as he deals with one of them. The other is a large man with an ugly scar running down his face. You look up at him from your chair, everything seeming to happen at once. He has a wicked-looking morning star on a chain in his hand. The spikes are red and crusted with gore from his previous opponent. You can see his rotten teeth as he begins to swing the weapon toward you! *temp usedsword *set usedsword false *choice *if (sword) #Try to stab the man with your sword. You struggle to draw the weapon from the floor next to you, which is awkward from a seated position. He obviously doesn't expect any resistance as you stand up and slide the blade deep into his leg. His eyes open wide with surprise as he falls to the ground, the spiked weapon falling from his slackened grip. *if (showstats) *line_break (Blades +3) *set blades +3 *set usedsword true *goto banquet_3 #Try to strike the man with a bolt of fire. *if (magic>=20) The spell comes quickly to your lips as you summon a ball of fire into your hand. You thrust your palm forward and the bolt strikes forth. It catches the large man in the upper arm, sizzling as it burns. You can smell the stench as he steps aside, dropping his weapon and trying to put out the fire. *if (showstats) *line_break (Magic +3) *set magic +3 *goto banquet_3 *else The spell comes slowly to your lips as you attempt to summon a ball of fire in your hand. Unfortunately, you must have said something wrong as the fire causes your skin to turn red and burn. You yell in surprise as a nearby royal guard and buries his sword deep into the attacking man's neck. The bruise you get is nothing compared to what the morning star would have done to you. *if (showstats) (Needed 20 Magic) *line_break (Health -10) *set health -10 *goto banquet_3 #Try to punch the man in the face. *if (unarmed>=10) You stand up and swing, your fist striking the man solidly in his face. He obviously hadn't expected such a physical response to his attack. A royal guard nearby uses the distraction to bury his sword deep into the man's neck. *if (showstats) *line_break (Unarmed +3) *set unarmed +3 *if (unarmed<10) You stand up and swing, but your fist barely glances off the man's cheek. The morning star swings toward you, but gets blocked by the shield of a nearby royal guard. The impact is so great that the shield is pushed into you, knocking you over your chair and painfully onto the floor. The man swings the weapon toward your rescuer, catching him in the face and dropping him as you crawl away. *if (showstats) (Needed 10 Unarmed) *line_break (Health -10) *set health -10 *goto banquet_3 *if ((holysymbol) and (god_good=false)) #Curse the man in ${god_name}'s name. A shudder runs through the man's features as some terrible thought and feeling pass over him. This momentary diversion is just enough for you to stand up and step away from the incoming blow. Luckily, the man doesn't get a second attempt as a nearby royal guard buries his sword deep into the man's neck. It would seem that your dark prayer had been answered. The significance of such a thing occurring to someone who isn't an ordained member of a holy order is not lost on you. *if (showstats) *line_break (Religion +3) *set religion +3 *goto banquet_3 #Attempt to dodge the blow. *if (agility>=30) You stand up and duck to the side, causing the spiked metal ball to crash into the chair you had been sitting in. Luckily, the man doesn't get a second attempt as a nearby royal guard buries his sword deep into the man's neck. *if (showstats) *line_break (Agility +3) *set agility +3 *goto banquet_3 *else You stand up and duck to the side, dodging the spiked metal ball that crashes into your chair, but not dodging the shards of wood that cut into your skin as you roll away. Luckily, the man doesn't get a second attempt as a nearby royal guard buries his sword deep into the man's neck. *if (showstats) (Needed 30 Agility) *line_break (Health -10) *set health -10 *goto banquet_3 #Do nothing. The morning star swings toward you, but gets blocked by the shield of a nearby royal guard. The impact is so great that the shield is pushed into you, knocking you off of your chair and throwing you painfully onto the floor. The man swings the weapon toward your rescuer, catching him in the face and dropping him as you crawl away. *if (showstats) *line_break (Health -10) *set health -10 *goto banquet_3 *label Banquet_3 "Come, quickly," the large man with the two axes says as he returns and drags you away from the fight. He moves with a speed you've never seen before. It almost seems unnatural. *if (bow) You grab your bow as you are led back toward the royal private quarters. *if ((sword) and (usedsword=false)) You grab your sword as you are led back toward the royal private quarters. *if ((bow=false) and (sword=false)) You are led back toward the royal private quarters. You see that the Consortium guards are leading nobles in all directions and that another group of them have formed a protective barrier between you and the fight. It's amazing that they got to the castle so quickly. Zusak, the man with the two axes, and the lady with the fiery mane drag you and your parents further away from the fight. *if (gender="male") "He *if (gender="female") "She didn't eat," the red-haired woman comments in a cold voice. Your parents are no longer moving at all, having succumbed entirely to the poison. You can see that their necks have swollen and their tongues have turned black as they protrude from their blue lips. The large man who was accompanying Zusak stands over you, holding an axe in each hand. You notice that he's wearing a thick leather belt covered in runes. Zusak also looks down at you with no hint of his former smile. He's holding a grey stone the size of an acorn in his hands. The object is covered in runes, but otherwise seems very dull. "That's it?" the axeman asks Zusak who nods in reply. The high chancellor removes a black cloth bag from his belt and carefully opens it. A myriad of conflicting colours arise from the opening. He carefully drops the stone into the bag and returns it to his belt. *choice #Attempt to revive your dying parents. You see that they are no longer breathing. You pound on their chests and try to wake them up as Zusak watches you with an annoyed expression on his face. *if (showstats) *line_break (Nature +2) *set nature +2 *goto Banquet_4 #Ask the woman, "What do you mean by that?" The woman ignores the question, but Zusak looks you in the eye. *if (showstats) *line_break (Perception +2) *set perception +2 *goto Banquet_4 *if (holysymbol) #Pray to ${god_name} for aid. *goto NotAnswered *if (holysymbol=false) #Pray to the gods for aid. *label NotAnswered Your prayers are not answered. Zusak looks at you with an expression of contempt on his face. *if (showstats) *line_break (Religion +2) *set religion +2 *goto Banquet_4 #Beg, "I can help you!" Zusak looks down at you with contempt in his eyes. "You will help us best by dying," he says, looking over at the other man. *if (showstats) *line_break (Charm +2) *set charm +2 *goto Banquet_4 #Do nothing. *goto Banquet_4_ns *label Banquet_4 *label Banquet_4_ns *if (gender="male") "Kill him, Thuja," *if (gender="female") "Kill her, Thuja," he says coldly to the axeman. "They'll just think it was an escaped prisoner. It would have been cleaner if Selina's poison had done the deed, but this will work just as well." You watch in stunned disbelief as the man with the axes steps forward. Suddenly, flashes of bright white fill the room! You see ice shards flashing past you and feel one of them cut your arm open. The three others are cut much worse as they raise their hands to block the onslaught. Through the barrage, you see kindly old Harmond, your tutor, casting the spell from the doorway. *if (showstats) *line_break (Health -20) *set health -20 "Run!" he yells. One of the shards of ice randomly slices through the bag hanging from Zusak's belt. You watch as the fabric is torn open and glowing rune-covered stones scatter across the floor, including the dull unglowing one that he had just added. Instinctively, you grab at them as you run past, scooping some of them into your hands as you rush to the guards blocking your path. Unknown to you at the time, this odd compulsion will change the course of history forever. Your last vision of that room is of the bloated corpses of your parents, a vision that will haunt you forever. *if (showstats) *line_break (Gained three glowing rune-covered stones and one dull unglowing rune-covered stone) *set demonstone_xiatta true *set demonstone_zonch true *set demonstone_brahl true *set demonstone_kgirr true *choice #Push your way through the guards. They obviously didn't expect to be pushed aside from behind. *if (showstats) *line_break (Strength +2) *set strength +2 *goto Banquet_5 #Dodge through the guards. You squeeze past them before they realize you're there. *if (showstats) *line_break (Agility +2) *set agility +2 *goto Banquet_5 #Say, "Excuse me!" The men instinctively step aside, having been caught entirely off guard. *if (showstats) *line_break (Charm +2) *set charm +2 *goto Banquet_5 *label Banquet_5 You burst back into the main throne room, holding your bleeding arm. The attackers wearing mismatched armour are still fighting royal guards, but none of them are trying to push past the Consortium's men. All of the nobles are now gone, either dead or taken away to safety. In addition to the royal guards, you see a group of older people fighting at the entrance to the hall. One of them is the old knight, Sir Grady. He looks ancient, but his sword is covered in blood. He is fighting like a man a quarter his age, his white moustache flying out as he defends himself. Another is a short bald woman in flowing robes, the monk, Sister Geri. Her hands are a blur as she strikes at the attackers with her fists and feet. A second man with long straggly white hair and a dirty beard stands nearby. He looks very out of place, but he too is fighting the attackers with a short sword and helping the royal guard. *if (metamos) It's Amos, the prisoner you met earlier that day. The last figure is an old woman, Lady Emaline, one of your parents' advisers. You watch as she slides a wickedly sharp-looking dagger from her cane and drops the stick itself to the ground. Her movements are fast and lethal as she uses the previously concealed knife to kill those who oppose her. The four odd fighters have broken through the mismatched attackers, opening an exit in their ranks. Zusak strides forward confidently with Thuja and Selina at his sides. He is holding the end of his shirt in one hand, which appears to be sagging in the centre. Judging from the colours shining from the makeshift pouch, you guess that it's holding the stones that had fallen out of his torn bag. *if (gender="male") "Get him!" he yells, pointing at you. *if (gender="female") "Get her!" he yells, pointing at you. The invading soldiers immediately begin to close in on you as the four older fighters hold them back, trying to maintain a clear path to allow you to escape the hall. Sir Grady and Lady Emaline stand to the left while Sister Geri and *if (metamos) Amos *if (metamos=false) the white-haired man in rags stand to the right. *choice #Run left, toward Sir Grady and Lady Emaline. You run to the left as Sir Grady and Lady Emaline urge you down the hall ahead of them. You look back in time to see Zusak clutching one of his stones in his hand. It glows a deep blue as his eyes glaze over in concentration. Meanwhile, *if (metamos) Amos *if (metamos=false) the white-haired man and Sister Geri hold back the attackers. The old man moves like a born fencer, agile and fast. His short sword slashes at exposed hands, throats, and knees, dropping his opponents quickly. Sister Geri stands calmly in the midst of the battle, seeming to strike in every direction at once. Feet and fists drop her enemies one at a time with the speed of lightning. Unfortunately, it isn't enough. Looking past Sir Grady and Lady Emaline, you see a sword strike deeply into *if (metamos) Amos's *if (metamos=false) the old man's neck as another slips past Sister Geri's guard and slices open her belly. Dozens of swords rise and fall in a shower of blood, killing the two defenders. Through this spray of arterial red, you see a tall dark-skinned monster. It is seven feet tall, covered in muscle, and has a pair of long yellow horns sticking out of its forehead. The demon summoners have finally brought forth one of their servants. The beast unfolds a large pair of bat-like wings from its back and flies over the bloody scene, landing just a few feet behind you and your final two companions. Each defender grabs you by a hand and pulls as you come to the last branch in the corridor, Sir Grady pulling left and Lady Emaline pulling right. *choice #Follow Sir Grady. *set fosterparent_name "Sir Grady" *set fosterparent_relationship gradytemprelationship *set fosterparent_home "home to the farm" *set fosterparent_hisher "his" *set fosterparent_himher "him" *set fosterparent_heshe "he" Lady Emaline lets go of your hand immediately, allowing the old knight to pull you to the left. The demon follows after you and Sir Grady, smoke billowing from its nostrils and mouth. "Run, ${name}!" Lady Emaline shouts. "The fate of the kingdom lies in your hands!" The old lady walks right up behind the demon and begins stabbing it repeatedly between the shoulder blades with her dagger. The demon roars in pain and fury as it turns around, reaches out, and grabs her with a long-clawed talon. Lady Emaline is lifted into the air by her throat. Her nails dig futilely into the demon's forearm as it squeezes the life from her. Finally, you and Sir Grady exit the castle as the demon drops the dead woman to the ground. The sacrifices of the royal guards and the others aren't wasted as you and the old knight escape the castle. You stumble into the night, out of breath and bleeding. *goto Six_Years_Later #Follow Lady Emaline. *set fosterparent_name "Lady Emaline" *set fosterparent_relationship emalinetemprelationship *set fosterparent_home "home to the store" *set fosterparent_hisher "her" *set fosterparent_himher "her" *set fosterparent_heshe "she" Sir Grady lets go of your hand immediately, allowing the old woman to pull you to the right. The demon follows after you and Lady Emaline, smoke billowing from its nostrils and mouth. "Run, ${name}!" Sir Grady shouts. "The fate of the kingdom lies in your hands!" Suddenly, the old knight smiles grimly as he drives his sword into the back of the demon. The creature roars in pain and fury as it turns around, reaches out, and grabs the knight around the neck with a long-clawed talon. Sir Grady is lifted into the air by his throat. His nails dig futilely into the demon's forearm as it squeezes the life from him. Finally, you and Lady Emaline exit the castle as the demon drops the dead knight to the ground. The sacrifices of the royal guards and the others aren't wasted as you and the old lady escape the castle. You stumble into the night, out of breath and bleeding. *goto Six_Years_Later *if (metamos) #Run right, toward Sister Geri and Amos. *goto Chose_GeriAmos *if (metamos=false) #Run right, toward Sister Geri and the white-haired man. *label Chose_GeriAmos You run to the right as Sister Geri and *if (metamos) Amos *if (metamos=false) the white-haired man urge you down the hall ahead of them. You look back in time to see Zusak clutching one of his stones in his hand. It glows a deep blue as his eyes glaze over in concentration. Meanwhile, Sir Grady and Lady Emaline ward against the attackers. The old knight holds his position like a figure out of legend, keeping the attackers at bay with his sword. Lady Emaline weaves in and out of the melee, her dagger striking vital areas with uncanny accuracy. All remnants of her earlier infirmities are completely gone. Unfortunately, it isn't enough. Looking past Sister Geri and *if (metamos) Amos, *if (metamos=false) the white-haired man, you see a sword strike deeply into Sir Grady's neck as another slides into Lady Emaline's belly. Dozens of swords rise and fall in a shower of blood, killing the two defenders. Through this spray of arterial red, you see a tall dark-skinned monster. It is seven feet tall, covered in muscle, and has a pair of long yellow horns sticking out of its forehead. The demon summoners had finally brought forth one of their servants. The beast unfolds a large pair of bat-like wings from its back and flies over the bloody scene, landing just a few feet behind you and your final two companions. Each defender grabs you by a hand and pulls as you