The path of the adventurer is one many have walked upon, despite its perils. Daernoth is a land as full of wonders and magic as it is horrors and monstrosties. Riches, power, and glory lie in wait for those who are bold enough to seek them, but many have fallen in pursuit of greatness. This game will test your skills - actions have consequences, and there is no guarantee of success. Knowing this, do you agree to become a hero?
[[I do.]]
[[I don't.]]
(track: 'splash', 'play')Excellent. Take care to remember that in life, there are many destinies one can be given, and "success" can be defined in a great many ways, although death is hardly ever a victory. At any rate, it is time to play the game.
In many great stories, the HERO is a fluid being. Nothing is set in stone - not their name, identity, skills, or fates. All that matters is their experiences and how they react to them. That being said, select your background.
[[Warrior]]
[[Ranger]]
[[Wizard]]How very humorous. You said no to playing the game. I know you were just curious to see what would happen - here it is. I don't blame you. Now do you want to go back to the first slide? Or do you want to just proceed without making the agreement?
[[Let's go back.->The Prologue]]
[[Let's proceed.->I do.]]Excellent. In that case, it is time to play the game.
In many great stories, the HERO is a fluid being. Nothing is set in stone - not their name, identity, or skills. All that matters is their experiences and how they react to them.
[[Let's proceed. ->redmont1]] As a Warrior, you are a being of great strength and fortitude. Growing up, you were trained as a squire, preparing for a life as a knight, although something must've gone awry, as now your life is consumed with thoughts of adventure and treasure. You're rather strong, but you might not be the brightest. You wield a longsword. Will you accept this background?
[[Yes.->redmont1]]
[[No.->I do.]]
(set: $weapon to "sword")
(set:$gold to (random:5,20))
(set: $strength to 3)
(set: $intelligence to 1)As a Ranger, you are a being of great speed and resourcefulness. As a child, you learned to hunt alongside your family, although you dreamed of achieving something more one day. Despite your lowly beginnings, you feel a great sense of ambition. You're healthily balanced between strength and intelligence. You wear wield a bow. Will you accept this background?
[[Yes.->redmont1]]
[[No.->I do.]]
(set: $weapon to "bow")
(set:$gold to (random:5,20))
(set: $strength to 2)
(set: $intelligence to 2)As a Wizard, you are a being of great wisdom and knowledge. Although you weren't born with the ability to wield arcane magic, you aspired to be a great magician, and your dedication paid off over time. You're quite intelligent, but definitely not the strongest. You wield a staff. Will you accept this background?
[[Yes.->redmont1]]
[[No.->I do.]]
(set: $weapon to "staff")
(set:$gold to (random:5,20))
(set: $strength to 1)
(set: $intelligence to 3)(track:'splash','fadeout',3)
(track:'theme','fadeout',3)
(track:'tavern','fadeout',3)
(unless: (track: 'redmont', 'isplaying'))[(track: 'redmont', 'fadein', 3)]
(if:visits is 1)[The light is nearly blinding as you open your eyes in this world for the first time.] The sun shines bright, high above the humble city streets of Redmont. (if:visits is 1)[A $weapon hangs on your back, although you don't have much idea how to use it.] A castle stands tall to the north as the commonfolk make their way through the village square. Looking around, you can see various shops and points of interest around the city.
[[Check your inventory.->inv1]]
[[Enter the tavern.->tavern]]
[[Head to the forge.->Blacksmith]]
[[Go to the marketplace.->marketplace]]
[[Visit the diviner.->fortuneteller]]
[[Move to the library.->library]]
[[Proceed to the gate to exit Redmont. ->towngate]]
You begin to make your way to the forge. As you do, the sounds of roaring flames and clanging hammers grow louder and louder. The blacksmith catches sight of you, and quits his hammering. "What can I do for ya?" he bellows.
[["I'd like to purchase."->blacksmithstore]]
[["I came to check out the forge. What's your name?->smith1]]
[[Head back into Redmont.->redmont1]](track:'redmont','fadeout',3)
(track:'aw','fadeout',3)
(unless: (track: 'theme', 'isplaying'))[(track:'theme','fadein',3)]
You stand at the castle town's gate. The path out of town winds through the wheat fields and windmills, and eventually leads into a forest.
(if:visits is 1)[[Proceed down the path.->path1]]
[[Ask the guard what lies ahead.->guard1]]
[[Head into Redmont.->redmont1]]
(if:visits>1)[[Proceed to Applewood->forest1]]The guard, clad in plate armor bearing Redmont's insignia, was half asleep before you asked your question. "There's a few hamlets out there," he said lazily. "Applewood's the closest one."
[["Thank you. I'll be on my way now."->path1]]
[["What's the hamlet known for?"->guard2]]The wind rustles the crops and birds sing overhead. Soon enough, you find yourself standing before the forest path.
[[Depart into the forest.->forest1]]
[[Go back to Redmont. ->redmont1]]"What do ya think?" the guard said with an annoyed tone. "They got a pretty sizable orchard there."
[["Makes sense. Many thanks."->path1]]
[["Well, what do they grow on the orchard?"->guard3]]"You're messin' with me, right? They grow apples. What else would they grow?"
