,,,
#Arrival at Port Onzar
You finally see the destination of your travels in the distance. After weeks of seeing the smoke on the horizon you were worried if the rumors you heard were even true. Was this city really flourishing and expanding as every one of those merchants said? Or was it razed and burned to the ground by a dragon as you were on your way? Your doubt vanishes in realization as you see them: chimneys. Tens, hundreds of chimneys sprung up all around the town you once knew as a child. Understanding why the Wesmirian forest ended so soon in your journey fills your mind. You look back at the road behind you and see the overturned earth on both sides of the path. It wasn't abandoned farmland like you thought, but overturned earth from which even the stumps of the trees were pulled out. Now with sprouts peeking through every once in a while.
You pass a few houses by the road, people going by their days working in the field nearby, taking care of cattle and children chasing chickens. You approach the gate and pass without any trouble. Tired, you seek a place to leave your heavy backpack and finally rest after the arduous journey. It is about noon, and the familiar cobblestone under your feet greets you in the Eastern Square.
----
[[Go to the Tavern|The Hungry Serpent]]
(set: $him to (dm: "he", "him", "she", "her", "it", "it", "they", "them")'s $he)
(set: $his to (dm: "he", "his", "she", "her", "it", "its", "they", "their")'s $he)
(set: $Background to (dm: "a court of rich nobles, which allowed me to gather some money for the journey", "noble", "a strict clan of warriors, that prepared me for the tough world and gave me endurance", "warrior", "a circle of wise druids that let me in on some of the secrets of nature", "druid", "a hermit that led me to a runic stone once and allowed me to develop premonition", "prophet")'s $family)
(if: $Background is "noble")[(set: $Money to it + 100)]
(if: $Background is "warrior")[(set: $Health to 5)]
(else:)[(set: $Health to 4)]
(rerun:?timeheader)
###The Hungry Serpent
It's a nice place, there are some people drinking.
A large cork board on the left wall catches your attention. There's an official-looking announcement on it.
|announcement)[ It reads:
(box:"=XXXX===")+(text-style:"expand")["Lord Tymir seeks brave adventurers to aid him by aquiring a powerful artifact. For more details, seek audience with the Lord."]The paper is adorned with an official-looking wax seal.
(if: $TymirQuest is 1)[[[Go to Lord Tymir->Middle City]]]
]\
(if: $TymirQuest is 0)\
[(link: " Come closer and look.")[(set: $TymirQuest to 1)(t8n:"fade")(show: ?announcement)]]\
(else:)\
[(show: ?announcement)]\
|Decisions>[==\
(if:$TymirQuest is 2 and $Day is not $DepartDay)\
[
It might be a good idea to gather additional supplies.
[[Go to the market|Market]]
](elseif: $Background is "noble")\
[
[[Visit the city market.|Market]]
]
(if:$TymirQuest is 2 and $Hour<7 and $Day is $DepartDay)\
[
It is time to move out.
[[Head towards the Northern Gate|Northern Gate]]
]\
(elseif: $Hour<18)\
[
Why not take in the city beforehand?
[[Wander around the city|Port Onzar Wander]]
(link: "Wait until evening.")[($WaitUntil: 20, 0)(rerun:?decisions)]
(if: "druidic" is in $Knowledge and $Background is "druid")[[[Investigate the writing you saw before|Druids]]
]\
](else:)\
[
It's too late to go out.
(link: "Go to sleep.")[($WaitUntil: 6, 0)(rerun:?decisions)(animate: ?Passage's lines, "dissolve", 2s)]
]
The keep's yard greets you with a beautiful fountain, a row of guards on the right side and flowery bushes behind them. The rest is of stone brick, tiled neatly into concentric circles. The keep's gate is open and a servant with a curly, thin mustache leads you through the winding halls into the throne room. You approach the redwood door and nod towards the servant.
The Lord informs you that the artifact is sealed in an ancient temple in the middle of the desert. You're going to get a guide, named Filor. He's set to meet you at the northern gate tomorrow morning. Lord Tymir then quickly dismisses you and goes back to a discussion with his advisor.
[[Go back to the tavern|The Hungry Serpent]]\
(set: $DepartDay to $Day + 1)
(set: $TymirQuest to 2)
###Middle City
The path to the keep leads through the Middle City, the High City Gate and all the way to the Tymir's Yard. You venture through the middle city...
($RandomEvent: "Port Onzar") ($AdvanceTime: (random: 30, 60))
After a short further walk the gate emerges from behind a street corner.
[[Approach the gate|Tymir's Gate]]
###Port Onzar
####Middle City
|this>[You wander around town for a bit.
($AdvanceTime: (random: 90, 120))($RandomEvent: "Port Onzar")
|decisions>[(if:$Hour<20)[(link:"Wander some more")[(rerun:?this)]](else:)[It's late. You start to worry about your safety.]