come to the last branch in the corridor, Sister Geri pulling left and *if (metamos) Amos *if (metamos=false) the white-haired man pulling right. *choice #Follow Sister Geri. *set fosterparent_name "Sister Geri" *set fosterparent_relationship geritemprelationship *set fosterparent_home "home to the temple" *set fosterparent_hisher "her" *set fosterparent_himher "her" *set fosterparent_heshe "she" *if (metamos) Amos *if (metamos=false) The white-haired man lets go of your hand immediately, allowing the bald monk to pull you to the left. The demon follows after you and Sister Geri, smoke billowing from its nostrils and mouth. "Run, ${name}!" *if (metamos) Amos *if (metamos=false) the man shouts. "The fate of the kingdom lies in your hands!" Suddenly, the old man leaps onto the demon's back! You see his short sword hacking at the creature's wings as he holds on tightly with his other hand. It roars in pain and fury as it reaches back, grabbing him with a long-clawed talon. *if (metamos) Amos *if (metamos=false) The white-haired man is pulled free by the neck and lifted into the air by his throat. His nails dig futilely into the demon's forearm as it squeezes the life from him. Finally, you and Sister Geri exit the castle as the demon drops the dead man to the ground. The sacrifices of the royal guards and the others aren't wasted as you and the old monk escape the castle. You stumble into the night, out of breath and bleeding. *goto Six_Years_Later *if (metamos) #Follow Amos. *goto Chose_Amos *if (metamos=false) #Follow the white-haired man. *label Chose_Amos *set fosterparent_name "Amos" *set fosterparent_home "to your room above the bar" *set fosterparent_hisher "his" *set fosterparent_himher "him" *set fosterparent_heshe "he" *set fosterparent_relationship amostemprelationship Sister Geri lets go of your hand immediately, allowing the old man to pull you to the left. The demon follows after you, smoke billowing from its nostrils and mouth. "Run, ${name}!" Sister Geri shouts. "The fate of the kingdom lies in your hands!" Suddenly, the old monk soars upward, as though walking on air, and lands on the creature's back! You see her hands raining lightning-fast blows onto the base of its skull as she clings to its back with her knees. The demon roars in pain and fury as it reaches back, grabbing her with a long-clawed talon. Sister Geri is pulled free by the neck and lifted into the air by her throat. Her nails dig futilely into the demon's forearm as it squeezes the life from her. Finally, you and *if (metamos) Amos *if (metamos=false) the white-haired man exit the castle as the demon drops the dead woman to the ground. The sacrifices of the royal guards and the others aren't wasted as you and your rescuer escape the castle. You stumble into the night, out of breath and bleeding. *goto Six_Years_Later *comment STATS *comment ------------------------------------------------------------------------------------------------------------ *comment archery:0-10+3,devices:0-30+3,magic:0-26+6 *comment blades: 0-23+3,stealth:0-10+3, unarmed:0-10+6 *comment arcana:20-40, geography:20-30, history:20-30+3, nature:20-30+2, religion:20-30+15 *comment agility:20-43+2,charm:20-40+2,endurance:20-30 *comment perception:20-40+2,strength:20-45+2,willpower:20-30 *comment 20 is weak, 40 is average, 60 is highly skilled *comment spellbook, sword, lockpickset *comment health 70-100, good:45-50, gold: 0 *comment fosterparent_relationship (20-55), childhoodfriend_relationship (50-68) *comment ------------------------------------------------------------------------------------------------------------ *label Six_Years_Later *set demonstone_xiatta false *set demonstone_zonch false *set demonstone_brahl false *set demonstone_kgirr false *page_break Six Years Later… *set stage 2 *set health 100 The fall of the Kingdom of Daria was a significant turning point in history. Scholars called it a new age, which became known as the Age of Demons. This didn't happen all at once though. At first, it was thought to have been a tragic, but manageable event. The morning after the castle was attacked found the entire royal family dead: King Brand, Queen Jade, and the heir to the throne, $!{princeprincess} ${name}. Alexander Zusak was declared a hero as he led his guards against the attackers and saved several nobles. The attack was blamed on criminals, who poisoned the food being served in the banquet hall and released all of the prisoners from the dungeons. The royal guards were quickly overwhelmed and the castle was burned to the ground. The surviving nobles gathered in the city of Tornassa to decide who should rule Daria. It took a year of deliberation before it was decided that the land would be better served by four leaders instead of one. Three of the nobles were declared dukes, and the kingdom was broken into four duchies; thus, the duchies of Bandar in the Norgan Mountains of the north, Uddo in the great forests to the west, and Eddan of the southern plains were formed. Each duchy was named after the duke who ruled it, except for the Dumain duchy, which was given to Selina, the red-haired woman who murdered your parents. Her keen intellect was deemed invaluable during the chaotic aftermath of the assault. Selina was given the castle in Brightwater on the Silver Sea to rule the fourth duchy. The Kingdom of Daria was no more. *page_break The Lost Heir Obviously, you weren't really killed in the attack. *if ((metamos=false) and (fosterparent_name="Amos")) The white-bearded man who saved you was named Amos, a prisoner held deep in the royal dungeons. He said that he had nothing to do with the attack, but had been released along with everyone else. Furthermore, he claimed that none of the released prisoners were in any shape to fight and those that could run simply fled the castle for freedom. He said that he had seen Consortium guards clustered around the royal treasury. Rumours never spoke about the theft, but you knew that the rune-covered stone Alexander Zusak had been holding was stolen during the chaos. *if ((metamos) and (fosterparent_name="Amos")) Amos said that he had nothing to do with the attack, but had been released along with everyone else. Furthermore, he claimed that none of the released prisoners were in any shape to fight and those that could run simply fled the castle for freedom. He said that he had seen Consortium guards clustered around the royal treasury. Rumours never spoke about the theft, but you knew that the rune-covered stone Alexander Zusak had been holding was stolen during the chaos. *if (fosterparent_name!="Amos") ${fosterparent_name} said that the Consortium guards had flooded into the castle as the banquet began, but before any alarms had sounded. $!{fosterparent_heshe} said that ${fosterparent_heshe} had seen Consortium guards clustered around the royal treasury as well. Rumours never spoke about the theft, but you knew that the rune-covered stone Alexander Zusak had been holding was stolen during the chaos. ${fosterparent_name} had rushed to the great hall in order to warn the king and queen, but ${fosterparent_heshe} came too late. *if (fosterparent_relationship<=40) Although ${fosterparent_heshe} hadn't forgotten how you had treated ${fosterparent_himher}, ${fosterparent_hisher} loyalty to you and the crown was stronger than ${fosterparent_hisher} personal feelings. Your first instinct on the morning after the attack had been to return to the ruins of the castle and let everyone know the truth about what had happened. ${fosterparent_name} had taken the stones you stole from Zusak and asked you to wait and listen before revealing yourself. You quickly learned that the only surviving nobles had been the ones who were out of favour with your parents. All of those who would have supported your claim had been killed or driven away. You never did learn what happened to ${childhoodfriend_name} and ${childhoodfriend_hisher} *if ((childhoodfriend_name="Petra") or (childhoodfriend_name="Peter")) parents. *if ((childhoodfriend_name="Gale") or (childhoodfriend_name="Gill")) mother. You had expected Alexander Zusak and the Consortium to claim rulership, but they simply took their praise for saving the surviving nobles and disappeared into the background. The only thing that changed, with regard to the Consortium, was that the three new dukes and the duchess lifted the ban on demon summoning. Everyone you had known was killed or had gone missing. Alexander Zusak was relentless as he sent men across the newly-formed four duchies in search of you. There was no doubt as to what he would do if he ever caught you. *choice #You are thankful that ${fosterparent_name} advised you to not do anything rash. *label NiceThanks The first couple of years were lonely and terrifying as you and ${fosterparent_name} travelled from town to town looking for work and trying to survive. It was all you could do to just stay alive, let alone think about your future. *if (showstats) *line_break (${fosterparent_name} Relationship +3) *set fosterparent_relationship +3 *goto Six_Years_Later_2 #Although thankful, you still asked for the stones. ${fosterparent_name} refused your requests, saying that you were too young. *goto NiceThanks #You are angry at ${fosterparent_name} for not letting you try to reclaim your throne immediately and stealing the stones. The first couple of years had been lonely and terrifying as you and ${fosterparent_name} travelled from town to town, looking for work and trying to survive. You had little choice, when ${fosterparent_name} stopped you from immediately trying to regain your throne, due to your young age. You knew that you'd have to wait until you could get out on your own. *if (showstats) *line_break (${fosterparent_name} Relationship -5) *set fosterparent_relationship -5 *goto Six_Years_Later_2 *label Six_Years_Later_2 As the years passed, you grew older and people forgot what you looked like. You kept your name, since so many other *if (gender="male") boys had been named "${name}" following your birth anyway. *if (gender="female") girls had been named "${name}" following your birth anyway. *if (fosterparent_name="Sir Grady") Three years after the death of your parents found you living on a small farm outside of Elmvale, a village in the newly formed duchy of Uddo. Sir Grady was old, but he was resourceful. He had worked hard, hiring workers and using his knowledge and personal wealth to slowly build a life for you both. After three more years, the farm was mostly paid for and providing you both with a decent living. *if (showstats) *line_break (Strength +3) *set strength +3 In addition, Sir Grady had been a world-class swordsman, in his youth. He offered to teach you all that he *if (fosterparent_relationship<50) knew, despite your strained relationship from before he became your foster father. *if (fosterparent_relationship>=50) knew, happy to share the knowledge as your new foster father. *choice #You studied swordplay. Sir Grady had the training of a true knight and passed his forms and techniques on to you. *if (gender="female") Since he had experience teaching both male and female soldiers, he had no difficulty showing you how to use a sword properly. *if (sword=false) You learned a lot with the practice blade. *if (showstats) *line_break (Blades +30 and Sir Grady Relationship +5) *set blades +30 *set fosterparent_relationship +5 *goto Six_Years_Later_3 #You studied magic. *if (spellbook) Sir Grady was able to find you new spells for your spellbook and hired lessons from passing wizards. Although you were far from Academy trained, your skills still grew over the years. *if (spellbook=false) Sir Grady was able to talk passing wizards into staying at your farm for a meal. This allowed you to ask them questions and learn many things. Although you were far from Academy trained, your skills still grew over the years as you saved your money to buy a spellbook. *if (showstats) *line_break (Magic +15 and Arcana +5) *set magic +15 *set arcana +5 *goto Six_Years_Later_3 #You studied lockpicking and trap disarming. *if (lockpickset) Sir Grady was able to find you new lockpicks for your set and hire lessons from many unsavoury people over the years, allowing your skills to continue to grow. *if (lockpickset=false) Sir Grady let you use his lockpick set and hire lessons from many unsavoury people over the years, allowing your skills to grow quickly. It was obvious that he didn't approve of your new skills, but he did as you asked of him. *if (showstats) *line_break (Devices +20 and Sir Grady Relationship -5) *set devices +20 *set fosterparent_relationship -5 *goto Six_Years_Later_3 #You studied archery. Sir Grady let you borrow his bow and arrow to practice with while you saved money to buy one for yourself. He also hired some of the best hunters who passed through Elmvale to teach you their techniques. *if (bow=false) You learned a lot using the old knight's bow. *if (showstats) *line_break (Archery +20) *set archery +20 *goto Six_Years_Later_3 #You studied fisticuffs. Sir Grady thought it was a good workout, but he never understood your fascination for fighting without a weapon. But, he was an understanding man and found you a person willing to teach you the sport. *if (showstats) *line_break (Unarmed +20) *set unarmed +20 *goto Six_Years_Later_3 #You studied the art of stealth. Sir Grady didn't argue with your desire to learn how to walk stealthily. He assumed you wanted to learn the art for hunting or simply for fleeing from dangerous situations. He even managed to find you a less-than-reputable man to teach you how to move silently. *if (showstats) *line_break (Stealth +20) *set stealth +20 *goto Six_Years_Later_3 *if (fosterparent_name="Sister Geri") Three years after the death of your parents found you living in a temple in Elmvale, a village in the newly formed duchy of Uddo. Sister Geri was old, but she was in amazing physical shape and her mind was razor sharp. She had been instantly accepted at the temple. After three years, she had been given a permanent position, providing you both with free room and board. The scholarly life and access to the temple library had made your mind very sharp. *if (showstats) *line_break (Arcana +3) *set arcana +3 Although Sister Geri never forced her beliefs upon you, she did offer you her training in fighting without weapons, if you wished to learn it. *choice #You studied martial arts. The way that the old woman moved bordered on the supernatural. She never picked a fight, but you knew that she could easily defeat a man twice her size with only her bare hands. *if (showstats) *line_break (Unarmed +30 and Sister Geri Relationship +5) *set unarmed +30 *set fosterparent_relationship +5 *goto Six_Years_Later_3 #You studied magic. *if (spellbook) Sister Geri was able to find you new spells for your spellbook and hire lessons from passing wizards. Although you were far from Academy trained, your skills still grew over the years. *if (spellbook=false) Sister Geri was able to hire lessons from wizards who passed through town. Although you were far from Academy trained, your skills still grew over the years as you saved money to buy a spellbook for yourself. *if (showstats) *line_break (Magic +15 and Arcana +5) *set magic +15 *set arcana +5 *goto Six_Years_Later_3 #You studied lockpicking and trap disarming. *if (lockpickset) Although Sister Geri disapproved of what you were learning, she still hired lessons from many unsavoury people over the years, allowing your skills to continue to grow. *if (lockpickset=false) Although Sister Geri disapproved of what you were learning, she still hired lessons from many unsavoury people over the years, allowing your skills to continue to grow. You were forced to use your teacher's lockpicks while you saved your money to buy a set for yourself. *if (showstats) *line_break (Devices +20 and Sister Geri Relationship -5) *set devices +20 *set fosterparent_relationship -5 *goto Six_Years_Later_3 #You studied archery. Sister Geri hired some of the best hunters who passed through Elmvale to teach you their techniques. *if (bow=false) You learned a lot using the hunters' bows. *if (showstats) *line_break (Archery +20) *set archery +20 *goto Six_Years_Later_3 #You learned to fight with a sword. Sister Geri never overtly disapproved of your use of a weapon and even hired passing fighters to train you in wielding it. *if (sword=false) Unfortunately, you had to use practice blades only, since you didn't own a proper sword. *if (showstats) *line_break (Blades +20) *set blades +20 *goto Six_Years_Later_3 #You studied the art of stealth. Sister Geri didn't argue with your desire to learn