[["Sorry, that was a ridiculous question. I'll take my leave."->path1]]
[["Who knows? Maybe they have a delightful potato crop."->guard4]]"Why the hell would they call it that? That wouldn't make any sense! They grow apples, not potatoes! Even if they did grow potatoes, Potatowood is a terrible name."
[["You're right, Potatowood is no good of a name."->guard6]]
[["Actually, I think Potatowood is a better name than Applewood."->potatoroute]](set:$potato to 1)
The guards sighs. "I don't get paid enough for this. Whatever you say, lunatic. Just don't go hurting anyone and we'll be fine."
Now that the name Potatowood is in your head, you can't stop thinking of it. Thoughts of the splendid little spuds fill your mind - you must spread your love of the delicious, starchy plant.
[[Proceed.->path1]]"You're damn right. It ain't a good name at all. You got any more foolish questions for me?"
[[Apologize and be on your way.->path1]]"You got rocks in your head? It's called APPLEwood for a reason," the guard says, noticeably irritated. "Besides, don't ya think they would've named it something else if it was known for growing potatoes?"
[["They could just name the town Potatowood."->guard5]]The warmth from the sun fades slightly as you enter the canopy of the woods. A cool breeze passes through the leaves, and various creatures go about their day.
The gravel crunches underfoot as you continue down the road. You've been walking for a while, and it's now late afternoon. (if:visits is 1)[Off the path, you hear various sounds - shouts, crashes, and roars. Luckily, there's still a good amount of sunlight.]
(if:visits is 1)[[Leave the trail and find the source of all the commotion.->forest2]]
[[Stay on the path and proceed to Applewood.->applewood1]]
(if:visits >= 2)[[Travel west to Redmont.->towngate]](track:'theme','fadeout',3)
(unless: (track: 'troll', 'isplaying'))[(track: 'troll', 'fadein', 3)]
You ditch the path, pushing through the underbrush to get to the source of the noise. Eventually, you arrive in a clearing to find a savage-looking man with a large axe battling a troll. While the man doesn't necessarily look weak, the troll is certainly intimidating, and if the man takes a direct blow, he might be killed.
[[Enter the fight and help the axe-wielder.->trollbattle]]
[[Shout at the troll in an attempt to distract it.->trolldistract]]
[[Watch the fight from a distance.->trollavoid]]
(if:visits is 1)[(set:$mparty to 2)]
You arrive at the town of Applewood. It's getting pretty late, so you start looking for a place to sleep. You eventually arrive at the local tavern.
(if:$gold>1)[[Rent a room and stay the night. ->awpremorning]]
(if:$gold is 0)[[Sleep on the ground, since you don't have enough gold.->awmorning]]
(track:'troll','fadeout',6)
You join the battle and draw your $weapon. You clumsily attempt to attack. The effort is there, but you lack technique or skill. You deal a small amount of damage to the troll.
The troll turns its attention towards you. It backhandedly strikes you, sending you flying through the air. You slam into a tree, and your vision begins to fade. The last thing you see before you pass out is the man charging towards the troll.
[[Continue->tbatalternate]]
(track:'troll','fadeout',3)
(unless: (track: 'talk', 'isplaying'))[(track: 'talk', 'fadein', 3)]
(set:$mresolve to it-1)
You stick to the treeline and observe the battle from afar. It's a vicious back and forth, but the man lands a killing blow, burying his axe in the troll's chest. The man is obviously worn-out, though, and has been injured.
[["Are you alright? Is there anything I can do to help you?"->tavogood]]
[["That was a good fight."->tavobad]]
[["I'm sorry that I couldn't help. I'm not much of a fighter."->tavomid]](track:'redmont','fadeout',3)
(unless: (track: 'tavern', 'isplaying'))[(track: 'tavern', 'fadein', 3)]
The interior of the Wasted Snake is lively as always. All sorts of folks drink and dine leisurely, simply enjoying each others' presences.
[[Approach the bartender.->bartender1]]
[[Head to the gambling hall. ->gamble]]
[[Return.->redmont1]] The bartender, a middle-aged dwarf, stands behind the counter with a twinkle in his eye. He's polishing a tankard as you approach. You can buy a drink from him, if you've got the coin.
[["Heard of any jobs in the area?"->jobtalk]]
(if:$gold>1)[["I'll take an ale." -1 gold->drink]]
(if:$gold>10)[["Give me a bottle of your finest wine." -10 gold->wine]]
(if:$gold>75)[["One Divine Draft, please."->divine]]A man stands by a table where a dice game is set up. It appears you can choose low risk, low reward bet, or a high risk, high reward bet. You have $gold gold.
[[Make a low bet. -5 gold->lowbet]]
[[Make a high bet. -20 gold->highbet]]
[[Leave.->tavern]]The dwarf stops and thinks for a second, then says, "Y'know, come ta think of it, there haven't been much to do 'round here. I'm sure ye could find somethin' minor to do in town, but I don't got anything grand for ya." Although he does a good job of hiding it, you get the sense he knows something else.
[["Alright then. Thank you."->tavern]]
(if:$ale is 1)[["C'mon, I bought a drink, you've gotta know something."->barcheck]]
(if:$intelligence > 2)[[ (INT)"You're the barkeep of a big city. I'm sure you can think of something."->barcheck]](set:$gold to it - 1)
"Of course," the dwarf says, filling a tankard for you. The ale is a bit dark, with a fruity taste. You'd assume it's good quality, for only costing one gold.