(link:"Go back")[(goto: (history: )'s last)]]]{
(set: $AdvanceTime to
(macro: ...num-type _t,
[
(set: _t to it + (a:0,0,0))
(set: $Minute = it + 1st of _t)
(if: $Minute >= 60)
[
(set: $Hour = it + (floor:$Minute/60))
(set: $Minute = it % 60)
]
(set: $Hour = it + 2nd of _t)
(if: $Hour >= 24)
[
(set: $Day = it + (floor:$Hour/24))
(set: $Hour = it % 24)
]
(set: $Day = $Day + 3rd of _t)
(rerun:?timeheader)
(ignore: [(append: ?timeheader)[ | (print: _t)]])
(output:)[]
]
))
(set: $WaitUntil to
(macro: num-type _h, num-type _m,
[
(set: _advM to _m - $Minute)
(set: _advH to _h - $Hour)
(if: _advM<0)[(set: _advM to it + 60)(set: _advH to it - 1)]
(if: _advH<0)[(set: _advH to it + 24)]
($AdvanceTime: _advM, _advH)
(output:)[]
]
))
(set: $Minute to 0)
(set: $Hour to 12)
(set: $Day to 1)
(set: $ampm to true)
}(text-colour:grey)|TimeHeader>[{
(set: _dispHour to
(cond:$ampm,
(cond: $Hour is 12 and $Minute is 0, "noon",
$Hour is 0 and $Minute is 0, "midnight",
(string:($Hour-1)%12+1, ":", (floor:$Minute/10), $Minute%10)+(cond:$Hour<12," am"," pm")),
$Hour)
)\
It's _dispHour of your day $Day.}
You have $Money silver coins in your pocket.(if:$Wand is 1)[ You have a Wand of Dazing.](if:$Potion > 0)[ You have $Potion Potion of Healing. (link: "Drink it.")[(set:$Potion to it - 1)(set:$Wounds to (min:it - 1, 0))(rerun:?timeheader)]](if:$Journeybread > 0)[ You have $Journeybread Journeybread.](if:$Bellstring > 0)[ You have $Bellstring Bellstring.]\
(if: $Wounds - $Health is -5)[
You feel full of life.]\
(if: $Wounds - $Health is -4)[
You feel healthy.]\
(if: $Wounds - $Health is -3)[
You feel sore.]\
(if: $Wounds - $Health is -2)[
You feel intense pain.]\
(if: $Wounds - $Health is -1)[
You are on the brink of death]\
](collapse:)[(set: $Knowledge to (ds:))\
(set: $AddKnowledge to (macro: ...str-type _knowledge,
[
(set: $Knowledge to it+(ds: ..._knowledge))
(output:)[(size:0.8)+(text-colour:grey)+(background:(gradient: 0, 0,(hsl:270,0.8,0.5,0.65),0.5,transparent))|KnowledgeInfo>[This information might be useful later.]]
]))](collapse:)[(set: $randomEvents to (dm: "Port Onzar", (a:
"A beggar follows you for a while, and then is gone as if he was never behind you.
",
"Several children in torn clothing pass you by, seemingly playing tag. You hold your purse tightly, as you were once a street urchin too.
",
"You notice small, //strange markings// in (cond: $Background is \"druid\", \"druidic\",\"an unknown language\") on a house you pass. (cond: $Background is \"druid\", \"they say: come to our circle, this city is in danger.\",\"They look floral, but you don't put much more thought into it.\") ($AddKnowledge: \"druidic\") ($AdvanceTime: 1, 0)
",
"You notice a guard dragging a peasant towards the eastern gate. He struggles silently in their grasp but is ultimately unsuccessful and carried out of the gate.
",
"A gold coin shines between the cobblestones. You pocket it. It may be your lucky day.(set: $Money to it + 5)($AdvanceTime: 1, 0)
",
"Three nobles are arguing about something in front of a high-end tavern. Before you get close enough to hear anything, one with the //Green-Tree crest// on his back storms off angrily, leaving the other two to enter the establishment. ($AddKnowledge: \"noble conflict\") ($AdvanceTime: 10)
",
"A doomsayer on a street corner. Says about suffering of today and the end of it in unity.
(if:$Hour<20)[(link: \"Wait until evening\")[($WaitUntil: 20, 0)(rerun:?decisions)(show:?1)]]
(else:)|1>[He looks at the darkening sky and with a sigh walks into the dark alley he was standing by.
[[Follow him|Sewers]]]")))
(set: $RandomEvent to (macro: string-type _location,
[
(unless: _location is in $randomEvents)
[(output:)[]]
(set: _event to $randomEvents's (string: _location))
(unless: _event matches empty)
[
(set: _seen to (a:_event's random))
(set:_event to it-_seen)
(set: $randomEvents to it + (dm: _location, _event))
(output:)
[(string:_seen's last)]
]
(else:)
[
(output:)
[You find nothing interesting.]