how to walk stealthily. She assumed you wanted to learn the art for hunting or simply for fleeing from dangerous situations. She even managed to find you a less-than-reputable man to teach you how to move silently. *if (showstats) *line_break (Stealth +20) *set stealth +20 *goto Six_Years_Later_3 *if (fosterparent_name="Lady Emaline") Three years after the death of your parents found you living in a modest house in Elmvale, a village in the newly formed duchy of Uddo. Lady Emaline was using her cane once more, even though you now know it's a sham, merely a hiding place for a lethal knife. In addition, she made you call her Emaline, and not use the Lady honorific. Although old, her mind is very acute and her movements are swift and sure, when she chooses to show it. She was honest with you, telling you her true role in your parents' court. She was secretly the royal assassin for many years, killing those who endangered the kingdom. She was sent when there were no other options left. She was deadly with a dagger and knew how to kill a man in a thousand different ways. Her knowledge of herbs, plants, medicines, and poisons was excellent. She sold these cures to people in Elmvale and quickly made enough money to purchase a small store for you to live above. You learned a lot as you helped tend her garden. *if (showstats) *line_break (Nature +3) *set nature +3 Although Lady Emaline never forced her training upon you, she did offer you her expertise in moving silently and unseen, if you wished to learn it. *choice #You studied the art of stealth. Lady Emaline was nearly impossible to hear as she moved across the floor of your home. She showed you many tricks, such as stepping on the edges of stairs, slowing your breathing, and matching the stride of the person you're following. *if (showstats) *line_break (Stealth +30 and Lady Emaline Relationship +5) *set fosterparent_relationship +5 *set stealth +30 *goto Six_Years_Later_3 #You studied martial arts. Lady Emaline was a wealth of information. She knew how to fight with or without weapons and was more than happy to teach you everything she knew. She showed you all of the vital targets to strike on an opponent to either kill or disarm them. *if (showstats) *line_break (Unarmed +20) *set unarmed +20 *goto Six_Years_Later_3 #You studied magic. *if (spellbook) Lady Emaline was able to find you new spells for your spellbook and hire lessons from passing wizards. Although you were far from Academy trained, your skills still grew over the years. *if (spellbook=false) Lady Emaline was able to hire lessons from wizards who passed through town. Although you were far from Academy trained, your skills still grew over the years as you saved money to buy a spellbook for yourself. *if (showstats) *line_break (Magic +15 and Arcana +5) *set magic +15 *set arcana +5 *goto Six_Years_Later_3 #You studied lockpicking and trap disarming. *if (lockpickset) Lady Emaline's training as an assassin included opening doors and setting traps. She was happy to show you how to use your lockpicks with even greater skill. *if (lockpickset=false) Lady Emaline's training as an assassin included opening doors and setting traps. She was happy to lend you her own personal lockpicks to practice with. *if (showstats) *line_break (Devices +20) *set devices +20 *goto Six_Years_Later_3 #You studied archery. Although some assassins were very accomplished with a bow, Lady Emaline admitted that this was not her favored method. She preferred to get close to her mark before eliminating them. Even so, she was able to hire you a tutor who taught you archery. *if (bow=false) You learned a lot using the tutor's bow. *if (showstats) *line_break (Archery +20) *set archery +20 *goto Six_Years_Later_3 #You learned to fight with a sword. Lady Emaline preferred using a dagger over a sword, so instead of teaching you herself, she hired local guardsmen to tutor you in the weapon's use. *if (sword=false) Unfortunately, you had to use practice blades only, since you didn't own a proper sword. *if (showstats) *line_break (Blades +20) *set blades +20 *goto Six_Years_Later_3 *if (fosterparent_name="Amos") Three years after the death of your parents found you living at an inn in Elmvale, a village in the newly formed duchy of Uddo. Amos was old, but once he cut his long hair and shaved off his beard, he seemed much more respectable than you had first surmised. As you travelled the land, he was adept at acquiring wealth without having to work. After three years, he had enough money to put a sizeable down payment on the Full Cup Inn, where you now live. Life in an inn was interesting, as you learned to work with people and keep your patrons happy. *if (showstats) *line_break (Charm +3) *set Charm +3 As the years passed, it was difficult for Amos to completely hide his true profession from you. Instead, he offered to teach you the skills associated with his less-than-honest trade. *choice #You studied thief skills. He taught you how to open doors and disarm traps. In addition, he showed you how to move silently without being detected. He truly was a skilled thief. *if (showstats) *line_break (Devices +15, Stealth +15, and Amos Relationship +5) *set devices +15 *set stealth +15 *set fosterparent_relationship +5 *goto Six_Years_Later_3 #You studied magic. *if (spellbook) Amos was able to find you new spells for your spellbook and hire lessons from passing wizards. You never asked where he got the spells, although you heard many mages complain about the high level of crime in the city. Although you were far from Academy trained, your skills still grew over the years. *if (spellbook=false) Amos gave free drinks to many passing mages in return for them speaking to you and answering your questions. Although you were far from Academy trained, your skills still grew over the years. It was somewhat difficult, not owning a spellbook, but you still learned a lot. *if (showstats) *line_break (Magic +15 and Arcana +5) *set magic +15 *set arcana +5 *goto Six_Years_Later_3 #You studied archery. On your fourteenth birthday, Amos talked a passing ranger into giving you lessons. You aren't sure if the ranger lost a dice wager or if Amos offered to clear his bar tab, but either way, you were shown many great techniques. *if (bow=false) You learned a lot using the ranger's bow. *if (showstats) *line_break (Archery +20) *set archery +20 *goto Six_Years_Later_3 #You learned to fight with a sword. You trained with the bouncers at the Full Cup Inn with Amos offering small bits of advice from behind the bar. Although they didn't usually use swords, preferring a stout cudgel or their fists instead, they were still able to teach you how to use the blade. They even showed you several dirty fighting techniques as well. *if (sword=false) Unfortunately, you had to use practice blades only, since you didn't own a proper sword. *if (showstats) *line_break (Blades +20) *set blades +20 *goto Six_Years_Later_3 #You learned how to brawl. Amos was surprised that you wanted to learn how to fight with your fists, but he encouraged the bouncers to help you with your hobby. *if (showstats) *line_break (Unarmed +20) *set unarmed +20 *goto Six_Years_Later_3 *label Six_Years_Later_3 *comment using_legacy The village of Elmvale's only claim to fame was that a powerful wizard had been born in the village several hundred years ago. The arcane practitioner had studied at the grand Academy of Wizards during the time of King Gareth, the Mad King. The magic user eventually served the king's son and became the royal advisor to the throne of Daria. *choice #A statue of the sorcerer still sits in the middle of the village. *set legacy_heshe "he" *set legacy_hisher "his" *set legacy_himher "him" *set legacy_manwoman "man" *set legacy_grand "grandfather" *goto After_legacy_Gender #A statue of the sorceress still sits in the middle of the village. *set legacy_heshe "she" *set legacy_hisher "her" *set legacy_himher "her" *set legacy_manwoman "woman" *set legacy_grand "grandmother" *goto After_legacy_Gender *label After_legacy_Gender *if (using_legacy) One day while you are standing near the statue, something odd happens. A man approaches you and hands you a box. "I didn't think you'd really be here," he says, shaking his head in wonder. "We've been handing that box down through my family for a very long time. I'm not supposed to stay and chat. Good bye." The messenger leaves. You open the box and see that it's full of gold. The coins are several hundred years old and there's a message carved into the lid: 'This might be small enough to reach you without being noticed. We'll talk soon.' Since the messenger has left, the gold now belongs to you. *if (showstats) *line_break (Legacy Advantage #2: Gained 250 Gold) *set gold +250 The people of Elmvale often talk about their most famous citizen and gather around the statue to stare up at its magnificence. The sculptor had been very talented and the details on the stone face haven't faded over the years. The mystery of who crafted the statue and when it had been erected has been lost in time. The statue shows the racial features of the wizard in accurate detail. *choice #$!{legacy_heshe} had been human, like you. Although that seems natural today, it hadn't been like that when the Elmvale wizard was a child. Back then the demi-human races of elves, dwarves, gnomes, half-orcs, and halflings had lived among the people of Daria as equals. *set legacy_race legacy_manwoman *goto After_legacy_Race #$!{legacy_heshe} had been an elf. *set legacy_race "elf" *goto Legacy_Demi_Human_Races #$!{legacy_heshe} had been a dwarf. *set legacy_race "dwarf" *goto Legacy_Demi_Human_Races #$!{legacy_heshe} had been a halfling. *set legacy_race "halfling" *goto Legacy_Demi_Human_Races #$!{legacy_heshe} had been a half-orc. *set legacy_race "half-orc" *goto Legacy_Demi_Human_Races #$!{legacy_heshe} had been a half-elf. *set legacy_race "half-elf" *label Legacy_Demi_Human_Races It has been a long time since the demi-human races of elves, dwarves, gnomes, half-orcs, and halflings lived among the people of Daria as equals, but when the Elmvale wizard had been a child, the world had been a much more racially tolerant place. *goto After_legacy_Race #$!{legacy_heshe} had been a pure-blood orc. *set legacy_race "orc" *goto legacy_Monster_Race #$!{legacy_heshe} had been a goblin. *set legacy_race "goblin" *goto legacy_Monster_Race #$!{legacy_heshe} had been a troll. *set legacy_race "troll" *label legacy_Monster_Race The idea that a few ${legacy_race}s had lived in harmony with the people of Daria seems like a fairy tale now. The last of the ${legacy_race}s and other monstrous creatures had been driven away from civilized society a long time ago. Even the demi-human races of elves, dwarves, gnomes, half-orcs, and halflings no longer live among their human counterparts. Things had been much different when the Elmvale wizard was a child. *goto After_legacy_Race *label After_legacy_Race *choice #Legends of the great things ${legacy_heshe} had done are still talked about today. *set legacy_good true *goto After_legacy_Morality_ns #Stories of the terrible things ${legacy_heshe} had done are still told to scare young children today. *set legacy_good false *goto After_legacy_Morality_ns *label After_legacy_Morality_ns *if (using_legacy) The years pass and you grow in both mind and body. Your skills and knowledge increase as you learn from those around you. *if (showstats) *line_break (Legacy Advantage #3: Archery +10, Devices +10, Magic +10, Blades +10, Stealth +10, Unarmed: +10, Arcana +10, Geography +10, History +10, Nature +10, and Religion +10. More perks will arrive as the story progresses.) *set archery +10 *set devices +10 *set magic +10 *set blades +10 *set stealth +10 *set unarmed +10 *set arcana +10 *set geography +10 *set history +10 *set nature +10 *set religion +10 Your natural talents also grow and become even better. *choice #You have an eye for archery. Your natural instincts for wind speed and trajectories makes your skill with the bow and arrow grow quickly. *if (showstats) *line_break (Legacy Advantage #4: Archery +20 and Perception +10. More perks will arrive as the story progresses.) *set archery +20 *set perception +10 *goto After_Legacy_Advantage_4 #You have the gentle touch needed for working with devices. Your fingers are able to take apart machines and reassemble them with ease. *if (showstats) *line_break (Legacy Advantage #4: Devices +20 and Agility +10. More perks will arrive as the story progresses.) *set devices +20 *set agility +10 *goto After_Legacy_Advantage_4 #Your magical reserves fill faster than other people and you see patterns where other people see only chaos. You learn from passing mages that you have a gift that they envy. Your mystical energies will need to be trained still, but you have the makings of a powerful wizard. *if (showstats) *line_break (Legacy Advantage #4: Magic +20 and Perception +10. More perks will arrive as the story progresses.) *set magic +20 *set perception +10 *goto After_Legacy_Advantage_4 #You have a swordfighter's firm grip. The natural strength in your hands and fingers give you a great advantage when using a weapon. Although you will still need to be trained, you have the makings of a great swordsman. *if (showstats) *line_break (Legacy Advantage #4: Blades +20 and Strength +10. More perks will arrive as the story progresses.) *set blades +20 *set strength +10 *goto After_Legacy_Advantage_4 #You have a soft step and move quietly without even trying. You are very light on your feet. Although this skill can be taught, your natural instincts allow you to move quietly without any lessons. *if (showstats) *line_break (Legacy Advantage #4: Stealth +20 and Agility +10. More perks will arrive as the story progresses.) *set stealth +20 *set agility +10 *goto After_Legacy_Advantage_4 #You are naturally strong and able to defend yourself without weapons. Your strength and ability to ignore pain gives you an advantage as you tumble and wrestle with other kids your age. *if (showstats) *line_break (Legacy Advantage #4: Unarmed +20 and Strength +10. More perks will arrive as the story progresses.) *set unarmed +20 *set strength +10 *goto After_Legacy_Advantage_4 #You have an eye for details and a mind for trivia. You see things that others miss and you remember it all. You are a font of obscure knowledge. *if (showstats) *line_break (Legacy Advantage #4: Arcana +20 and Perception +10. More perks will arrive as the story progresses.) *set arcana +20 *set perception +10 *goto After_Legacy_Advantage_4 #You have a good memory for places and enjoy long walks. Your enjoyment of walking has made you nearly tireless and your ability to remember where you've been allows you to recall many short cuts for travelers. *if (showstats) *line_break (Legacy Advantage #4: Geography +20 and Endurance +10. More perks will arrive as the story progresses.) *set geography +20 *set endurance +10 *goto After_Legacy_Advantage_4 #You have a good memory for learning from mistakes which makes you likable and able to remember historical details. You remember the mistakes that people have made in history. These historical blunders which caused such great trouble to other people become life lessons for yourself. *if (showstats) *line_break (Legacy Advantage #4: History +20 and Charm +10. More perks will arrive as the story progresses.) *set history +20 *set charm +10 *goto After_Legacy_Advantage_4 #You have a peaceful demeanor which calms both people and animals. Your presence is soothing and animals respond well to your actions. *if (showstats) *line_break (Legacy Advantage #4: Nature +20 and Charm +10. More perks will arrive as the story progresses.) *set nature +20 *set charm +10 *goto After_Legacy_Advantage_4 #You are naturally insightful and wise. Your ability to see into the heart of the issue allows you to understand the workings of the gods and goddesses. *if (showstats) *line_break (Legacy Advantage #4: Religion +20 and Perception +10. More perks will arrive as the story progresses.) *set religion +20 *set perception +10 *goto After_Legacy_Advantage_4 *else *goto After_Legacy_Advantage_4_ns *label After_Legacy_Advantage_4 *label After_Legacy_Advantage_4_ns *comment End of new content from Legacy Advantage (using_legacy) The stones that you stole from Zusak weighed heavily on your mind. It wasn't difficult to ask around about demon summoning, especially since it had been legalized. The Academy still licensed demon summoners, but more and more people began to practice the skill without proper training. Strangely, it seemed as though the Consortium actually encouraged