[["Heard of any jobs in the area?"->jobtalk]]
(set: $ale to 1)(set:$mresolve to it+1)
You enter the clearing only slightly, positioning yourself behind the troll. You begin to shout and wave your arms, grabbing the monster's attention. As it turns to charge you, its face suddenly contorts in pain.
The creature crumples with the man's axe embedded in its back.
[["I hope that was helpful. I'm not much of a fighter."->tdismid]]
[["That was an amazing strike!"->tdisgood]]
[["See, all you had to do was hit him. It's not that hard."->tdisbad]](if:$gold>4)[(set: $gold to it-5)(set:$lowbet to (random:1,3))]
(if:$lowbet is 1)[The dice are in your favor. +10 gold(set:$gold to it+10)]
(if:$lowbet>1)[You have lost.]
(if:$gold<5)[You don't have enough gold to bet.]
[[Proceed.->gamble]](if:$gold>19)[(set: $gold to it-20)(set:$highbet to (random:1,3))]
(if:$highbet is 1)[The dice are in your favor. +45 gold(set:$gold to it+45)]
(if:$highbet>1)[You have lost.]
(if:$gold<19)[You don't have enough gold to bet here.]
[[Proceed.->gamble]](set:$mresolve to it+1)
"Unless you've got some kind of healing potions or divine magic, then no. But, it is getting late - you could get a fire going."
You agree that setting up camp is a good plan for the night. The sun is setting, so there's not much time to spare.
[[Make a campfire.->tcamp]](set:$mresolve to it-1)
"It was - no thanks to you."
The man doesn't look very happy with you. You admit that you probably could've done something to help. The sun is beginning to set as you get an idea - it's late, so it may be smart to build a fire to camp out by.
[[Make a campfire.->tcamp]]"That's alright, I suppose. There are other ways of helping than just fighting, though."
You admit that you probably could've done something to help. The sun is beginning to set as you get an idea - it's late, so it may be smart to build a fire to camp out by.
[[Make a campfire.->tcamp]](track:'troll','fadeout',3)
(unless: (track: 'talk', 'isplaying'))[(track: 'talk', 'fadein', 3)]
(set:$mresolve to it+1)
"Thanks! I appreciate it," the man says, smiling. "I couldn't have pulled it off without that set-up, though."
You discuss your synergy with the man, before he suggests building a fire and camping out for the night. It's getting late, and the sun is beginning to set.
[["Agreed. Let's get ourselves set up for the night."->tbat]](track:'troll','fadeout',3)
(unless: (track: 'talk', 'isplaying'))[(track: 'talk', 'fadein', 3)]
(set:$mresolve to it-1)
"That's some big talk from someone who barely helped," replies the man flatly. "What are you doing out here?"
You explain that you were travelling to Applewood when you heard a commotion. It's getting late, and the sun's starting to set, so the man begins making a fire.
[[Assist him with building a campsite.->tbat]]
(unless: (track: 'talk', 'isplaying'))[(track: 'talk', 'fadein', 3)]
Some time passes, and night has fallen. The fire crackles between you and the man. He looks up from sharpening his axe, and says, "I appreciate what you did earlier. I'm Marcus, it's good to meet ya."
You introduce yourself to Marcus, and begin a conversation with him. You learn that he is a Barbarian, who's on a journey to test his skills.
[["Is there anywhere that you're planning on going to?"->tbat2]]
(track:'troll','fadeout',3)
(unless: (track: 'talk', 'isplaying'))[(track: 'talk', 'fadein', 3)]
"That's alright," says the man. "You might've gotten in the way, or gotten yourself hurt. Either way, we got the job done, right?"
You agree, feeling a sense of understanding from the man, before he suggests building a fire and camping out for the night. It's getting late, and the sun is beginning to set.
[["Agreed. Let's get ourselves set up for the night."->tbat]](unless: (track: 'talk', 'isplaying'))[(track: 'talk', 'fadein', 3)]
Some time passes, and night has fallen. You're lying on the ground, next to a camp that the man must've made. The fire crackles between you and him. He looks up from sharpening his axe, and says, "Are you alright? You took quite a hit earlier."
Nothing feels broken, so you respond that you're doing better. You introduce yourself to him, and learn that his name is Marcus. You also learn that he is a Barbarian, who's on a journey to test his skills.
[["Is there anywhere that you're planning on going to?"->tbat2]]"Not really, although I figured I would head to Valterra next."
[["Valterra? The land of the dwarves?"->tbat3]]
[["Sounds good. I'm headed to sleep."->morning]]"Yeah. I've heard they've got these massive underground cities. I think they'd be a pretty interesting sight, no? And not to mention, I'm sure their caves are just full of monsters and treasure, don't you think?"
The thought of endless wealth crosses your mind, but you also envision terrifying foes as well. You could experience quite an adventure there...
(if:$mresolve > -1)[["I like the sound of that. Maybe we should travel together."->mjoin]]
[["Intriguing. I'll have to think about it."->thinking]]Some time passes, and night has fallen. The fire crackles between you and the man. He looks up from sharpening his axe, and says, "I appreciate you starting the fire. I'm Marcus, by the way."
