#And Thou Shalt be a-Blessing..
(set: $text_so_far to "")
(set: $text_so_far to $text_so_far + "As you're walking the streets, you see and hear an older man: 'Eh you, yes you! Will ya help me?'.")
(print: $text_so_far)
(display: "Quest Log Init")
[[Approach the shouting man.->1 Quest Giving]]---
Quest Log
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(display: "Quest Log List")
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(if:$quest_act is not "")[
Objectives:
(for: each _item, ... $quest_to_obj_fin's $quest_act)[
* ~~(print: _item)~~
]
(for: each _item, ... $quest_to_obj_cur's $quest_act)[
* (print: _item)
]
(print: $quest_to_descr's $quest_act)
]
|==|(set: $text_so_far to $text_so_far + "
The man's voice and demeanor tells you he's got a contract for you, a lucrative one even. 'So', you ask. 'What is it then you've got for me. What task?'. The tradesman seems hasty in his response.
'Oh am I glad to have finally found a lad who'll help me! See my fathers sister, old Leyla, I'm worried about her. She hadn't had good times in her life, no, and last time I wanted to visit her during my travels, she ain't been there'. You wonder: 'And I shall look for her, is that it?'. He seems relieved 'Yes! Yes exactly!'. You smell an easy reward, the remaining conversation is concerned with several navigational and financial details.")
(print: $text_so_far)
(set: $quest_act to "And Thou Shalt be a-Blessing..")
(set: $quests_cur to $quests_cur + (a: $quest_act))
(set: $quest_to_obj_fin's $quest_act to (a:))
(set: $quest_to_obj_cur's $quest_act to (a:"Visit the aunt in her hut."))
(set: $quest_to_descr's $quest_act to "A busy merchant approached you on the market and asked for help with family troubles: His aunt Leyla showed strange behaviour of late and he himself did not find the time to deal with this situation, so he sends you.")
(set: $know_about_blessing to false)
[[Go to the Hut->2 Hut Investigation]]
(display: "Quest Log Controls")(set: $text_so_far to $text_so_far + "
It is a chill winter morning, the freezing air hurts in the throat. As you approach the hut you were directed to, first obervations are made: No light is burning in the windows, the chimney emits no smoke. The door is closed, and though the hut is embedded lovely in its environment, its appearance does not feel welcoming. No one is there. You step inside, carefully treading.
A self made shrine catches your attention: Several candles, burned down halfways, herbs and strange plants, a bowl filled with ashes and several small animal skulls arranged around it. //Religious, very. Oughta look around some more, see if there's a hint where she went.//
But it seems otherwise, this is a perfectly normal rural hut belonging to an old lady.")
(print: $text_so_far)
(set: $quest_to_obj_fin's $quest_act to
$quest_to_obj_fin's $quest_act
+ (a:"Visit the aunt in her hut."))
(set: $quest_to_obj_cur's $quest_act to
$quest_to_obj_cur's $quest_act
- (a:"Visit the aunt in her hut.")
+ (a:"Ask in the neighbouring hut about Leyla."))
[[Go to neighbour->3 Neighbour Scene]]
(display: "Quest Log Controls")(set: $text_so_far to $text_so_far + "
'Oi!' calls the mid-aged peasant. 'Who's wandering our small settlement and what is his goal with it?' Calmly, you explain the matter to him. 'Well yes, old Lally was always a bit of a strange-headed woman, but of late, it really went o'er the top! Talked to 'erself and some such!' You ask where she might have went.
'Oh, might've been the forest for sure. 'Tis where I saw her going last. Although she did visit Kernsted, the city for some priestery often enough, that's for sure!' //Glad to be amongst reasonable people again soon.// 'Thank you, good man. Wishing you a pleasant day.' Without waiting for an answer, you hurry away.")
(print: $text_so_far)
(set: $quest_to_obj_fin's $quest_act to
$quest_to_obj_fin's $quest_act
+ (a:"Ask in the neighbouring hut about Leyla."))
(set: $quest_to_obj_cur's $quest_act to
$quest_to_obj_cur's $quest_act
- (a:"Ask in the neighbouring hut about Leyla.")
+ (a:"Trace Leyla into the forest.")
+ (a:"Speak to the cathedral's priest."))
(set: $quest_to_descr's $quest_act to
$quest_to_descr's $quest_act + "
Leyla appears to have been very religious, even venturing as far as to the city to visit the cathedral there in bad times. Her neighbour though tells you she had last been seen wandering into the forest. ")
[[Trace Leyla into the Woods->4 Leyla Trace & Scene]]
[[Optional - Visit the priest->3.2 Priest Scene]]
(display: "Quest Log Controls")(set: $text_so_far to $text_so_far + "
You're travelling to the city: No trace needs to be left unchecked. The marketplace is dominated by a huge church, a cathedral. The old priest seems to know immediately whom your talking about and interrupts you:
'Old Leyla had a hard time with herself after the husband died, apparently he'd been burned by the local lord for witchcraft or the like. I gave her a prayer as regular, I can ensure you that wise man!'