this, instead of trying to keep the power to themselves. Unfortunately, your research never took you very far. You learned that the summoner needed a Demonstone to summon a demon, as well as the demon's true name (which was written on the stone) and the willpower to control the beast. Through all of your research, you never heard about an unglowing stone or what such a thing could mean. ${fosterparent_name} kept that stone as well as the others well hidden from you and discouraged you from talking about it. Your new life in Elmvale had become routine. Two years ago, you got a job to help pay the bills. *label OccupationChoice_loop *choice *if (fosterparent_name="Lady Emaline") #An assassin, like Lady Emaline. *if (fosterparent_relationship<55) Although you would have liked to have been trained by Lady Emaline, she never offered to teach you her deepest secrets. *if (showstats) (Needed 55 Lady Emaline Relationship) *goto OccupationChoice_loop Although Lady Emaline began to train you as an assassin, you still hadn't had an opportunity to meet the Guild of Assassins or accept a contract. Instead, you focused on preparing for when that time would come. She paid you from her profits at the store and told everyone that you were her assistant. *if (showstats) *line_break (Gained level in Assassin, Stealth +15, Agility +10, Blades +10, Nature +10, Devices +10, Gold +140, Gained a Dagger, and Lady Emaline Relationship +5) *set stealth +15 *set agility +10 *set blades +10 *set nature +10 *set devices +10 *set gold +140 *set dagger true *set title "assassin" *set class_assassin 1 *set fosterparent_relationship +5 You breathe slowly as you walk across the floor of the store, which is closed for the day. Lady Emaline is sitting on a stool with her eyes shut as you slowly come up behind her with the dagger in your hand. Silently, you place the tip to her neck, knowing that if you pushed it into her, it would sever her voicebox and windpipe, killing her without a sound. "Very nice," she says as she opens her eyes. "I believe you are ready. Your skills have grown considerably." "You could leave your vengeance behind and join the Guild of Assassins," Lady Emaline offers. "Perhaps I can get my vengeance and be an assassin too?" you say. "But no, I can't stay here." *gosub midsummerblurb "I'll see you tomorrow," you say as you walk out the door. *goto Six_Years_Later_4 *if (fosterparent_name="Sister Geri") #A monk, like Sister Geri. *if (fosterparent_relationship<55) Although you would have liked to have been trained by Sister Geri, she never offered to teach you her deepest secrets. *if (showstats) (Needed 55 Sister Geri Relationship) *goto OccupationChoice_loop The profession of a monk is more than just a job; it's a lifestyle. With deep studies of philosophy and strict discipline for the body, the monk learns to hone their own form into a weapon. Although Sister Geri never pushed you into this career, you can tell that she is very pleased with your choice. *if (showstats) *line_break (Gained level in Monk, Unarmed +20, Religion +20, History +10, Perception +10, Gold +130, and Sister Geri Relationship +5) *set unarmed +20 *set religion +20 *set history +10 *set perception +10 *set gold +130 *set title "monk" *set class_monk 1 *set fosterparent_relationship +5 You finish your kata, leaving your body in the ready position. You are lightly covered in a sheen of sweat from your workout. Sister Geri watches you with a critical eye, her bald head shining in the torchlight. The straw mats on the temple basement floor provided little comfort, but instead help prevent injuries during practice. You open your eyes and start walking to the door. "You could make a life for yourself here," Sister Geri says as you pass her. "No, my destiny lies elsewhere." *gosub midsummerblurb "I'll see you tomorrow," you say as you walk out the door. *goto Six_Years_Later_4 *if (fosterparent_name="Sir Grady") #A squire, to become a knight, like Sir Grady. *if (fosterparent_relationship<55) Although you would have liked to have become a knight, Sir Grady never offered to vouch for you in order to become a squire. *if (showstats) (Needed 55 Sir Grady Relationship) *goto OccupationChoice_loop A squire is one step below a knight. They train in weaponry, learn horsemanship and the code of chivalry. As they acquire these skills, they are responsible for looking after their patron knight's equipment and helping them during tournaments. Sir Grady never pushed you into this career, but you can tell that he is very pleased with your choice. The splitting of the kingdom had very little effect on the knights. They were pledged to their ideals, not to the government. They continued to right wrongs and follow their codes of chivalry independently of the reigning nobles. Although Elmvale is a small village, Sir Grady is able to find a suitable knight who is willing to take you on as a squire. Sir Maxson is everything that Sir Grady feels a knight should be: chivalrous, noble, honest, compassionate, and hard working. *if (sword=false) He even gives you one of his old swords, when he learns that you don't have one of your own. *if (gender="female") The fact that you are a woman and that most of the knights of the realm were men made no difference to Sir Maxson or Sir Grady. Although there weren't many woman knights, there were a few and they were just as formidable as their male counterparts. *if (sword=false) *if (showstats) *line_break (Gained level in Squire, Gained a Sword, Blades +15, Archery +10, Charm +10, Strength +10, Endurance +10, Gold +175, and Sir Grady Relationship +5) *if (sword) *if (showstats) *line_break (Gained level in Squire, Blades +15, Archery +10, Charm +10, Strength +10, Endurance +10, Gold +175, and Sir Grady Relationship +5) *set sword true *set blades +15 *set archery +10 *set charm +10 *set strength +10 *set endurance +10 *set gold +175 *set title "squire" *set class_squire 1 *set fosterparent_relationship +5 Sir Maxson's sword has been given a fine edge, his armour is oiled, and his horse curried. Sir Grady pulled some strings to get you the position. You learned a lot from both knights during your time as a squire. "You could always stay," Sir Maxson says as he sees you heading for the door. "No, my destiny lies elsewhere." *gosub midsummerblurb The knight knew that you had no intention of staying his squire after your eighteenth birthday, but you respected his offer nonetheless. "Thank you anyway, but I have other plans," you say. "Thank you for your work," Sir Maxson says. "If you ever change your mind, you know where to find me." You smile to the knight as you walk out the door. *goto Six_Years_Later_4 *if (fosterparent_name="Amos") #A bard in the tavern owned by Amos. *if (fosterparent_relationship<55) Although you would have liked to have performed, Amos never let you play in his tavern. *if (showstats) (Needed 55 Amos Relationship) *goto OccupationChoice_loop Your musical training while you grew up came in handy. Amos was very pleased to help you continue your education by hiring passing entertainers to teach you new songs. He even built a nice stage for you to perform in the Full Cup Inn. *if (lute=false) On one of your birthdays, the old rogue bought you your own lute. *if (showstats) *line_break (Blades +5, Archery +5, Charm +15, Arcana +10, Agility +15, History +10, Gained a Lute, Gold +140, and Amos +10) *set gold +140 *if (lute) Your beloved lute was used often as you accompanied yourself with the stringed instrument. *if (showstats) *line_break (Gained level in Bard, Blades +5, Archery +5, Charm +15, Arcana +10, Agility +15, History +10, Gold +190, and Amos +10) *set gold +190 *set blades +5 *set archery +5 *set charm +15 *set arcana +10 *set agility +15 *set history +10 *set lute true *set title "bard" *set class_bard 1 *set fosterparent_relationship +10 You close your lute case after placing the instrument inside. The bar is pretty much empty, as the evening crowd hasn't arrived yet. You look at the stage where you have been performing for the past two years with some nostalgia. You had built a nice little fan base, which is really impressive, considering how small Elmvale is. *gosub midsummerblurb "I'll see you tonight," you say as you walk out the door with your lute case slung across your back. *goto Six_Years_Later_4 #A ${priestpriestess}. *if (religion<20) Although you would have liked to have joined a holy order, your knowledge of religion wasn't adequate to gain entrance. *if (showstats) (Needed 20 Religion) *goto OccupationChoice_loop *if (fosterparent_name!="Sister Geri") You surprised ${fosterparent_name} when you chose to become a ${priestpriestess}. When *if (fosterparent_name="Sister Geri") You didn't surprise ${fosterparent_name} when you chose to become a ${priestpriestess}. Perhaps it was from growing up in the temple. When *if (holysymbol=false) the divine call came, you knew immediately that you had to answer. *choice #You follow a good deity. The embodiment of all that is good in the world. Light, compassion, healing, justice, truth, kindness… the list could go on for hours. *set god_good true *choice #You follow Lucien, a good and kind god. *set god_name "Lucien" *set god_goddess "god" *set god_hisher "His" *set god_himher "Him" *set god_heshe "He" *goto BecomingAPriest #You follow Auriel, a good and kind goddess. *set god_name "Auriel" *set god_goddess "goddess" *set god_hisher "Her" *set god_himher "Her" *set god_heshe "She" *goto BecomingAPriest #You follow a different god. *set god_goddess "god" *set god_hisher "His" *set god_himher "Him" *set god_heshe "He" *goto NameTheGod_elmvale #You follow a different goddess. *set god_goddess "goddess" *set god_hisher "Her" *set god_himher "Her" *set god_heshe "She" *goto NameTheGod_elmvale *label NameTheGod_elmvale *input_text god_name *if (((god_name="None") or (god_name="Unknown")) or (god_name="the Unknown")) Every known deity has a name, or it wouldn't be known. What is the name of your ${god_goddess}? *goto NameTheGod_elmvale *goto BecomingAPriest #You follow an evil deity. The embodiment of all that is evil in the world. Darkness, shadows, disease, corruption, deceit… the list could go on for hours. In addition to these things, your deity encourages wealth, power, and domination over other creatures: living and dead. *set god_good false *choice #You follow Noct, an evil and cruel god. *set god_name "Noct" *set god_goddess "god" *set god_hisher "His" *set god_himher "Him" *set god_heshe "He" *goto BecomingAPriest #You follow Shadi, an evil and cruel goddess. *set god_name "Shadi" *set god_goddess "goddess" *set god_hisher "Her" *set god_himher "Her" *set god_heshe "She" *goto BecomingAPriest #You follow a different god. *set god_goddess "god" *set god_hisher "His" *set god_himher "Him" *set god_heshe "He" *goto NameTheGod_elmvale #You follow a different goddess. *set god_goddess "goddess" *set god_hisher "Her" *set god_himher "Her" *set god_heshe "She" *goto NameTheGod_elmvale *label BecomingAPriest The holy symbol dedicated to ${god_name} represents ${god_hisher} divine will. *if (god_good=false) Of course, you can't openly show that you worship an evil ${god_goddess}, so the symbol looks similar to that of a good deity that is commonly worshipped. Only a trained eye looking at the symbol very closely would see how it has been corrupted to serve ${god_name}. *if (showstats) *line_break (Blades +5, Religion +20, History +10, Arcana +10, Magic +15, Gold +140, and Gained Holy Symbol) *if (holysymbol) ${god_name} called to you, and you knew immediately that you had to answer. *if (showstats) *line_break (Gained level in Priest, Blades +5, Religion +20, History +10, Arcana +10, Magic +15, and Gold +140) *set blades +5 *set religion +20 *set history +10 *set arcana +10 *set magic +15 *set gold +140 *set holysymbol true *set title priestpriestess *set class_priest 1 You stand up and kiss your holy symbol as you back away from the altar. The temple in Elmvale is like many across the land. No single deity is worshipped. Instead, alcoves to each god and goddess have been placed around the perimeter of the main worship area that is shared by all of the priests. "You could always stay here," the high priest of the temple says. "No, thank you," you reply. "My destiny lies elsewhere." *gosub midsummerblurb You nod greetings to the other worshippers and clergy as you leave the temple. *goto Six_Years_Later_4 #A thief. *if (agility<25) Although you would have liked to have been a thief, you simply weren't agile enough for it. *if (showstats) (Needed 25 Agility) *goto OccupationChoice_loop *if (fosterparent_name="Amos") Amos seemed slightly ashamed that you decided to follow in his footsteps so closely. After giving you many warnings about what not to do, he eventually started giving you some advice on how to do it correctly. *if ((fosterparent_name="Sir Grady") or (fosterparent_name="Sister Geri")) ${fosterparent_name} was mortified when ${fosterparent_heshe} found out that you had become a common thief, but ${fosterparent_heshe} still supported you. There were many ways to acquire wealth, once you stopped letting the law get in your way. *if (fosterparent_name="Lady Emaline") Lady Emaline seemed slightly disappointed that you decided to become a common thief. Although the skills she offered to teach you could be used, she found the idea of stealing to be uncouth and unrefined compared to the business of murder and death which she was practised in. Even so, she gave you some excellent advice on how to do it correctly. *if (showstats) *line_break (Gained level in Thief, Devices +25, Stealth +15, Agility +15, and Gold +190) *set devices +25 *set stealth +15 *set agility +15 *set gold +190 *set title "thief" *set class_thief 1 You count the coins out into the man's outstretched hand. Nobody likes giving up money, but only a fool would ply your illegal trade without the blessing of the Thieves Guild. "You're really moving on?" your unnamed contact asks. "Yes," you reply. *gosub midsummerblurb You say nothing more as you walk away. *goto Six_Years_Later_4 #A hunter. *if (Nature<20) Although you would have liked to have been a hunter, you simply weren't skilled enough to make a living at it. *if (showstats) (Needed 20 Nature) *goto OccupationChoice_loop The forest was filled with meat and pelts for the taking, for those with the skill to take them. In addition to this, many wealthy patrons paid well for guides to take them on hunting trips or for foraging. *if (bow=false) Unfortunately, since you didn't own a bow of your own, you had to rent one while you saved your money to buy one for yourself. *if (showstats) *line_break (Archery +15, Perception +10, Endurance +10, Nature +20, Geography +10, and Gold +140) *set archery +15 *set perception +10 *set endurance +10 *set nature +20 *set geography +10 *set gold +140 *set title "hunter" You look at the two rabbits you have placed on the merchant's counter. It wasn't a great haul, but it was decent. The days that you brought in a deer or a boar were much better. "We'll miss you," the storekeeper says as he hands you several coins for the rabbit. "You could make a good life for yourself here." "No thank you," you reply as you take your pay. "I've made up my mind." *gosub midsummerblurb You say nothing more as you turn your back and walk away. *goto Six_Years_Later_4 #A town guard. *if (strength<30) Although you would have liked to have gotten a job as a guard, you simply weren't tough enough for the job. *if (showstats) (Needed 30 Strength) *goto OccupationChoice_loop Although you lived at home and were young for the job, your strength got you a place on the city guard. It was a decent living, patrolling the streets with a partner and keeping an eye on things. *if (sword=false) The townguard's quartermaster lent you a sword for your patrols, since you didn't own one of your own. *if (showstats) *line_break (Gained level in Guard, Blades +10, Endurance +20, Strength +10, Geography +10, and Gold +175) *set blades +10 *set endurance +20 *set strength +10 *set geography +10 *set gold +175 *set title "guard" *set class_guard 1 You place your tabard onto your captain's desk. You'll miss the camaraderie of the other guards, but not the long nights standing watch in the cold of winter. The barracks are mostly empty except for the guards sleeping away the afternoon who have a night shift this week. "I wish you'd change your mind," your captain says from behind his desk. "No, my mind is set," you reply. *gosub midsummerblurb "If you ever decide to come back," your captain says, "I'll hire you back in a second. Good luck out there." "Thank you," you reply as