You introduce yourself to Marcus, and begin a conversation with him. You learn that he is a Barbarian, who's on a journey to test his skills.
[["Is there anywhere that you're planning on going to?"->tbat2]](track:'talk','fadeout',3)
The sun rises, and you awaken to discover that Marcus has already left. You gather your things, then make your way to Applewood with haste.
[[Proceed.->awmorning]]"I understand. It's something to keep in mind, at least. I'm heading to sleep."
You reach a mutual understanding, and head to sleep for the night.
[[Proceed to the next morning.->morning]](set:$mresolve to it +1)
(set:$mparty to 1)
"That sounds like a plan to me!" Marcus says excitedly. "Let's do it. Maybe I can teach you a thing or two about fighting along the way."
Marcus looks determined - it appears that he is looking forward to travelling with you. As you think about your upcoming journey, you become more and more tired. You soon close your eyes and begin to drift off to sleep.
[[Proceed to the next morning.->morningjoin]](track:'talk','fadeout',3)
A new day dawns. You, along with Marcus, proceed through the forest until you arrive at the hamlet of Applewood. Together, you both eventually arrive..
[[Proceed.->awmorning]](track:'theme','fadeout',3)
(track:'valt','fadeout',3)
(track:'shrine','fadeout',3)
(unless: (track: 'aw', 'isplaying'))[(track: 'aw', 'fadein', 3)]
(set:$mgear to 1)Applewood isn't big, but it has a few points of interest around the village. Birds chirp, the sun shines, and the leaves of all the trees surrounding the village blow in the wind. The hamlet is built around a big, clear river, so many people cross bridges as they go about their day.
[[Check your inventory.->inv2]]
[[Make your way to the lumber mill.->lumber]]
[[Head to the general store.->genstore]]
[[Go to the mysterious shrine.->shrine]]
(if:$mparty is 0)[[Look for Marcus.->mlook]]
[[Leave Applewood.->applewoodgate]](if:$potato>0)[Your POTATO level is $potato.]
You currently have $gold gold, and a $weapon, in addition to any items you may have bought. Your strength is $strength and your intelligence is $intelligence. (if:$armor is 1)[You are wearing chainmail.]
(if:$mparty>0)[Marcus's resolve is $mresolve, and his gear level is $mgear.]
(if:$greataxe>0)[[Give Marcus the greataxe.->givegreataxe]]
[[Return->redmont1]](if:$potato>0)[Your POTATO level is $potato.]
You currently have $gold gold, and a $weapon, in addition to any items you may have bought. Your strength is $strength and your intelligence is $intelligence. (if:$armor is 1)[You are wearing chainmail.]
(if:$mparty>0)[Marcus's resolve is $mresolve, and his gear level is $mgear.]
(if:$greataxe>0)[[Give Marcus the greataxe.->givegreataxe]]
[[Return->awmorning]]As you enter the marketplace, you see various venders peddling their products. You can approach and purchase anything that catches your eye. You have $gold gold.
Items only need to be bought once.
(if:$gold > 1)[[Torch -1 gold->torch]]
(if:$gold > 3)[[Rations -3 gold->rations]]
(if:$gold > 20)[[Enchanted necklace -20 gold->necklace]]
[[Return->redmont1]] (set:$gold to it - 1) (set:$torch to 1)
You purchase a torch, adding it to your inventory.
[[Return->marketplace]] (set:$gold to it - 15) (set:$greataxe to 1)
You purchase a greataxe, adding it to your inventory.
[[Return->blacksmithstore]] (set:$gold to it - 3) (set:$rations to 1)
You purchase rations, adding them to your inventory.
[[Return->marketplace]] (set:$gold to it - 20) (set:$necklace to 1)
You purchase a necklace, adding it to your inventory.
[[Return->marketplace]] As you enter the general store, you see the merchant behind a counter. You can approach and purchase anything that catches your eye. You have $gold gold.
Items only need to be bought once.
(if:$gold > 3)[[Rations -3 gold->rations1]]
(if:$gold > 1)[[Torch -1 gold->torch1]]
(if:$gold > 15)[[Greataxe -15 gold->greataxe1]]
[[Return->awmorning]] You arrive at the lumber mill. Various logs of all different sizes are being processed, and you can smell the sap and sawdust on the air. A foreman approaches you, and asks if you'd like a job.
Cutting wood would take a day's time, but it would earn you some gold. In addition, it may make you a bit stronger. Your current strength is $strength, and you have $gold gold.
(if:$strength<5)[[Stay and cut wood. ->woodcut]]
[[Return to the village center.->awmorning]]The dwarf looks you over, and says, "I dunno, it might be lost on a nobody like ya."
[["I suppose you're right."->tavern]]
(if:$intelligence > 4)[[(INT)"I'm no fool, pal. What's the secret?"->barsuccess]](set:$woodcut to (random:1,3))
(set:$woodgold to (random:1,4))
(set:$gold to it+$woodgold)
(if: $woodcut > 2)[(set:$strength to it + 1)]
(if: $woodcut > 2)[You earned $woodgold gold. In addition, your strength increased by 1.]
(else:)[You earned $woodgold gold.]
After working, you return to the tavern and head to sleep for the night.