You deem his answer to be a bit to quick and press him on the matter, digging deeper. 'We- well my lord' he stutters 'only last time I-, I ended with the blessing 'And Thou Shalt be a-Blessing..'. She didn't take it too well, oh, well, no. Poor thing.' //This then the kernel of the brute?// You question the holy men some more, but naught of interest comes to light. Without a lot of saying you vanish.")
(print: $text_so_far)
(set: $quest_to_obj_fin's $quest_act to
$quest_to_obj_fin's $quest_act
+ (a:"Speak to the cathedral's priest."))
(set: $quest_to_obj_cur's $quest_act to
$quest_to_obj_cur's $quest_act
- (a:"Speak to the cathedral's priest."))
[[Trace Leyla into the Woods->4 Leyla Trace & Scene]]
(set: $know_about_blessing to true)
(display: "Quest Log Controls")(set: $text_so_far to $text_so_far + "
You're back on the trail, following the freshest footprints Leyla left behind near her huts entrance. Treading through mists hanging between trees, at last the veil lifts and you see her kneeing before an ancient religious stone constellation. Talking to her makes you realize: This is a deeply hurt woman, and her confusion is no simple mood shift.")
(if:$know_about_blessing is true)[(set: $text_so_far to $text_so_far + "
With the information you gained, you are able to convince her of living in a monastery and the true reason for her unsettlement on the blessing is unveiled: After a long life of not achieving anything being left alone she felt a god-like redemption like that would just not be right (even though unconsciously she of course wished it to be true).")
(set: $quest_to_descr's $quest_act to
$quest_to_descr's $quest_act + "
When you found Leyla, she was almost in a state beyond help. Discussing her blessing seemed to remind her of the earthlyness of her troubles and she decided to take a more peaceful road for the last times of her life. ")]
(if:$know_about_blessing is false)[(set: $text_so_far to $text_so_far + "
You feel you didn't find out about an important thing that moved her, and you aren't able to guess that it was the blessing that made her snap - despite you efforts she continues to loose hope and as you leave the glade, you hear her sacrificing herself on the altar.")
(set: $quest_to_descr's $quest_act to
$quest_to_descr's $quest_act + "
WWhen you found Leyla, she was already in a state beyond help. You could but stand by and watch her way of concluding with life.")]
(set: $quest_to_obj_fin's $quest_act to
$quest_to_obj_fin's $quest_act
+ (a:"Speak to the cathedral's priest."))
]
(set: $quest_to_obj_fin's $quest_act to
$quest_to_obj_fin's $quest_act
+ (a:"Trace Leyla into the forest."))
(set: $quest_to_obj_cur's $quest_act to
$quest_to_obj_cur's $quest_act
+ (a:"Return to the quest giver.")
- (a:"Trace Leyla into the forest."))
(print: $text_so_far)
[[Return to the quest giver.->5 Quest Ending]]
(display: "Quest Log Controls")(set: $text_so_far to $text_so_far + "
Going back to the merchant, you tell of the things you learned and achieved. Leyla's nephew is shocked, devastated almost. That it is only *almost* makes you incredibly sad, desillusioned even, a //realization// of what the world is like, represented by this one fat merchant. You get your reward for investigating and go.")
(set: $quest_to_obj_fin's $quest_act to
$quest_to_obj_fin's $quest_act
+ (a:"Return to the quest giver."))
(set: $quest_to_obj_cur's $quest_act to
$quest_to_obj_cur's $quest_act
- (a:"Return to the quest giver."))
(print: $text_so_far)
[[End Quest->Outro]]
(display: "Quest Log Controls")Current Quests:
(for: each _item, ...$quests_cur) [
(if:_item is $quest_act)[(text-colour:green)[* _item]]
(else:) [* _item]
]
Finished Quests:
(for: each _item, ...$quests_fin) [* _item](set: $quest_act to "")
(set: $quests_cur to (a:))
(set: $quests_fin to (a:))
(set: $quest_to_obj_cur to (dm:))
(set: $quest_to_obj_fin to (dm:))
(set: $quest_to_descr to (dm:))(float-box: "X======","Y=")[
[(link-rerun:"Close Log")
[
(hide: ?1)
(show: ?2)
(hide: ?3)
]
]<1|
[(link-rerun: "Open Log")
[
(show: ?1)
(hide: ?2)
(show: ?3)
]
]<2|
(hide: ?1)
]
[(display: "Quest Log")]<3|
(hide: ?3)(set: $quests_fin to $quests_fin + (a: $quest_act))
(set: $quests_cur to $quests_cur - (a: $quest_act))
(set: $quest_act to "")
(set: $text_so_far to $text_so_far + "
As you leave, the sinking sun shines with orange-golden rays on your back, warming you and guiding the way.")
(print: $text_so_far)
(display: "Quest Log Controls")
↶↷And Thou Shalt be a-Blessing..
As you're walking the streets, you see and hear an older man: 'Eh you, yes you! Will ya help me?'.
Approach the shouting man.