you walk out of the barracks. *goto Six_Years_Later_4 #A scribe. *if (arcana<30) Although you would have liked to have gotten a job as a scribe, you simply weren't talented enough for the job. *if (showstats) (Needed 30 Arcana) *goto OccupationChoice_loop Your expensive tutors had given you a very classic education. There were many people who hired you to copy books, write their letters, and read things for them. *if (showstats) *line_break (Arcana +15, History +15, Geography +15, and Gold +180) *set arcana +15 *set history +15 *set geography +15 *set gold +180 *set title "scribe" You place the finished book into your most recent client's hands. He flips through it, impressed with your work. You know that he won't be disappointed—the book is an exact copy of the original that he provided you with. Content, the man hands you a handful of coins. "You do nice work," the man says. "You sure you won't take one more commission before you go?" "No, this was my last job," you reply. *gosub midsummerblurb "Good day to you," the man says, before leaving your home. You put the coins into your coin purse and leave as well. *goto Six_Years_Later_4 #A thug. *if (strength<30) Although you would have liked to have gotten a job as a thug, you simply weren't tough enough for the job. *if (showstats) (Needed 30 Strength) *goto OccupationChoice_loop It started out innocently enough. A merchant needing someone to watch their back while they went to collect a payment. Next time, it was you visiting the deadbeat who owed money. It didn't take long until you were regularly being hired to rough people up when needed. *if (gender="female") Once you started laying into someone with your fists, the fact that you were a woman didn't matter in the least. ${fosterparent_name} was mortified with shame when ${fosterparent_heshe} found out what you were doing, but ${fosterparent_heshe} had little say in the matter. *if (sword) *if (showstats) *line_break (Gained level in Thug, Blades +10, Endurance +10, Strength +15, Agility +5 and Gold +220) *set blades +10 *if (sword=false) *if (showstats) *line_break (Gained level in Thug, Unarmed +10, Endurance +10, Strength +15, Agility +5 and Gold +220) *set unarmed +10 *set endurance +10 *set strength +15 *set agility +5 *set gold +220 *set title "thug" *set class_thug 1 You place the bag of gold into your employer's hand, having already taken your cut. He weighs it appreciatively before slipping it into an inner pocket. "You should stay here," he says to you. "Together, we could make a lot of money." "No, I have things I need to do," you reply. *gosub midsummerblurb "If you ever decide to come back, look me up." You nod a reply as you leave the man's house. *goto Six_Years_Later_4 *label midsummerblurb Tomorrow is Midsummer's Day, the day when everyone in the realm celebrates their birthday. You will be turning eighteen. More importantly, you will be an adult in the eyes of the guilds. With limited money and resources, you had decided a long time ago that the best way for you to fight back against the Consortium and the dukes who stole your crown was to work for the Adventurers Guild. The Adventurers Guild is the backbone to the entire guild system. Although many people join more than one guild at a time during their lives, it is the Adventurers Guild that provides the most lucrative jobs and opportunities—which you will need in order to find out why Zusak killed your parents and to reclaim your throne, if you choose to do so. *return *label Six_Years_Later_4 You have purchased most of what you will need for life on the road, but you still have a few things to buy before you go. *choice #Visit Karl, the fletcher's son. *set karlkarla_name "Karl" *set karlkarla_hisher "his" *set karlkarla_heshe "he" *set karlkarla_himher "him" *goto Six_Years_Later_5 #Visit Karla, the fletcher's daughter. *set karlkarla_name "Karla" *set karlkarla_hisher "her" *set karlkarla_heshe "she" *set karlkarla_himher "her" *goto Six_Years_Later_5 *label Six_Years_Later_5 *set stage 3 ${karlkarla_name} is thin and blond with nimble slender fingers. $!{karlkarla_heshe}'s good at making arrows and one of the best archers you've ever met. $!{karlkarla_heshe} also knows the best routes to travel from spending so much time listening to people buying things in ${karlkarla_hisher} store. $!{karlkarla_heshe} is quiet and shy with a gentle demeanour. You enter ${karlkarla_name}'s parents' store, seeing the vast array of arrows and quivers displayed for sale along with many other items for the intrepid adventurer. $!{karlkarla_heshe} is sitting at a small table with a tray of feathers, a pot of glue, and unmade arrow shafts. $!{karlkarla_heshe} looks up as you enter, a smile on ${karlkarla_hisher} face. *set continuekissing false *set straighttobar false *set midsummer_drinks 0 *temp metserver *set metserver false *comment KarlKarla starts with relationship 60 (Friends) *label KarlKarla_FirstTalking_loop *choice *if (karlkarla_story=0) #Ask, "Any luck with that Infinity Arrow?" *gosub Infinity_Arrow_Story *goto KarlKarla_FirstTalking_loop #Ask, "Can you get out of work early today?" ${karlkarla_name} smiles and nods. "How can I say no when it's your last day in town?" ${karlkarla_heshe} says as ${karlkarla_heshe} puts away ${karlkarla_hisher} fletching gear and closes the shop for the day. "I have a few things I need to get first," you say with a smile. You purchase a sleeping roll, flint and steel, water skin, and a backpack. It completes your travelling gear. ${karlkarla_name} walks from store to store with you as you do your shopping. *set backpack true *set waterskin true *set flintandsteel true *set sleepingroll true *set store_scene "Store_BeforeKarlKarlaWalk" *goto_scene store *label Store_BeforeKarlKarlaWalk You store your new things in your new backpack before walking out of town. You'll have to get used to the weight, so you don't mind bringing it all with you. *temp shopagain *set shopagain false *gosub HaveWeapon *if shopagain ${karlkarla_name} reopens ${karlkarla_hisher} shop and shows you ${karlkarla_hisher} wares once again. *set store_scene "Store_BeforeKarlKarlaWalk_2" *goto_scene store *label Store_BeforeKarlKarlaWalk_2 ${karlkarla_name} closes the shop door and locks it before following you out. Many people wave to you, making you realize how much Elmvale has become your home over the last few years. *choice *if (((karlkarla_heshe="he") and (likesboys)) or ((karlkarla_heshe="she") and (likesgirls))) #Take ${karlkarla_hisher} hand as you walk. $!{karlkarla_heshe} smiles softly as you take ${karlkarla_hisher} hand, letting ${karlkarla_hisher} fingers twine around yours. The other villagers smile at you even more. *if (showstats) *line_break (${karlkarla_name} Relationship +3) *set karlkarla_relationship +3 *set karlkarla_romance 1 *choice #Walk out of town. *goto Kara_OutOfTown #Walk to the tavern. *goto KarlKarla_Tavern #Walk out of town. *label Kara_OutOfTown ${karlkarla_name} seems a little nervous, as ${karlkarla_heshe} always does when you leave town. Tales of wild animals, bandits, and monsters are often told at ${karlkarla_hisher} father's shop. Those tales help to sell arrows, but they have left ${karlkarla_himher} with a large fear of the unknown. $!{karlkarla_heshe} fought this fear by trying to learn everything ${karlkarla_heshe} could about the roads and geography outside of Elmvale. The woods are beautiful and the warm summer breeze feels really nice. *label WalkingOutOfTown_loop *choice *if (karlkarla_story=0) #Ask, "Any luck with that Infinity Arrow?" *gosub Infinity_Arrow_Story *goto WalkingOutOfTown_loop *if (((karlkarla_heshe="he") and (likesboys)) or ((karlkarla_heshe="she") and (likesgirls))) #Kiss ${karlkarla_himher}. *label KissingKarlKarlaOutside ${karlkarla_name} is tense at first as you surprise ${karlkarla_himher}, but after a moment of shock, ${karlkarla_heshe} begins to kiss you back. The sounds of animals in the trees around you add a pleasant background. *if (showstats) *line_break (${karlkarla_name} Relationship +5) *set karlkarla_relationship +5 *set karlkarla_romance 1 *choice #Attempt to remove ${karlkarla_hisher} clothing. *label Attempt_To_Remove $!{karlkarla_heshe} obviously has trouble resisting your charms, but ${karlkarla_heshe} is a modest *if (karlkarla_heshe="he") boy *if (karlkarla_heshe="she") girl and firmly prevents you from removing ${karlkarla_hisher} clothing. "Slow down," ${karlkarla_heshe} says breathlessly as ${karlkarla_heshe} returns your kiss. *if (showstats) *line_break (${karlkarla_name} Relationship -5) *set karlkarla_relationship -5 *choice *if (ContinueKissing=false) #Continue kissing. *goto KeepKissing #Suggest going to the tavern. "Sure, that sounds fun," ${karlkarla_heshe} says with a smile. *goto KarlKarla_Tavern #Storm off angrily. "Jerk!" ${karlkarla_name} yells at you as you storm off. You return ${fosterparent_home} and go to bed. *if (showstats) *line_break (${karlkarla_name} Relationship -40) *set karlkarla_romance 0 *set karlkarla_relationship -40 *goto MidsummerMorning #Continue kissing ${karlkarla_himher}. *label KeepKissing *set continueKissing true The time drifts by as you lose yourself in ${karlkarla_himher} embrace. $!{karlkarla_heshe} finally breaks away and looks you in the eye. *if (showstats) *line_break (${karlkarla_name} Relationship +5) *set karlkarla_relationship +5 *set karlkarla_romance 1 "You leave tomorrow," ${karlkarla_heshe} says with big eyes. "Will you remain true to me while you're gone?" *choice #Say, "Of course," and continue to kiss ${karlkarla_himher}. The sun sets and it begins to get dark. *label SpendNightOrTavern *if (showstats) *line_break (${karlkarla_name} Relationship +15) *set karlkarla_relationship +15 *label SpendNightOrTavern_AfterGold *set karlkarla_romance 2 *choice #Continue kissing ${karlkarla_name} for the rest of the night. *label Kissallnight The moon is your only light as you sit together under the stars and enjoy each others' company. ${karlkarla_name} sits back, ${karlkarla_hisher} face flushed and eyes shining. *if (karlkarla_hisher="his") He walks you ${fosterparent_home} and gives you another kiss before you go inside. *if (karlkarla_hisher="her") You walk her home and give her another kiss before returning ${fosterparent_home}. You lay in your bed wide awake, rethinking your plans about leaving Elmvale in the morning, but knowing that you have to continue with your plan. *if (showstats) *line_break (Charm +3) *set charm +3 *goto MidsummerMorning #Sit and talk to ${karlkarla_himher} for the rest of the night. *goto Kissallnight #Take ${karlkarla_himher} to the tavern. *goto KarlKarla_Tavern *selectable_if (gold>=20) #Give ${karlkarla_himher} the promise ring you had bought. (Needs 20 Gold) "Oh, ${name}, it's beautiful!" ${karlkarla_heshe} says, *if (karlkarla_heshe="she") squealing with delight and putting it on her finger immediately. *if (karlkarla_heshe="he") putting it on his finger immediately. *if (showstats) *line_break (Gold -20 and ${karlkarla_name} Relationship +25) *set gold -20 *set karlkarla_relationship +25 *goto SpendNightOrTavern_AfterGold #Say, "Of course," and attempt to remove ${karlkarla_hisher} clothing. *goto Attempt_To_Remove #Say, "We'll have to see what the future holds," and continue to kiss ${karlkarla_himher}. *goto Kissallnight #Say, "No, we should just be friends," and stop kissing ${karlkarla_himher}. "I see," ${karlkarla_name} says, obviously hurt by your rejection. "Well, it's getting late. I better go home. Good luck with everything." *if (showstats) *line_break (${karlkarla_name} Relationship -20) You watch as ${karlkarla_heshe} gets to ${karlkarla_hisher} feet and walks away. You stand up and return ${fosterparent_home}. *set karlkarla_romance 0 *set karlkarla_relationship -20 *goto MidsummerMorning #Suggest that you go to the bar. *goto KarlKarla_Tavern #Say, "Tomorrow's pretty easy for you." *label TalkingKarlKarlaOutside "Yes, my parents will vouch for me and I'll join the Fletcher's Guild," ${karlkarla_heshe} says. "You know, it doesn't have to be hard for you. Why not continue your role as a ${title}?" The temptation to tell ${karlkarla_himher} who you really are comes back very strong, but you keep the secret to yourself. It would be dangerous for ${karlkarla_himher} to know. *choice #Say, "I just need to see the world and carve a place for myself." "You sure are brave," ${karlkarla_name} says. *choice *if (((karlkarla_heshe="he") and (likesboys)) or ((karlkarla_heshe="she") and (likesgirls))) #Lean forward and kiss ${karlkarla_himher}. *goto KissingKarlKarlaOutside #Suggest, "Hey, let's go get a drink." *goto KarlKarla_Tavern #Say, "It's been nice knowing you, but I better go home and go to bed." "You'll be back," ${karlkarla_heshe} says. "Some day. When you do, drop by the store." You nod politely and smile before returning ${fosterparent_home}. *goto MidsummerMorning *if (((karlkarla_heshe="he") and (likesboys)) or ((karlkarla_heshe="she") and (likesgirls))) #Stop the question with a kiss. *goto KissingKarlKarlaOutside #Shout angrily, "You have such an easy, lazy life! You have no idea what it's like to have to make your own way." Your violent response catches ${karlkarla_himher} off guard. $!{karlkarla_heshe}'s a gentle person, so instead of yelling back or arguing, ${karlkarla_heshe} simply turns ${karlkarla_hisher} back on you and starts walking away. *if (showstats) *line_break (${karlkarla_name} Relationship -5) *set karlkarla_relationship -5 *choice #Let ${karlkarla_himher} go. You sigh to yourself. It was foolish to try to make friends with someone, considering your true identity and what you plan to do with your life. You trudge ${fosterparent_home} and have a small meal by yourself before going to bed. *if (showstats) *line_break (${karlkarla_name} Relationship -15) *set karlkarla_relationship -15 *goto MidsummerMorning #Say, "I'm sorry. Let's go get something to eat." ${karlkarla_name} slows ${karlkarla_hisher} furious pace, allowing you to catch up. "Okay, but you're buying." *if (showstats) *line_break (${karlkarla_name} Relationship +3) *set karlkarla_relationship +3 *goto KarlKarla_Tavern #Ask, "Ready to practice?" ${karlkarla_name} nods, smiling quietly. *if (showstats) *line_break (${karlkarla_name} Relationship +3) *set karlkarla_relationship +3 *choice #Practice sword fighting with ${karlkarla_himher}. You find the two sticks you left in the clearing from last time. The sound of wood hitting wood fills the air as you practice your footwork and circle around each other. Even though ${karlkarla_name} has no intention of leaving home or using the skills you are practising, ${karlkarla_heshe}'s a good friend and sincerely wants to help you learn to better defend yourself. *if (showstats) *line_break (Blades +3) *set blades +3 *goto AfterPracticeChoice #Practice unarmed combat with ${karlkarla_himher}. You raise your hands in front of your face and begin to punch at the soft bundle of rags that ${karlkarla_name} holds in front of ${karlkarla_himher}self. Although ${karlkarla_heshe} has no intention of leaving home or using the skills you are practising, ${karlkarla_heshe}'s a good friend and sincerely wants to help you learn to better defend yourself. *if (showstats) *line_break (Unarmed +3) *set unarmed +3 *goto AfterPracticeChoice #Practice archery with ${karlkarla_himher}. *if (bow) You draw your bow *if (bow=false) You borrow ${karlkarla_name}'s bow and begin firing at the tree across the clearing. There are already several other marks from the other times you've come here. ${karlkarla_name} tells you to lift your elbow slightly and to bend your knees in just the right way. $!{karlkarla_heshe} has no intention of leaving home or using the skills you are practising, but ${karlkarla_heshe}'s a good friend and sincerely wants to help you learn to better defend yourself. *if (showstats) *line_break (Archery +5) *set archery +5 *goto AfterPracticeChoice *if (spellbook) #Practice magical duelling with ${karlkarla_himher}. You take out your spellbook and attempt to cast spells as ${karlkarla_name} distracts you by shouting and pushing you over as you try to concentrate. Even though ${karlkarla_heshe} has no intention of leaving home or using the skills you are practising, ${karlkarla_heshe}'s a good friend and sincerely wants to help you learn to better defend yourself. *if (showstats) *line_break (Magic +3) *set magic +3 *goto AfterPracticeChoice *label AfterPracticeChoice *choice #Say, "I'm starving, let's go get something to eat." *goto KarlKarla_Tavern *if (((karlkarla_heshe="he") and (likesboys)) or ((karlkarla_heshe="she") and (likesgirls))) #Kiss ${karlkarla_himher}. *goto KissingKarlKarlaOutside #Say, "You'll be a full-blown fletcher tomorrow, won't you?" *goto TalkingKarlKarlaOutside #Walk to the tavern. *set straighttobar true *label KarlKarla_Tavern *if straighttobar The bar is fuller than you'd expect for a summer afternoon. *if (fosterparent_name="Amos") Amos *if (fosterparent_name!