[[Proceed.->awmorning]]He looks around, making sure only you can hear. "There's a story goin' around sayin' that an adventurer showed up outta nowhere a while back and cleared out all the monsters. No one knows what they looked like, but they were carrying a $weapon, and got strong freakishly fast. No idea where they are now, though."
[["Interesting. Thanks for your time."->tavern]](set:$gold to it - 10)
"Ah, you've got a refined taste," the dwarf says, retrieving a bottle of dark, red wine. As you uncork it, its wonderful aroma fills the air. For costing 10 gold, you think it's quite a find.
[["I appreciate it, friend. Now, have you got any information for me?"->barsuccess]]
(set: $wine to 1)The dwarf gives you a sly smile, and says, "Absolutely. You've been busy, eh?" He pulls a bottle of glowing blue liquid out from underneath the counter and hands it to you. "Congratulations." he says while shaking your hand.
[[Drink the Divine Draft.->divinewin]]You drain the bottle in one go. Your vision begins to twist and warp, until you're no longer standing in the tavern at all. Now, you're standing on a cloud, surrounded by the night sky. Stars twinkle as the northern lights dance in brilliant colors all around you.
Congratulations! You have reached your destiny, and won the game.
Your ending: #2: The Divine Drinker "Why, of course," he replies, showing you the items he has stocked. You have $gold gold.
Items only need to be bought once.
(if:$gold > 5)[[Dagger - 5 gold->dagger]]
(if:$gold > 15)[[Chainmail -15 gold->chainmail]]
(if:$gold > 15)[[Greataxe -15 gold->greataxe]]
[[Return.->Blacksmith]]
(set:$gold to it - 5) (set:$dagger to 1)
You purchase a dagger, adding it to your inventory.
[[Return->blacksmithstore]] (set:$gold to it - 15) (set:$armor to 1)
You purchase a layer of chainmail, slipping it on over your armor. This should protect you from some attacks.
[[Return->blacksmithstore]] (set:$gold to it - 15) (set:$greataxe to 1)
You purchase a greataxe, adding it to your inventory.
[[Return->genstore]] (set:$gold to it - 3) (set:$rations to 1)
You purchase rations, adding them to your inventory.
[[Return->genstore]] (set:$gold to it - 1) (set:$torch to 1)
You purchase a torch, adding it to your inventory.
[[Return->genstore]] The blacksmith looks a bit weary. "My name's Haelstrom. It's a family name - my father was Haelstrom, my grandfather was Haelstrom, and my son's name is Haelstrom. One day, my grandson'll be named Haelstrom."
[["Impressive. How long have your people been here?"->smith 2]]
[[Return.->Blacksmith]]"That's a great question. I couldn't tell ya for certain, but I know that the Haelstrom forge is just about as old as the city of Redmont itself. There was a Haelstrom here when the castle was built, and there'll be a Haelstrom here when the castle goes down."
[["I respect that. Your family is quite committed to Redmont, aren't they?"->smith3]]
"Aye, that they are. Something about this place - it's very special. If the king was ever put under some kind of mind control by his secretly evil advisor, I'd help some adventurers break the spell and free the kingdom, and I know every other Haelstrom would too."
[["What a strangely specific and suspicious scenario. Anything else to say?"->smith4]]Haelstrom begins to describe some strange people, like an dwarf clad in obsidian, an elven woman with incredible might, and a shockingly average cleric. You begin to leave, separating yourself from the oddly fixated smith.
[[Proceed.->Blacksmith]]You approach the fortune teller's stall. It's humble on the outside. You enter, seeing a old woman sitting in the dark, with a crystal ball in front of her. "Ah, a familiar face..." she begins, then trails off as you sit down.
For a price, you could learn your destiny, or perhaps the destiny of another life.
(if:$gold>3)[["I'd like to know my destiny. -3 gold->destiny]]
[[Return.->redmont1]](set:$gold to it -3)
"Of course," she croaks. The crystal ball begins swirling with a blue light. "I see... you, leaving on a journey, to face yourself." An eyebrow raises in confusion. "Although perhaps...your destiny is something else. Could you really...have a different destiny?"
[["Could I?" ->destiny2]]
[["Best not to tamper with fate. Thank you.''->redmont1]]"I see... you, on a journey across Daernoth, enjoying all the drinks you can. Your destiny culminates when you encounter something truly special in the Wasted Snake."
[["Thank you for your knowledge. Farewell.''->redmont1]]You arrive at the library. There are people reading here and there, and you can smell the paper and ink on the air. As you approach the front counter, the librarian asks if you'd like a job.
Sorting books would take some time, but it would earn you some gold. In addition, it may make you a bit smarter. Your current intelligence is $intelligence, and you have $gold gold.
(if:$intelligence<5)[[Stay and sort books. ->librarywork]]
[[Return to the village center.->redmont1]](set:$librarywork to (random:1,3))
(set:$librarygold to (random:1,4))
(set:$gold to it+$librarygold)
(if: $librarywork > 2)[(set:$intelligence to it + 1)]
(if: $librarywork > 2)[You earned $librarygold gold. In addition, your intelligence increased by 1.]
(else:)[You earned $librarygold gold.]
After working, you return to the tavern and head to sleep for the night.
[[Proceed.->redmont1]]You wake up in the tavern, and gather your things, before heading out into Applewood.