]
]))]
The gate is a large archway fortified with a portcullis and a smaller door to the side, guarded by two bored-looking spearmen. A row of archer slits and the imposing architecture of the wall above warn you not to try any funny business. One guard sees you approach and raises his hand in a stopping gesture.
- State your name and business. - he says in a thick, dwarvish accent
- My name is $Name and I seek audience with Lord Tymir...\
(set: _options to(a:
"to solve his problem with ease.|hide>[|stat>[ - Bold]]",
"because I wish to take up his quest for the mysterious artifact.",
"for I am a diplomat who has serious business to discuss.|hide>[ (lie)|stat>[ - Cautious]]"))\
|options>[
|1a>[...(string: 1st of _options)
]\
|1b>[...(string: 2nd of _options)
]\
|1c>[...(string: 3rd of _options)
]]\
(click: ?1a)[(set: _ans to 1)(show:?2)]\
(click: ?1b)[(set: _ans to 2)(show:?2)]\
(click: ?1c)[(set: _ans to 3)(show:?2)]\
|2)[==(replace:"...")[ ](hide: ?options)(string: _ans of _options)(hide: ?hide)
- Come on in then, I won't stop you. My orders are clear about that!
He then moves aside and lets you through the door. As you pass them, the other guard nods quietly and heavily leans back on the stone wall.
[[Enter the Keep|Tymir's Keep]](collapse:)[(set: $Skills to (dm:))
(set: $Skills's Caution to 1)
(set: $Money to 50)
(set: $Name to "Bob")
(set: $Wound to (macro: num-type _i, [
(set: $Wounds to $Wounds + _i)
(if: $Wounds - $Health >= 0)[(output:)[(print:"You give in to your injuries...(hide:?afterwound)
[[The End]]")]]
(else:)[(output:)[]]
]))
(set: $SMod to (color: red)+(size: 0.8))]
###Local Circle of Druids
[[Return to the tavern|The Hungry Serpent]](enchant: ?stat, $SMod)\
(if: $Background is not "prophet")[(hide:?sidebar)](else:)[(replace:?sidebar)[(size: 0.5)|premonition>[//Use your premonition ability//](click:?premonition)[(undo:)]]]
###Following the doomsayer
You stealthily follow, until he climbs down a small hatch that looks like the entrance to a basement. When you look inside, a foul stench hits your nose. There is a ladder that leads down into the sewers and a faint sound of chanting emanates within. You feel uneasy.
(link: "Climb down")[==Climbing down, you notice a (text-colour:lime)[star-shaped marking] high on the wall glowing with a sickly green light. In the distance to the left you see another one.
(link: "Follow the trail")[==And another one, and another one... with each turn the faint chanting grows louder and you find yourself in front of a door with a small grate in it. As you peak inside, you notice five hooded figures circling a (text-colour:lime)[highly unsettling sigil] drawn on the floor that's similar to the ones you found on your way here. The only word you can make out from the otherwise intelligible gargling sounds is (text-colour:red)[//Juvexxo//]. You remember it's the name of the demonic lord of sludge, ooze and destruction. ($AddKnowledge: "Juvexxo") On the wall behind them is a map of the area surrounding the city with a (text-colour:red)[x] somewhere on the desert to the north of the city. ($AddKnowledge: "cultist plans")
[[Sneak in|Cultist Hideout]]
[[Nope out (run)|The Hungry Serpent]]
###Cultist Hideout
You open the door silently and slip inside. You take a few steps and as you turn around you notice two cultists with crossbows in hand, sitting in a place you didn't see through the door grate. They're staring you down. After a good second of the three of you looking at each other, one of them turns to the other one:
- I think we should kill $him.
- Ya'think? - says the other one and immediately shoots a bolt through your chest.
(link: "Collapse to the ground.")[==(text-style:"expand")[//Your life flashes before your eyes and with your last breath you say://]
//- What could I have done differently?//
(set: $YouDiedBecauseYou to "sneaked into a cultist hideout. Creepy cultists? Better avoid them at all times.")[[The End]]
###Northern Gate
You leave the tavern in a hurry to meet your guide under the set tower of the Northern Gate. He is a slender and very serious-looking half-elf. He nods and without a word turns to leave the gate. He doesn't seem to be the talkative or friendly type, but maybe at least he won't stab you in your sleep. You recall his name: "Filor".
[[Follow Filor|The Ruined Tower]]($WaitUntil: 22, 0)
###The Ruined Tower
Approaching night, you reach the ruins of an old tower. It's mostly collapsed, but there still is a few rooms intact. Filor turns to you and says in a suprisingly deep voice:
- It's best we sleep in one of the roofless, collapsed rooms. Everyone passing by will know we're here, but at least we won't have to deal with the vermin inside. Also, it won't be raining tonight.