="Amos") The bartender is busy talking to the kitchen staff about the night's meal. *if (straighttobar=false) The bar was full of the dinner crowd, as was to be expected. *if (fosterparent_name="Amos") Amos *if (fosterparent_name!="Amos") The bartender is busy helping the kitchen staff bring out meals while tending the bar as well. Tonight is Midsummer's Eve, a night known for excessive behaviours and wild parties. Most responsible 17 year olds who are turning 18 tomorrow are careful. Many craftsmen already know who they will be choosing for apprentices, but stories of careless youths losing a job because of a poor presentation at the ceremony are often told. You are intending to turn down any offers since you are going to take up the life of an adventurer. ${karlkarla_name} is also relatively without stress, as ${karlkarla_hisher} position in the Fletcher's Guild is pretty much guaranteed. *choice #Have a few drinks. The first round comes and you begin drinking. ${karlkarla_name} surprises you by also having a couple of alcoholic beverages. $!{karlkarla_heshe} doesn't usually drink, but ${karlkarla_heshe} seems to be making an exception tonight. *set midsummer_drinks 3 *goto bar_1 #Have only one drink. The drinks come and you pick yours up. ${karlkarla_name} smiles as ${karlkarla_heshe} takes a drink too. $!{karlkarla_heshe} doesn't usually drink, but ${karlkarla_heshe} seems to be making an exception tonight. *set midsummer_drinks 1 *goto bar_1 #Have no drinks. ${karlkarla_name} isn't much of a drinker, so you aren't surprised when ${karlkarla_heshe} doesn't order a drink either. *goto bar_1 *label bar_1 The Full Cup Inn is full of familiar faces. One table has a group of loud short stocky bearded men who work the mines. Another table has a group of thin men with pipes. Your server is *temp server_handsomepretty *set server_handsomepretty "None" *if (likesgirls) a pretty red-haired woman with a tight corset that amplifies her bosom. It has been unlaced, which further allows a magnificent view of her cleavage. *set server_name "Steffany" *set server_hisher "her" *set server_himher "her" *set server_heshe "she" *set server_handsomepretty "pretty" *goto Bar_Talk_loop *else a handsome man with well-defined muscles in his arms, a charming smile, and bright eyes. *set server_name "Steffan" *set server_hisher "his" *set server_himher "him" *set server_heshe "he" *set server_handsomepretty "handsome" *label Bar_Talk_loop *choice *if (karlkarla_story=0) #Ask, "Any luck with that Infinity Arrow?" *gosub Infinity_Arrow_Story *goto Bar_Talk_loop #Order a meal. *if (straighttobar) It's a little early to eat, but you know that it'll get busy soon enough. You place your order with the server, surprised when ${server_heshe} winks at you. You can smell the roasting meat and freshly baked bread from the kitchen. You make small talk with ${karlkarla_name} as you wait for the food to arrive. A short while later the ${server_handsomepretty} server brings you your meal. *if (showstats) *line_break (${karlkarla_name} Relationship +3) *set karlkarla_relationship +3 *choice #Order some drinks. *goto drinkinginbar #Talk to ${karlkarla_name}. *label talkinbar *comment 0-9 drinks, 0-1 Romance The bar is in full swing around you. *if (((likesboys) and (karlkarla_hisher="his")) or ((likesgirls) and (karlkarla_hisher="her"))) ${karlkarla_name} laughs as ${karlkarla_heshe} talks, ${karlkarla_hisher} blond hair falling across ${karlkarla_hisher} face. *if ((((likesboys) and (karlkarla_hisher="his")) or ((likesgirls) and (karlkarla_hisher="her")))=false) ${karlkarla_name} laughs as ${karlkarla_heshe} talks, obviously enjoying ${karlkarla_himher}self. *choice *if (((likesgirls) and (karlkarla_name="Karla")) or ((likesboys) and (karlkarla_name="Karl"))) #Reach across the table and take ${karlkarla_name}'s hands into your own. *if (karlkarla_romance=0) ${karlkarla_name}'s eyes widen in surprise at your boldness, but ${karlkarla_heshe} doesn't pull away. *set karlkarla_romance 1 *if (karlkarla_romance>0) ${karlkarla_name} smiles and holds your hands in ${karlkarla_hisher} own. *choice #Ask ${karlkarla_name} to spend the night with you. *if ((charm<40) and (karlkarla_relationship<80)) *if (midsummer_drinks>=6) "No, you've been drinking and you're leaving tomorrow," *if (midsummer_drinks<6) "No, you're leaving tomorrow," ${karlkarla_name} says with a frown as ${karlkarla_heshe} gets to ${karlkarla_hisher} feet. "I think this was a bad idea." *set karlkarla_romance 0 *if (showstats) (Needed 40 Charm or 80 ${karlkarla_name} Relationship) *line_break (${karlkarla_name} Relationship -10) *set karlkarla_relationship -10 ${karlkarla_name} makes ${karlkarla_hisher} way through the bar and leaves through the front door without looking back. You eventually return ${fosterparent_home} and go to bed alone. *goto MidsummerMorning "No, ${name}," ${karlkarla_name} says, tapping you on the nose playfully and shaking ${karlkarla_hisher} head. "You're leaving tomorrow. When you come back, then we will have to talk." *set karlkarla_romance 2 *temp tried_again false *label Last_Chance_KarlKarla_loop *choice #Say, "But that's why I want us to spend the night together." *set tried_again true "That's sweet, but be patient," ${karlkarla_name} says softly. "When you come back, we can be together." *goto Last_Chance_KarlKarla_loop *if (tried_again) #Continue to ask ${karlkarla_himher} to come home with you. "No, I don't think so," ${karlkarla_name} says, standing up and leaving you alone at your table. *if (showstats) *line_break (${karlkarla_name} Relationship -40) *set karlkarla_relationship -40 A short time later, you get up and go ${fosterparent_home}, alone. *set karlkarla_romance 0 *goto MidsummerMorning #Continue to flirt for the rest of the night. *goto barflirttoend #Leave ${karlkarla_himher} alone and look for the ${server_handsomepretty} server. The look in ${karlkarla_name}'s eyes is sheer disgust as you boldly leave ${karlkarla_himher} at the table and find the server instead. *if (metserver=false) The server says that ${server_hisher} name is ${server_name}. $!{server_heshe} laughs at your jokes and slides ${server_hisher} hand along your leg as you flirt with ${server_himher} for the next several hours. *if (showstats) *line_break (${karlkarla_name} Relationship -40) *set karlkarla_relationship -40 *set karlkarla_romance 0 *goto finalserverflirt *if (karlkarla_name="Karla") #Ask her to be your girlfriend. *goto asktodate *if (karlkarla_name="Karl") #Ask him to be your boyfriend. *label asktodate *label barflirttoend The rest of the night is pleasant as you and ${karlkarla_name} talk and get to know each other. You realize that leaving tomorrow will be difficult, but at least you'll have someone to come back to. Several hours later, *label Walk_Home_KarlKarla *if (karlkarla_name="Karla") you walk Karla home. *if (karlkarla_name="Karl") Karl walks you home. $!{karlkarla_heshe} breaks ${karlkarla_hisher} timid shell for a moment as ${karlkarla_heshe} gives you a long passionate kiss before *if (karlkarla_name="Karla") closing the door and letting you walk home alone. *if (karlkarla_name="Karl") leaving you on your doorstep. *if (showstats) *line_break (${karlkarla_name} Relationship +15 and Charm +3) *set charm +3 *set karlkarla_relationship +15 *set karlkarla_romance 2 *goto MidsummerMorning *if (midsummer_drinks>0) #Spend the rest of the night drinking with ${karlkarla_name}. *set midsummer_drinks +10 *if (karlkarla_romance>0) Although ${karlkarla_name} stays at your table, ${karlkarla_heshe} doesn't have any more drinks. You get the feeling that ${karlkarla_heshe} doesn't approve of your over indulgence, although ${karlkarla_heshe} doesn't say anything. *if (karlkarla_romance=1) "Are we together?" ${karlkarla_name} asks softly near the end of the night. *choice #Say, "Yes, of course." ${karlkarla_heshe} smiles shyly at your words and gives you a quick kiss, despite the watching eyes. Several hours later, *goto Walk_Home_KarlKarla #Say, "Sure, I guess." The rest of the night of drinking is a little fuzzy, but you distinctly remember ${karlkarla_name} leaving a few minutes later and you going home alone. *if (showstats) *line_break (${karlkarla_name} Relationship -10) *set karlkarla_relationship -10 *set karlkarla_romance 1 *goto MidsummerMorning #Say, "Come on, let's just have some fun tonight." *label Drunk_No_Romance The rest of the night of drinking is a little fuzzy, but you distinctly remember ${karlkarla_name} leaving a few minutes later and you going home alone. *if (showstats) *line_break (${karlkarla_name} Relationship -20) *set karlkarla_relationship -20 *set karlkarla_romance 0 *goto MidsummerMorning #Say, "No, I don't think you should wait for me." *goto Drunk_No_Romance The drinks go down well as you laugh and talk through the night. *if (showstats) *line_break (${karlkarla_name} Relationship +10) *set karlkarla_relationship +10 *if (karlkarla_romance=2) Several hours later, *goto Walk_Home_KarlKarla *goto MidsummerMorning #Spend the rest of the night talking to ${karlkarla_name}. *if (karlkarla_romance=1) "Are we together?" ${karlkarla_name} asks softly. *choice #Say, "Yes, of course." $!{karlkarla_heshe} smiles shyly at your words and gives you a quick kiss, despite the watching eyes. Several hours later, *goto Walk_Home_KarlKarla #Say, "Sure, I guess." $!{karlkarla_heshe} smiles shyly at your words and gives you a quick kiss, despite the watching eyes. Several hours later, *goto Walk_Home_KarlKarla #Say, "Come on, let's just have some fun tonight." $!{karlkarla_name} frowns at your words and then leaves, making you walk home alone. *if (showstats) *line_break (${karlkarla_name} Relationship -20) *set karlkarla_relationship -20 *set karlkarla_romance 0 *goto MidsummerMorning #Say, "No, I don't think you should wait for me." *goto Go_Home_Alone_Right_Away The rest of the night is enjoyable as you sit and talk until the bar closes. *if (showstats) *line_break (${karlkarla_name} Relationship +10) *set karlkarla_relationship +10 *if (karlkarla_romance=2) Several hours later, *goto Walk_Home_KarlKarla *goto MidsummerMorning #Say goodnight and go home early. *if (karlkarla_romance=1) *label Quick_Are_We_Together "Are we together?" ${karlkarla_name} asks softly. *choice #Say, "Yes, of course." ${karlkarla_heshe} smiles shyly at your words and gives you a quick kiss, despite the watching eyes. You smile at ${karlkarla_himher} and then *goto Walk_Home_KarlKarla #Say, "Sure, I guess." ${karlkarla_heshe} smiles shyly at your words and gives you a quick kiss, despite the watching eyes. You smile at ${karlkarla_himher} and then *goto Walk_Home_KarlKarla #Say, "No, I don't think you should wait for me." *label Go_Home_Alone_Right_Away ${karlkarla_name} nods sadly at your words. Without saying anything, ${karlkarla_heshe} gets up and runs out of the bar in tears. You go home alone. *if (showstats) *line_break (${karlkarla_name} Relationship -20) *set karlkarla_relationship -20 *set karlkarla_romance 1 *goto MidsummerMorning *if (karlkarla_romance=2) You have an important and early morning tomorrow, so *goto Walk_Home_KarlKarla You have an important and early morning tomorrow, so you say goodnight to ${karlkarla_name} and return ${fosterparent_home}. *if (showstats) *line_break (${karlkarla_name} Relationship +2) *set karlkarla_relationship +2 *goto MidsummerMorning *if ((likesboys) or (likesgirls)) #Ask the server ${server_hisher} name. *goto FlirtwithServer #Call it a night and go home. ${karlkarla_name} isn't surprised when you say that you are going home for the night. Your new life begins in the morning and you want to be well rested for *if (karlkarla_romance=1) *goto Quick_Are_We_Together *if (karlkarla_romance=2) it, so *goto Walk_Home_KarlKarla it. You say goodnight and return ${fosterparent_home}. *goto MidsummerMorning *if (midsummer_drinks>0) #Skip the meal and order more drinks. *label drinkinginbar The server comes to your table several more times. You and ${karlkarla_name} laugh and joke as the bar becomes noisy around you. You can feel the effects of the alcohol immediately. The server continues to smile at you and brushes ${server_hisher} hip against your arm several times, winking at you each time. *if (showstats) *line_break (${karlkarla_name} Relationship +5) *set midsummer_drinks +3 *set karlkarla_relationship +5 *if ((likesboys=false) and (likesgirls=false)) *goto talkinbar *choice *if (server_hisher="his") #Smile to the good-looking server and say, "Hey there, handsome." *goto heythere *if (server_hisher="her") #Smile to the pretty server and say, "Hey there, beautiful." *label heythere "Hey there yourself," ${server_heshe} says as ${server_heshe} leans close to you. *label FlirtwithServer "My name's ${server_name}." *set metserver true *if (fosterparent_name="Amos") You had heard that Amos had hired some new staff for the Midsummer's festival, but you hadn't met them yet. ${server_name} smiles and sits down next to you, pressing ${server_hisher} leg against your own. *if (karlkarla_romance>0) "Well, I better get home," ${karlkarla_name} says with a strained smile. "I'll see you around. Good luck with finding a job tomorrow." *if (showstats) *line_break (${karlkarla_name} Relationship -40) *set karlkarla_romance 0 *set karlkarla_relationship -40 *goto continueserverflirt ${karlkarla_name} looks away, a smile on ${karlkarla_hisher} face. *choice #Order drinks and flirt with the server. *set midsummer_drinks +3 *goto finalserverflirt #Order drinks and talk to ${karlkarla_name} instead of ${server_name}. *set midsummer_drinks +3 *goto serversnubbed #Attempt to set ${karlkarla_name} up with ${server_name}. As much as you try, it's pretty much a disaster. ${karlkarla_name} is so painfully shy while ${server_name} is painfully outgoing. It's funny to watch, although you can tell that it will never work. Eventually, ${server_name} moves on to other tables and leaves your table alone. *goto talkinbar #Don't order drinks, but continue flirting with the server. *label finalserverflirt "Nice seeing you, ${name}," ${karlkarla_name} says. "But I have to get up early tomorrow. It was fun; we should do this again sometime." You bid ${karlkarla_name} goodbye and turn back to ${server_name}. *label continueserverflirt *choice #Suggest that ${server_name} come ${fosterparent_home} with you. *if (charm>=30) "Okay," ${server_heshe} says, succumbing to your charm and slipping out of the busy common room with you. Some time before dawn, ${server_name} slips out of your bed and returns home, leaving you with a smile on your face. *if (showstats) *line_break (Charm +10) *set charm +10 *set virgin false *set server_sleptwith true *goto MidsummerMorning "I don't think so," ${server_heshe} says with a mocking laugh. "You really aren't my type." *if (showstats) (Needed 30 Charm) *if (midsummer_drinks>0) You finish your drink and go ${fosterparent_home} alone. *if (midsummer_drinks=0) You stand up and go ${fosterparent_home} alone. *goto MidsummerMorning #Spend the rest of the night flirting with ${server_himher}. ${server_name} is very flirtatious and a lot of fun. You laugh at ${server_hisher} jokes and ${server_heshe} laughs at yours. Eventually, the bar closes and ${server_name} gives you an impish kiss before going home. You return ${fosterparent_home} with a smile on your face. *if (showstats) *line_break (Charm +3) *set charm +3 *goto MidsummerMorning #Don't order drinks, but talk to ${karlkarla_name} instead of ${server_name}. *label serversnubbed The three of you talk for a bit, laughing and joking. After a short time, ${server_name} returns to waiting on tables, but continues to smile at you from across the bar. *if (showstats) *line_break (${karlkarla_name} Relationship +5) *set karlkarla_relationship +5 "$!