[[Proceed.->awmorning]](set:$greataxe to 0)
(set:$mgear to 2)
(set:$mresolve to it +1)
"Wow, thanks!" Marcus says, obviously delighted. "I'm excited to put this thing to work."
Marcus's gear level is now $mgear.
[[Return.->inv2]]You search around Applewood for Marcus. The hamlet isn't particularly big, so you find him rather quickly. He's out in a field, practicing swinging his axe. He appears to be pretty energetic.
[["Training, huh?"->mtalk]]
[["Hey Marcus, how are you?"->mtalkalt]]"Yeah, I've gotta make sure I'm at my best if I'm gonna go adventuring," he replies, slightly out of breath. "You been keeping in shape?"
(if:$woodcut>0)[["I have, actually, I've been cutting lumber for the woodmill for a bit."->mtalkyes]] [["I haven't, really..."->mtalkno]]"I've been good, just trying to stay in shape," he replies, slightly out of breath. "I mean, if I wanna go adventuring, I'd better be prepared."
[["That's a good idea. Speaking of which, I was thinking of asking you something..."->mconvince]]
(if:visits =0)[(set:$mresolve to it+1)]"Oh, really? That's great! You do look a little stronger than the last time I saw ya," Marcus says, clearly impressed that you've been working. "Have you been working towards anything in particular?" he inquires.
[["Well, actually..."->mconvince]]
(set: $mresolve to it -1)
"Ah, I see. Well, you aren't really much of a fighter anyways, are you?" he asks, genuinely interested. "I mean, you didn't seem too into adventure."
[["Well, actually, here's the thing..."->mconvince]]"What's up?"
You've got Marcus's attention now. You should ask if he'll accompany you...
(if:$mresolve>1)[["Will you join me?->mcyes]]
(if:$strength>3)[["I've gotten pretty strong. You and I should adventure together."->mcyes]]
(if:$intelligence>3)[["I've got a plan for us; we should travel together."->mcyes]]
(if:$gold>24)[["Won't you accompany me? I'll make it worth your while." -25 gold->mcpayoff]]
[["Never mind."->awmorning]](set:$mparty to 1)
(set:$mresolve to it+2)
Marcus smiles. "I'm glad you asked. I trust you - let's do this. Let's try to find some good loot, no?"
Marcus joins your party.
[[Proceed.->awmorning]](set:$mparty to 1)
(set:$mresolve to it+2)
(set:$gold to it-25)
"Well, shoot, how could I say no? I'm with you. Let's find some good loot, no?"
Marcus joins your party.
[[Proceed.->awmorning]](track:'aw','fadeout',3)
(unless: (track: 'valt', 'isplaying'))[(track: 'valt', 'fadein', 3)]
You stand at the gates of Applewood. You can head down to path to the east, towards Valterra, or you can make your way west, back towards Redmont.
(if:visits is 1)[[Proceed towards the plains that border Doroth and Valterra.->applewoodleave]]
[[Head down the Dorothian forest path towards Redmont.->forest1]]
(if:visits>1)[[Depart east, towards Valterra->awdd]]As you proceed towards Valterra, the terrain becomes more mountainous and difficult to traverse. The trees are lesser in number, but they are noticeably larger than in Doroth. The path you're on leads up a forrested hill.
[[Proceed.->banditcamp]](track:'valt','fadeout',3)
(unless: (track: 'charge', 'isplaying'))[(track: 'charge', 'fadein', 3)]
It's a difficult hike, but you make it to the top, only to find an old fort. It seems to be full of bandits, who have taken it over and claimed it for themselves. In order to pass, you'll have to proceed through a gate that they have shut.(if:$mparty is 0)[The fort looks like it'll be difficult to take alone. You'll need a companion to help you take it on.]
(if:$mparty is 1)[[Attack the fort alongside Marcus.->mbanditattack]]
(if:$mparty is 1)[[Search for a hidden entrance.->secretentrance]]
(if:$mparty is 1)[[Approach the gate and gather the attention of the bandits.->banditgate]]
[[Fall back to Applewood.->applewoodgate]]You and Marcus charge in, weapons drawn. There are two bandits at the gate. Marcus goes to strike one of them.
(if:$weapon is "sword")[[Strike with your sword.->bsword]](if:$weapon is "bow")[[Fire an arrow. ->bbow]](if:$weapon is "staff")[[Cast a spell.->bstaff]]
(if:$intelligence>=3)[(Success) You manage to located some loose iron bars that you'll be able to slip through.[[Proceed.->fortsneak]]]
(else:)[(Fail) You fail to find any alternate route.[[Return.->banditcamp]]]As you approach, the bandits see you, but they don't raise the alarm just yet.
"That's close enough," says a bandit, calling to you. "You've gotta pay to get through here. Have ya brought gold?."
(if:$gold>25)[[I can pay for passage. -25 gold->fortpay]]
[["Can't we come to some kind of agreement?->mbarter]]
[["No, but I brought steel."->mbanditattack]]You and Marcus enter a lower level of the fort into some kind of dungeon. There is a door, and a dark hallway. You presume the door leads out into the courtyard, where you'll likely have to fight some bandits. However, there's no way you could proceed down the hallway without some kind of light.