- Vermin?
- Yes, there are a few giant spiders in there. We are too weak to defeat them, unfortunately.
[[Sleep outside|Outside]]($WaitUntil: 4, 0)($WaitUntil: 16, 0)
###The Temple
You arrive at the temple after a long journey.
It turns out that behind the last sand dune, the view is made of pure white void. You don't understand what is happening. Filor walks into the void and starts falling down into the endless abyss. Is this the end? What happened to this place? Is this a kind of game?
(link: "- Yes")[==- Yes - The player says
What? Who said that? Why is the landscape falling apart? Why am I seeing zeros and ones? Why? Why? WHY?....
(box:"=XX=")[Time management can be difficult, even for a text-based game. Turns out, I'm really bad at it too. This game is cursed with the sad truth of "unfinished", but I wanted to still put it out there so people can at least see what I did until now. Hope you won't be mad at me for not seeing the //true// end of the story :)](set: $YouDiedBecauseYou to "100%")
(align:"=><=")[[The End]]]Safer passage, solve simple puzzle to pass, get injured on wrong answer.Descent through a few tough fights and go injured to extent by which you are bold.battle between a team of adventurers and the cultist already begun, there are ignarbi fighting. Depending on injury and skill you can fight your way through, interrupt cultist by magical distractions, wait it out (lose) or use sth elseDouble-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.lose scene as cultist summons demon lord
###The Onzar Market
Across every merchant in the bustling market you can buy:
* |w>[Wand of Dazing] - not the deadliest, but can give you the upper hand in a fight - 125 silver pieces
* |p>[Potion of Healing] - cure your wounds without a cleric! - 50 silver pieces
* |j>[Journeybread] - 10 rations in a neat package - 10 silver pieces
* |b>[Bellstring] - secure your camp, but no refunds! - 30 silver pieces
[[Return to the tavern|The Hungry Serpent]]
(if: $Money >= 125)[(click: ?w)[(set:$Wand to 1)(set: $Money to it - 125)(goto: "Market")]]
(if: $Money >= 50)[(click: ?p)[(set:$Potion to it + 1)(set: $Money to it - 50)(goto: "Market")]]
(if: $Money >= 10)[(click: ?j)[(set:$Journeybread to it + 10)(set: $Money to it - 10)(goto: "Market")]]
(if: $Money >= 30)[(click: ?b)[(set:$Bellstring to it + 1)(set: $Money to it - 30)(goto: "Market")]]
#Thank you for playing my game!
Your score is: $YouDiedBecauseYou.
If you liked it, please consider giving it a positive rating :)(hide:?TimeHeader)\
###This is my story
|1>[and my name is (link-repeat: $Name)[(set: $Name to (prompt:"Enter your name:", "Bob", "Cancel", "Confirm"))(rerun:?1)]]
People refer to me by (cycling-link: bind $he, "he", "she", "they", "it").
I was raised by (cycling-link: bind $family, "a court of rich nobles, which allowed me to gather some money for the journey", "a strict clan of warriors, that prepared me for the tough world and gave me endurance", "a circle of wise druids that let me in on some of the secrets of nature", "a hermit that led me to a runic stone once and allowed me to develop premonition").
[[Begin my adventure|Arrival at Port Onzar]]
###Sleep under the Stars
You prepare to take the first watch while Filor gathers branches for a small fire.(if: $Bellstring > 0)[ You stretch the warning trinket you bought around the whole camp. A touch with your foot makes it ring incredibly loud. Filor comes back and looks at you curiously. Noticing what you're doing he nods and goes back to his task.] After the camp is set up, your guide lays on his bedroll near the fire and nods to you. You're going to have to wake him up later.
(link: "Take the watch")[==The night is so peaceful, your eyelids get more and more heavy as you lose the battle for your consciousness...
($WaitUntil: 5, 0)
You are suddenly woken up by (if: $Bellstring > 0)[the sharp ringing of the Bellstring. Someone wants to enter your camp! You swiftly stand up to see who's coming, but the dark figure is already far away, running. Filor is already wide awake and looks furious.],[a sharp pain in your ribs. You scream reflexively and open your eyes. A dark, hooded figure is standing over you. You can only see its creepy, toothy grin dripping with some sickly green substance, as it pulls the dagger out of you with a hiss:
- For (text-colour:red)[//Juvexxo//].
It looks over with a what you can only guess a - scared - expression and swiftly jumps over you and runs away. Filor runs up to you and starts to curse under his breath and wrapping your wound in bandages. ($Wound: 2)]
- You slept on your watch, didn't you. - says Filor angrily. - You have a lot of luck it didn't end worse.
You silently calm down and mad at yourself start packing the camp, as it's already dawn.
[[Journey forth|The Temple]]