{server_heshe} seemed nice," ${karlkarla_name} says with a smile. *goto talkinbar #Return your attention to ${karlkarla_name}. *goto talkinbar *if (lute) #Get out your lute and make some money instead of talking to ${karlkarla_name}. It's too good of an opportunity to waste. You get onto the stage and begin singing. ${karlkarla_name} stays for a bit, but after a while, ${karlkarla_heshe} comes by the stage and says that ${karlkarla_heshe}'s going home for the night. A few hours later, you collect your coins and go up to your room. *if (showstats) *line_break (Gold +50) *set gold +50 *goto MidsummerMorning #Stick to business and buy what you came for. You have no time for friends. You purchase a sleeping roll, flint and steel, water skin, and a backpack. It completes your travelling gear. ${karlkarla_name} and the other merchants in Elmvale offer you other items that might be of interest. *set backpack true *set waterskin true *set flintandsteel true *set sleepingroll true *set store_scene "Store_BusinessOnly" *goto_scene store *label Store_BusinessOnly You put your new gear into your new backpack, but before leaving, ${karlkarla_name} turns to you. *temp shopagain *set shopagain false *gosub HaveWeapon *if shopagain ${karlkarla_name} shows you ${karlkarla_hisher} wares once again. *set store_scene "Store_BusinessOnly_2" *goto_scene store *label Store_BusinessOnly_2 Having finished shopping, you return ${fosterparent_home}. It will be a busy day tomorrow and you will need your sleep. *goto MidsummerMorning *label HaveWeapon *if ((sword=false) and (dagger=false)) *if (bow) "I see you have a bow," ${karlkarla_name} says. "But don't you think you should have a sword or a dagger as well?" *goto HaveWeapon_choice *if (unarmed>=30) "I know that you're good with your fists," ${karlkarla_name} says. "But don't you think you should have a sword or a dagger as well?" *goto HaveWeapon_choice *if (magic>=30) "I know that you study a bit of magic," ${karlkarla_name} says. "But don't you think you should have a sword or a dagger as well?" *goto HaveWeapon_choice "Don't you think you should buy a sword or a dagger to defend yourself?" ${karlkarla_name} asks. *label HaveWeapon_choice *choice #You say, "Yes, what do you have for sale?" *set shopagain true *return #You say, "No, I'm okay with what I own." *set shopagain false *return #You say, "No, I'm saving my money." *set shopagain false *return *else *set shopagain false *return *comment Gold = 30-180 *label MidsummerMorning *page_break The Next Day The morning of Midsummer dawns bright and sunny. *if ((midsummer_drinks>=3) and (midsummer_drinks<6)) Your head aches slightly and you have a foul taste in your mouth. *if (midsummer_drinks>=6) Your head aches miserably and the room spins when you first try to get up. *if (fosterparent_name="Amos") It is quiet, although you are used to lots of noise. Your small room over the Full Cup Inn is often filled with sounds during the night, but the mornings are silent. You put on your clothes and fill your backpack. Now that you are eighteen, you can apply for membership to the Adventurers Guild and begin making a life for yourself. You leave your small room behind and go downstairs. Amos is waiting for you at a table in the empty bar. He's been like a father to you for the last six years. *if (fosterparent_relationship<50) You haven't always seen eye-to-eye, but you know that he's tried his best. *if (fosterparent_relationship>=50) Although a little uncouth at times, you got along well with the former prisoner. *gosub PlotTalk *choice #Hug the old thief and say goodbye. You can tell that you've surprised Amos by your display of affection. He has led a rough and difficult life, but his heart is good. He hugs you back. *if (showstats) *line_break (${fosterparent_name} Relationship +15) *set fosterparent_relationship +15 "Be careful out there," he says in a gruff voice. "Don't let anyone take advantage of you. And please, come back to visit." You say that you will and smile one last time at the old man before slipping out the front door. *goto AdventurersGuild #Say goodbye and thank him. The old thief smiles at you. *if (showstats) *line_break (${fosterparent_name} Relationship +10) *set fosterparent_relationship +10 "Take it easy out there," he says with a grin. "Don't do anything I wouldn't do." "Thank you for everything, Amos." You smile one last time at the old man before slipping out the front door. *goto AdventurersGuild #Ask for money and leave. "Well, I…sure, I think I have a little something to help you." He has already given you everything he could spare, having put a lot of money into owning the bar, which has given you both a place to live and an income for food and clothes. He hands you some coins. You nod to him, which may be taken as a thanks or simply as an acknowledgement of the money, and slip out the front door. *if (showstats) *line_break (${fosterparent_name} Relationship -10 and Gold +50) *set gold +50 *set fosterparent_relationship -10 *goto AdventurersGuild #Leave without saying anything. *set fosterparent_relationship -20 You walk past him and to the door. It looks like he's about to say something, but you close the door and leave him behind before hearing it. *if (showstats) *line_break (${fosterparent_name} -20) *set fosterparent_relationship -20 *goto AdventurersGuild *if (fosterparent_name="Sir Grady") Life on a farm begins early. You are still amazed that Sir Grady is able to keep up with the demanding physical labour, but he is a very focused individual. You didn't have to do anything today; the hired hand would be doing your work from now on. Now that you are eighteen, you can apply for membership to the Adventurers Guild and begin making a life for yourself. You leave your small room behind and go downstairs. Sir Grady is waiting for you at the kitchen table. He's been like a father to you for the last six years. *if (fosterparent_relationship<50) You haven't always seen eye-to-eye, but you know that he's tried his best. *if (fosterparent_relationship>=50) Although strict at times, you have gotten along well with the old knight. *gosub PlotTalk *choice #Hug the old man and say goodbye. You can tell that you've surprised Sir Grady by your display of affection. He was a warrior in his youth and he still likes to think of himself as a tough man, but his heart is good. He hugs you back. *if (showstats) *line_break (${fosterparent_name} Relationship +15) *set fosterparent_relationship +15 "Be careful out there," he says in a gruff voice. "Remember, you're always welcome here. Please, come back and visit." You say that you will and smile one last time at the old man before slipping out the front door. *goto AdventurersGuild #Say goodbye and thank him. Your foster father smiles at you. *if (showstats) *line_break (${fosterparent_name} Relationship +10) *set fosterparent_relationship +10 "Remember your honour and people will treat you with respect." "Thank you for everything, Sir Grady." You smile one last time at the old man before slipping out the front door. *goto AdventurersGuild #Ask for money and leave. "Well, I…sure, I think I have a little something to help you." He has already given you everything he could spare, having put all of his money into buying the farm, which has given you both a place to live and an income for food and clothes. He hands you some coins. You nod to him, which may be taken as a thanks or simply as an acknowledgement of the money, and slip out the front door. *if (showstats) *line_break (${fosterparent_name} Relationship -10 and Gold +30) *set gold +30 *set fosterparent_relationship -10 *goto AdventurersGuild #Leave without saying anything. You walk past him and to the door. It looks like he's about to say something, but you close the door and leave him behind before hearing it. *if (showstats) *line_break (${fosterparent_name} Relationship -20) *set fosterparent_relationship -20 *goto AdventurersGuild *if (fosterparent_name="Sister Geri") The bells of the temple sound once more, calling the faithful away from breakfast. You pick up your backpack and look around your small sparse room. It was easy to pack, since temple life discouraged the gathering of possessions. Now that you are eighteen, you can apply for membership to the Adventurers Guild and begin making a life for yourself. You leave your small room behind and go down the hall. Sister Geri is waiting for you at the temple's entrance. *if ((god_good=false) and (god_name!="None")) Although it may be your imagination, lately you have begun to wonder if she suspects your duplicitous nature. It is unlikely that she could tell that you have been worshipping an evil ${god_goddess}, but not impossible. Despite this, she's *goto Sister_Geri_2 *else She's *goto Sister_Geri_2 *label Sister_Geri_2 been like a mother to you for the last six years. *if (fosterparent_relationship<50) You haven't always seen eye-to-eye, but you know that she's tried her best. *if (fosterparent_relationship>=50) Although frustratingly serene at times, you got along well with the old monk. *gosub PlotTalk *choice #Hug the old woman and say goodbye. You can tell that you've surprised Sister Geri by your display of affection. She is a monk with an iron grip and an iron mind, but her heart is good. After a moment, she briefly softens and hugs you back. *if (showstats) *line_break (${fosterparent_name} Relationship +15) *set fosterparent_relationship +15 "Remember your prayers," she says, having already regained her composure. "Remember, the temple will always welcome you back. Please, come and visit." You say that you will and smile one last time at the old woman before slipping out the front door. *goto AdventurersGuild #Say goodbye and thank her. Your foster mother smiles at you. *if (showstats) *line_break (${fosterparent_name} Relationship +10) *set fosterparent_relationship +10 "Remember your prayers and that everyone has their place in the divine plan." "Thank you for everything, Sister Geri." You smile one last time at the old woman before slipping out the front door. *goto AdventurersGuild #Ask for money and leave. "Charity shall always be offered." She doesn't have a lot of money, having always donated every coin to the temple, but she still manages to find a few gold pieces for you. You nod to her, which may be taken as a thanks or simply as an acknowledgement of the money, and slip out the front door. *if (showstats) *line_break (${fosterparent_name} Relationship -10 and Gold +10) *set gold +10 *set fosterparent_relationship -10 *goto AdventurersGuild #Leave without saying anything. You walk past her and out the door. It looks like she's about to say something, but you close the door and leave her behind before hearing it. *if (showstats) *line_break (${fosterparent_name} Relationship -20) *set fosterparent_relationship -20 *goto AdventurersGuild *if (fosterparent_name="Lady Emaline") Your small room above the store is modest, but comfortable. The aroma of herbs and plants wafts up from the shelves downstairs, making everything sweet smelling. Now that you are eighteen, you can apply for membership to the Adventurers Guild and begin making a life for yourself. You leave your small room behind and go down the hall. You're surprised to see that Lady Emaline has prepared a small breakfast for you. Although she looks like a little old grandmother, she rarely acts like one when you are alone. *if (fosterparent_relationship<50) She's been like a mother to you for the last six years. Even though you haven't always seen eye-to-eye, you know that she's tried her best. *if (fosterparent_relationship>=50) She's been like a mother to you for the last six years. Although her attitude about death is matter-of-fact and sometimes chilling, you got along well with the old lady. *gosub PlotTalk *choice #Hug the old woman and say goodbye. You can tell that you've surprised Lady Emaline by your display of affection. She is a cold-hearted assassin, but when it comes to you, her heart is good. After a moment, she hugs you back. *if (showstats) *line_break (${fosterparent_name} Relationship +15) *set fosterparent_relationship +15 "Find out what you can to bring down Zusak and return," she says, eager to see the man dead at any cost. You say that you will and smile one last time at the old woman before slipping out the front door. *goto AdventurersGuild #Say goodbye and thank her. Your foster mother smiles at you. *if (showstats) *line_break (${fosterparent_name} Relationship +10) *set fosterparent_relationship +10 "Find out what you can to bring down Zusak and return," she says, eager to see the man dead at any cost. "Thank you for everything, Lady Emaline." You smile one last time at the old woman before slipping out the front door. *goto AdventurersGuild #Ask for money and leave. "I might have a little money to spare from the store," she says with a frown as she searches through her coin purse. *if (showstats) *line_break (${fosterparent_name} Relationship -10 and Gold +20) *set gold +20 *set fosterparent_relationship -10 You nod to her, which may be taken as a thanks or simply as an acknowledgement of the money, and slip out the front door. *goto AdventurersGuild #Leave without saying anything. You walk past her and out the door. It looks like she's about to say something, but you close the door and leave her behind before hearing it. *if (showstats) *line_break (${fosterparent_name} Relationship -20) *set fosterparent_relationship -20 *goto AdventurersGuild *label Infinity_Arrow_Story "No, not yet," ${karlkarla_name} says with a soft smile. It was an amazing idea, really. ${karlkarla_name} was a great fletcher and a talented archer. But ${karlkarla_hisher} real dream was to create a magical weapon ${karlkarla_heshe} called the Infinity Arrow. Legend said that it was perfect in every way, and if fired toward a target within eyesight, it couldn't miss. It was just a story, but it fit ${karlkarla_name}'s personality to create something that perfect. *if (showstats) *line_break (${karlkarla_name} Relationship +3) *set karlkarla_relationship +3 *set karlkarla_story 1 *return *label PlotTalk "I think it's time to talk about those runes you took from High Chancellor Zusak," ${fosterparent_name} says. "They're Demonstones, and they're how the Planewalkers summon their servants." *choice #Ask, "What do you know about them?" "The Som-reth crafted the original ones," ${fosterparent_name} says. "But the Consortium has begun to learn the skill as well. The stones have the true name of a demon inscribed on them, allowing a summoner to bring the creature into our world. Any newly found Demonstones are sent immediately to the Consortium, but the one that Zusak stole from the royal treasury had been kept there for hundreds of years. The strange part is, as far as I know, it never even worked. Harmond would have known more; it's too bad he was killed." *if (showstats) *line_break (Arcana +3) *set arcana +3 *goto ContinueDemonStoneTalk #Demand, "They're mine. Give them back." "The Som-reth crafted the original ones," ${fosterparent_name} says with a bothered look on ${fosterparent_hisher} face. "But the Consortium has begun to learn the skill as well. The stones have the true name of a demon inscribed on them, allowing a summoner to bring the creature into our world. Any newly found Demonstones are sent immediately to the Consortium, but the one that Zusak stole from the royal treasury had been kept there for hundreds of years. The strange part is, as far as I know, it never even worked. Harmond would have known more; it's too bad he was killed." *if (showstats) *line_break (Arcana +3 and ${fosterparent_name} Relationship -3) *set arcana +3 *set fosterparent_relationship -3 *goto ContinueDemonStoneTalk *if (arcana>=30) #Say, "Yes, I know what they are." "The Som-reth crafted the original ones," you say. "But the Consortium has begun to learn the skill as well. The stones have the true name of a demon inscribed on them, allowing a summoner to bring the creature into our world. Any newly found Demonstones are sent immediately to the Consortium." *if (showstats) *line_break (Arcana +3) *set arcana +3 "The stone Zusak stole had been kept in the royal treasury for hundreds of years," ${fosterparent_name} says. "The strange part is, as far as I know, it never even worked. Harmond would have known more; it's too bad he was killed." *goto ContinueDemonStoneTalk *label ContinueDemonStoneTalk $!