[[Go through the door.->banditcourtyard]]
(if:$torch is 1)[[Go through the hallway.->bandithallway]]You and Marcus push on and find yourselves in a courtyard, surrounded mostly by archers. The exit is in sight, but a few bandits block the way. Marcus charges forward and begins to fight his way through.
[[Battle your way forward.->barrow]]Together, you and Marcus creep down the dark, damp hallway. The stone is crumbling on both walls, and there's an exposed iron rod that you almost certainly would've cut yourself on if you hadn't seen it.
After a minute of so of sneaking through the walls, you find yourself on the other side of the fort, able to exit through a door and continue on your way.
[[Proceed.->afterfort]]You attack, slashing at the bandit. The sword connects and deals decent damage, but the bandit is still charging you with his sword.
[[Attempt to evade the strike.->bdodge]]
(if:$strength>2)[[Block the attack.->bblock]]You attack, firing an arrow at the bandit. It connects and deals decent damage, but the bandit is still charging you with his sword.
[[Attempt to evade the strike.->bdodge]]
(if:$strength>2)[[Block the attack.->bblock]]You attack, casting a magic missile towards the foe. It connects and deals decent damage, but the bandit is still charging you with his sword.
[[Attempt to evade the strike.->bdodge]]
(if:$strength>2)[[Block the attack.->bblock]](track:'charge','fadeout',3)
(unless: (track: 'prem', 'isplaying'))[(track: 'prem', 'fadein', 3)]
You and Marcus have escaped away into the forest, and continue along the path. It's getting later and later, and after a couple of hours of walking, you both decide to set up camp for the night. Before long, you have a fire set up, which you and Marcus gather around, exhausted.
(if:$mgear<2)[Marcus looks pretty worn out.
(if:$rations>1)[[Offer him some rations.->ration1]]]]
(else:)[[[Attempt to rest by the fire.->afrest]]]](set:$gold to it -25)
The bandit takes your gold with a dirty smile and opens the gate, allowing you to pass. Marcus thinks it's best not to idle too long.
[[Proceed.->afterfort]]"Maybe," replies the bandit, sneering. "If you've got something worth trading."
(if:$necklace>1)[["I've got this enchanted necklace - its worth is immeasureable."->banditnecklace]]
[["No, I guess I don't have anything."->banditgate]]The bandit looks the necklace over, before accepting it. It appears that he is satisfied, and opens the gate for you to pass. Marcus thinks it's best not to idle too long.
[[Proceed.->afterfort]](if:$strength>3)[You evade the clumsy swing, and the bandit loses his footing. Marcus, having beaten the other bandit, swings his axe at the remaining foe and defeats him.
[[Proceed.->banditcourtyard]]]
(else-if:$armor<1)[You fail to dodge the attack, and the blow connects. It cuts into your flesh, and you fall to the ground.
[[Proceed.->bdeath]]]
(else:)[You fail to dodge the attack, and the blow connects. Luckily, your armor absorbs the blow. Marcus, having beaten the other bandit, swings his axe at the remaining foe and defeats him.
[[Proceed.->banditcourtyard]]]You use your $weapon to block the attack, intercepting the incoming strike. Marcus, having beaten the other bandit, swings his axe at the remaining foe and defeats him.
[[Proceed.->banditcourtyard]](track:'charge','fadeout',3)
(unless: (track: 'cold', 'isplaying'))[(track: 'cold', 'fadein', 3)]
You have sustained a lethal blow, and now you lie, dying. Your vision begins to darken, and you breath your last few gasps of life. A hero loses hope, knowing there is no chance of fulfilling their destiny.
GAME OVER You run alongside Marcus, determined to get through. While you are moving quick enough to avoid most of the arrows, one of the archers begins to focus on you.
[[Attempt to evade the shots.->barrowd]]
(if:$intelligence>2)[[Notice that the archer is focusing on you, and take care to avoid his arrows..->barrown]](if:$intelligence>3)[You are aware of your surroundings, and make it away from the arrow fire without taking any damage. You and Marcus make it to the exit, killing the last few bandits who stand in your way. You successfully sprint away into the forest, leaving the bandits behind.
[[Proceed.->afterfort]]]
(else-if:$armor<1)[You fail to avoid an arrow, and it connects, digging into your chest. You fall to the ground and your eyesight goes hazy.
[[Proceed.->bdeath]]]
(else:)[You fail to dodge the attack, and an arrow strikes you. Luckily, your armor deflects the projectile. You and Marcus make it to the exit, killing the last few bandits who stand in your way. You successfully sprint away into the forest, leaving the bandits behind. [[Proceed.->afterfort]]]You keep an eye trained on the archer, and manage to avoid being hit by any of his arrows. You and Marcus make it to the exit, killing the last few bandits who stand in your way. You successfully sprint away into the forest, leaving the bandits behind.
[[Proceed.->afterfort]](set:$mresolve to it +1)
Marcus accepts, eating the bread and dried meat. He thanks you, and looks to feel much better than before. "I may be a bit exhaused, but otherwise, I think we handled that pretty well." he says, his spirits rising a bit.
[["Well, we are a pretty solid team.->afgood]]
[["I wouldn't expect anything less from us.->afmid]]
[["I did pretty good - I'm not so sure about you."->afbad]]The fire crackles, and the sounds of the various wildlife of the Valterran mountains fill the air. "I may be a bit exhaused, but otherwise, I think we handled that pretty well." Marcus says, his spirits rising a bit.