{fosterparent_name} hands you a dark black bag, similar to the one that Zusak had been wearing. You see the four stones that you stole from Zusak inside. *if (showstats) *line_break (Gained a black runebag with four stones inside) "They're yours now," ${fosterparent_heshe} says. "Your parents were always against them. They knew they were evil. But, it may be your best way to get back at Zusak. "It's a Consortium runebag. They used to be illegal, when your parents ruled. The Academy licensed their usage, but since the new dukes lifted the ban on demon summoning, anyone can carry one. It's what they use to hold their Demonstones. If you're going to be carrying them, it'll be safer to keep them in this. But please, don't use them." *set runebag true *set demonstone_xiatta true *set demonstone_zonch true *set demonstone_brahl true *set demonstone_kgirr true *choice #Say, "I won't use them, unless I have no other choice." ${fosterparent_name} nods in agreement. *if (showstats) *line_break (Good +1 and ${fosterparent_name} Relationship +3) *set good +1 *set fosterparent_relationship +3 *goto HarmondHow *if (fosterparent_hisher="his") #Say, "I'll do as I like with them, old man." *goto DoAsILike *if (fosterparent_hisher="her") #Say, "I'll do as I like with them, old lady." *label DoAsILike ${fosterparent_name} nods in defeat. It is your life, after all. *if (showstats) *line_break (Evil +1 and ${fosterparent_name} Relationship -3) *set good -1 *set fosterparent_relationship -3 *goto HarmondHow #Say, "It might be my only chance to get back at Zusak." ${fosterparent_name} nods in agreement. *goto HarmondHow *label HarmondHow "I still don't know how Harmond's spell opened the runebag like that," ${fosterparent_heshe} says with a curious expression on ${fosterparent_hisher} face. "The runebag has a protective enchantment on it. If someone other than the owner tries to open it or cut through the side, the Demonstones are rendered useless. I don't know if it was skill or luck that opened Zusak's bag without destroying the contents. "Do you have any other questions before you go?" ${fosterparent_heshe} asks. *temp show_saynothing *set show_saynothing true *goto StratTalk_ns *label StratTalk_Loop *set show_saynothing false "Anything else?" *label StratTalk_ns *choice #Ask, "What do we know about Zusak?" "Alexander Zusak was high up in the Consortium before the attack," ${fosterparent_name} says. "Since the kingdom broke apart and the dukes took over, he's been quiet. But, he's also been consolidating his power. He's still the High Chancellor, and that's as high as it gets. I've asked around and everyone says that he rarely leaves the Consortium's compounds in Vernex. *goto StratTalk_Loop #Ask, "What do we know about Thuja?" "A dual axe-wielding giant of man," ${fosterparent_name} says. "I suspect he was responsible for gathering the men who attacked. The dukes told everyone that the criminals were there to break men out of the prison, and they did that, but we know that they were there for much more. "Did you notice his belt? The way he moves is unnatural. I suspect that the magic is coming from that rune-covered piece of leather he wears around his waist. *goto StratTalk_Loop #Ask, "What do we know about Selina?" "The red-haired poisoner was named the duchess of the newly formed duchy of Dumain," ${fosterparent_name} says. "Despite not being noble, her keen intellect and resourceful decisions during the difficult time after your parents were killed showed her value. Like Zusak, she's hiding in plain sight and is fully protected by the law. *goto StratTalk_Loop #Ask, "What do we know about the Consortium?" "The Consortium of Planewalkers," ${fosterparent_name} says. "They have a large compound in Vernex to the far north, in the newly named Bandar duchy. They proclaim themselves to be the answer to the world's problems, with their demon summoning. But don't ever be swayed by their ideologies. Demon summoning is dangerous and evil. In untrained hands, a summoner can bring over something too powerful and lose his very soul, becoming a puppet to the monster, instead of the other way around. "I don't know why they always petitioned your parents to make it legal. You'd think they'd try to keep the power themselves. Instead, they had the dukes lift the ban. The Academy used to train summoners, but now anyone is allowed to do it. *goto StratTalk_Loop #Ask, "Why did they kill my parents?" "That's the big question," ${fosterparent_name} says. "Zusak was in charge and brought in Thuja and Selina. The dukes who took over the kingdom had clear rewards, but I wouldn't be surprised if they were simply taking advantage of an opportunity and didn't know what was happening until it was over. I doubt it was just to steal the Demonstone. They could have stolen it without killing your parents. *goto StratTalk_Loop #Say, "I don't want to talk about it any more. It's time for me to leave." ${fosterparent_name} nods in agreement. *return *if (show_saynothing) #Say nothing. You gather your belongings together and make your way to the door. *return *label AdventurersGuild The village of Elmvale is bustling as you make your way to the town's center. The other new adults who turned eighteen this year have already gathered. Most of them will get jobs as apprentices in various fields, but some unfortunate ones won't be offered anything. Most will go to other villages and hope for apprenticeships, but some will be going straight to the Adventurers Guild to offer their service. Sure enough, the Guild is bursting at the seams with new applicants. Not all of them will be castoffs. Some of them, like yourself, will have wanted to join on their own. It made for a very diverse group of people. "Gods be damned!" a voice shouts. *choice #The owner of the voice is the largest woman you've ever seen. *set theothea_name "Thea" *set theothea_hisher "her" *set theothea_heshe "she" *set theothea_himher "her" *set theothea_manwoman "woman" *set theothea_foe "Dorga" *goto Meet_theothea #The owner of the voice is the largest man you've ever seen. *set theothea_name "Theo" *set theothea_hisher "his" *set theothea_heshe "he" *set theothea_himher "him" *set theothea_manwoman "man" *set theothea_foe "Dorgan" *goto Meet_theothea *label Meet_theothea *if theothea_name="Theo" *set theothea_love "Yaldi" *set theothea_love_sondaughter "daughter" *set theothea_love_hisher "her" *set theothea_love_himher "her" *set theothea_love_heshe "she" He stands seven feet tall and must weigh at least 300 pounds. His legs are like tree trunks and his arms are bulging with muscle. His messy black hair hangs over a thick brow and he wears a massive warhammer on his belt. He's around 25, a veteran adventurer. *if theothea_name="Thea" *set theothea_love "Yalden" *set theothea_love_sondaughter "son" *set theothea_love_hisher "his" *set theothea_love_himher "him" *set theothea_love_heshe "he" She stands over six feet tall and must weigh at least 250 pounds. Her legs are like tree trunks and her arms are bulging with muscle. Her messy black hair hangs over a thick brow and she wears a massive warhammer on her belt. She's around 25, a veteran adventurer. "Blasted Midsummer Day!" ${theothea_heshe} says as ${theothea_heshe} looks over the job board. You can see the problem immediately. There are so many new people, like yourself, that there weren't enough jobs to go around. You make your way through the throng and try to find something for yourself. "Screw this," the large ${theothea_manwoman} says, pushing through the crowd and going in the opposite direction. *choice *if (perception>=30) #You notice that ${theothea_heshe} has a plan, so you follow ${theothea_himher}. You follow the large ${theothea_manwoman} away from the crowd of people. An experienced warrior like this likely knows how to get the best job, you reason. $!{theothea_heshe} notices you following and turns to confront you. *if (showstats) *line_break (Perception +3) *set perception +3 "What do you want?" *choice #Answer honestly, "A job, and you seem to know your way around." "Hmmmmpfff," ${theothea_heshe} says, turning away and stomping onward. *if (showstats) *line_break (${theothea_name} Relationship +3) *set theothea_relationship +3 *goto KeepFollowing #Answer boldly, "It's a free duchy; I'll go where I want." The large ${theothea_manwoman}'s eyes narrow as ${theothea_heshe} flexes ${theothea_hisher} muscles. "Whatever," ${theothea_heshe} says, continuing on. *if (showstats) *line_break (${theothea_name} -3) *set theothea_relationship -3 *goto KeepFollowing *label KeepFollowing You soon find yourself outside of town and approaching a small farm. *if (fosterparent_name="Sir Grady") Sir Grady's own farm isn't too far away. $!{theothea_heshe} goes to the front door and begins to knock. "Yes?" the farmer says as he opens the door. "I want the caravan job," the warrior answers boldly. "The job's posted with the Adventurers Guild," the farmer says, trying to close the door. "The positions are filled, but you need me. I'm more experienced than the kids you're going to get. I know the roads. You need to tell the Guild that you need another guard and hire me." You wince at the lack of tact, but surprisingly, the farmer nods agreement! "Okay, I'll make the arrangements. Another pair of guards might be a good idea anyway." The large warrior turns and sees that you are still there. Luckily, ${theothea_heshe} doesn't set the farmer straight. You guess that this isn't to aid you in any way, but simply because ${theothea_heshe} got a job for ${theothea_himher}self and doesn't care that you also got hired. *goto GotTheJob #Struggle to see the board. You have to push and jostle your way through the crowd, but eventually, you get close enough to see the list of jobs. You can tell right away that there is nothing left. You can see why the large ${theothea_manwoman} had left so angrily. "Yes, sir, tomorrow morning at dawn," a boy your age is saying to the Adventurers Guild representative. Once he is done talking to the man, he starts making his way through the crowd. A young woman with a pair of short swords across her back asks about the job he has just received. "There's a caravan going south," the boy says. "It's just sheep, but at least I'll get paid and get some experience with the guild." *label GetTheJob_Loop *choice *selectable_if (gold>=10) #Offer him 10 gold to give you the job. (Needs 10 Gold) The boy scratches his head and thinks. "Okay, I guess so. For 10 gold, I guess I can stay in town for a few weeks and get the next job. Thanks." *if (showstats) *line_break (Gold -10) *set gold -10 *goto GotTheJob_trade *selectable_if (charm>=30) #Try to talk the boy into giving you the job. "You know, the job isn't really an adventuring job," you say slyly. "It's just a glorified shepherd. Is that really what you want to do?" *if (showstats) *line_break (Charm +3) *set charm +3 The boy's brow furrows as he considers your words. "I don't want to be cleaning sheep dung. You're right. I think I'll try to get something else." "Some of us have no better options," you say with a dramatic sigh. "I guess I'll take it." *goto GotTheJob_trade #Threaten the boy into giving you the job. "You know," you say, "Taking a job like that might not be good for your health." *if (showstats) *line_break (Evil +2) *set good -2 "Oh really?" the boy says, stepping aggressively toward you. *choice #Stand your ground. *if ((strength>=35) or (unarmed>=30)) The boy pushes his chest toward you, but you don't budge. His confidence shatters quickly after that and he begins to tremble. It's clear that he isn't ready for such a life. *if (showstats) *line_break (Unarmed +3) *set unarmed +3 "I think you're right," he says. "I don't think this is the job for me." *goto GotTheJob_trade He pushes you and you fall to the ground. He's stronger than you and he knows it. "I don't think you're cut out for this job," he sneers. *goto GetTheJob_Loop *if (sword) #Place your hand on the hilt of your sword. The boy pauses as he sees the sword. He has no weapon at all, as far as you can see. His confidence shatters quickly after that and he begins to tremble. It's clear that he isn't ready for such a life. *if (showstats) *line_break (Blades +3) *set blades +3 "I think you're right," he says. "I don't think this is the job for me." *goto GotTheJob_trade #You do nothing. "I thought so," the boy says with an insolent smirk. *goto GetTheJob_Loop #Talk to the Adventurers Guild and offer to do the job for half-price. You know that you need the job. You can't stay in Elmvale waiting for the next position to open. There are so many people waiting to get hired on. The Guild takes your offer to the employer and you are left waiting. An hour later, you hear that you've been hired. *set questdetails "halfprice" *goto GotTheJob *label GotTheJob_trade After that, it was just a matter of timing. You went with the boy to the Guild as he turned down the job and then applied for it yourself immediately thereafter, taking it before it was even put back on the board. *label GotTheJob The paperwork for the job is easy. Like many others, you had already registered with the Adventurers Guild. ${fosterparent_name} and several townspeople vouched for you. After having lived in Elmvale for the last four years, they felt confident in attesting to your age and that you hadn't been in the guild before. *page_break The Next Day The next day dawns bright as you wait on the outskirts of town. Master Jett, your new employer, has a large flock of sheep and several farmhands to service them. Your job, as a guard, is to help escort the band cross country to his pastures in the southern duchy of Eddan. It's a low-paying job, but better than nothing. You see the large warrior with the warhammer from yesterday waiting nearby. *choice #Introduce yourself. "Hello, I'm ${name}," you say to the towering warrior. "${theothea_name}," ${theothea_heshe} says without looking in your direction. *if (showstats) *line_break (${theothea_name} Relationship +3) *set theothea_relationship +3 *set mettheothea true *goto MovingOut *if (((likesboys) and (theothea_name="Theo")) or ((likesgirls) and (theothea_name="Thea"))) #Say, "You're a whole lot of ${theothea_manwoman}." *if (strength>=40) *set theothea_romance 1 $!{theothea_heshe} looks you over with an appraising eye, a small smile on ${theothea_hisher} face as ${theothea_heshe} appears to like what ${theothea_heshe} sees. *if (showstats) *line_break (${theothea_name} Relationship +5) *set theothea_relationship +5 *if (strength<40) $!{theothea_heshe} looks you over with an appraising eye, a small frown on ${theothea_hisher} face as ${theothea_heshe} appears to not like what ${theothea_heshe} sees. *if (showstats) *line_break (Needed 40 Strength and ${theothea_name} Relationship -5) *set theothea_relationship -5 "${theothea_name}," ${theothea_heshe} says. "I'm ${name}," you say with a smile. *set mettheothea true *goto MovingOut #Say nothing. *goto MovingOut_ns *label MovingOut *label MovingOut_ns Master Jett approaches you and looks over your equipment, but says nothing about it. "I'll expect the six of you to keep within yelling distance," Master Jett says. "If we run into trouble, keep the flock safe. If we make it to Ludd without losing any sheep, I'll give you a bonus. The farmhands will see to the sheep, but you're responsible for keeping any predators away. ${theothea_name} is in charge, so you follow ${theothea_hisher} orders when I'm not around." *if (mettheothea=false) You aren't too surprised to see that Master Jett is referring to the large warrior. *set stage 4 ${theothea_name} is the oldest of the guards. The other guards, like yourself, look very inexperienced compared to ${theothea_himher}. You guess that it is the first job for them as well. There is very little left to say as Master Jett speaks to his farmhands and the entire band begins to move out. You turn around and look back at Elmvale, and see a small group of people waving to you and others. They are the family members of the four young guards, watching their sons and daughters as they embark on their first adventure. *if (fosterparent_relationship>=50) You are pleased to see ${fosterparent_name} standing among them. *if (karlkarla_relationship>=50) Among the faces, you see *if (karlkarla_romance=0) your friend ${karlkarla_name}, who gives you a wave. *if (karlkarla_romance>0) You can see that ${karlkarla_heshe}'s been crying, but ${karlkarla_heshe} tries to stay strong for your farewell. *if (karlkarla_romance=2) $!{karlkarla_heshe} suddenly breaks free of the group and runs toward you. $!{karlkarla_heshe} gives you a shy kiss. "I'll miss you," ${karlkarla_name} says quietly before running back into the village and out of sight. Guarding sheep may not be a grand start, but it's a beginning. You straighten your shoulders and follow the others out of town. *check_purchase adfree *if choice_purchased_adfree or not(choice_purchase_supported) *label purchased *goto_scene sheepguard *page_break Begin the Life of an Adventurer *check_purchase adfree *if choice_purchased_adfree or not(choice_purchase_supported) *goto_scene sheepguard Remember earlier how we told you that the first chapter is available for free? This is the end of the free content. [b]To find out what happens next, please purchase the remaining chapters.[/b] *purchase_discount adfree 2023-02-26 $4.99 $2.99 purchased *abort