[["Well, we are a pretty solid team.->afgood]]
[["I wouldn't expect anything less from us.->afmid]]
[["I did pretty good - I'm not so sure about you."->afbad]](set:$mresolve to it +1)
Marcus laughs, and agrees with you. "Y'know, I'm really glad I decided to travel with you. You're years better than my old crowd."
[["What was their deal?"->afof]]He agrees, although a bit reluctantly. ""Y'know, we are pretty good, but we're not perfect," he pauses for a moment to think. "We're a lot better than my old crowd, though."
[["What was their deal?"->afof]](set:$mresolve to it -1)
"Y'know, you can be real harsh sometimes," Marcus looks tired. "I suppose you're still much better than my old friends, though."
[["What was their deal?"->afof]]"Well, they didn't start off too bad," Marcus begins. "We were just new adventurers at the time. In fact, we actually did some good deeds at the start. It was a lot of fun."
[["But something went wrong, right?"->afwrong]]"Of course it did," Marcus nods sadly. "Before I knew it, all they wanted to do was loot and pillage. They wanted power and money - and they got it by any means necessary. That's just not how I want to do things, you know?"
[["I understand."->afunderstand]]Marcus looks glad. "I appreciate it. I guess I'm pretty lucky that we're adventuring together, then." He thinks some more. "I wonder whatever happened to them, though. Come to think of it, the leader was actually pretty similar to you. You guys look alike, and you both use a $weapon. Might just be in my head, though. I should probably go to sleep."
And with that, Marcus leans back and falls asleep. You lie awake, though, pondering the events of the past few days. You begin to drift off to sleep as you wonder about what your destiny holds...
[[Continue to the next morning.->dwarfgate]](track:'prem','fadeout',3)
(unless: (track: 'dardum', 'isplaying'))[(track: 'dardum', 'fadein', 3)]
(if:visits>1)[The next morning, you and Marcus awake and begin to finish your journey through Valterra.] You stand at a massive entrance carved into the side of a mountain. A few dwarves stand outside, acting as guards. It appears to lead into some kind of dwarven city.
[[Approach the guards.->dardumentrance]]
(if:$visits>1)[[Head west towards Applewood.->awdd]]
(if:$visits>1)[[Continue into Dardum.->dardum]]"Ah, newcomers. It's good to have ye. This here is Dardum, a big ol' Dwarven city."
[["Dwarves, eh? Anything noteworthy here in Dardum?->ddask]]
[["Thank you. We'll be going now."->dardum]]You eventually arrive at the bandit fortress, which has since been emptied. You're right along the border between Doroth and Valterra.
[[Head towards Applewood.->applewoodgate]]
[[Make your way towards Dardum->dardum]]"Well, we've got the mines, o' course," the guard explains. "But we've also got quite a few churches, and plenty o' healers. All sortsa religious types come in, and come out as clerics."
[["That's good to know - many thanks."->dwarfgate]]You begin to enter the city of Dardum, but the screen begins to fade to black, as this is all I have programmed in so far...
Thank you for playing!(align:"=><=")+(box:"=XXX=")+ (css: "font-size: 150%")[(text-colour:red)[(text-style:"bold","smear","tall",)[Daernoth: Adventurer]]]
(align:"=><=")+(box:"=XXX=")[(text-style:"blink")[Click anywhere to start]]
(align:"=><=")+(box:"=XXX=")+(text-colour:red)[Best played with sound!]
(align:"=><=")+(box:"=XXXXXXXX=")[(css: "font-size:50%")[//By Logan Wenz
World of Daernoth created by William Gilbert//]]
(click-goto:?page,"The Prologue")
(track: 'splash', 'playwhenpossible')theme:https://vgmsite.com/soundtracks/mount-blade-warband/fheaqbmy/M%26B%20Title%20Theme.mp3,https://vgmsite.com/soundtracks/mount-blade-warband/fheaqbmy/M%26B%20Title%20Theme.mp3
splash:https://vgmsite.com/soundtracks/kirby-mass-attack/yclfqgls/Kirby%20Quest.mp3,https://vgmsite.com/soundtracks/kirby-mass-attack/yclfqgls/Kirby%20Quest.mp3
redmont:https://vgmsite.com/soundtracks/fire-emblem-fates-if-english/myxzxwmn/74%20Dance%20in%20the%20Dark.mp3,https://vgmsite.com/soundtracks/fire-emblem-fates-if-english/myxzxwmn/74%20Dance%20in%20the%20Dark.mp3
tavern:https://vgmsite.com/soundtracks/stronghold-hd-soundtrack/wftadgfgux/03%20Castle%20Jam.mp3,https://vgmsite.com/soundtracks/stronghold-hd-soundtrack/wftadgfgux/03%20Castle%20Jam.mp3
troll: https://vgmsite.com/soundtracks/the-legend-of-zelda-breath-of-the-wild/hhoitpvylf/3-14%20Hinox%20Battle.mp3,https://vgmsite.com/soundtracks/the-legend-of-zelda-breath-of-the-wild/hhoitpvylf/3-14%20Hinox%20Battle.mp3
talk:https://vgmsite.com/soundtracks/fire-emblem-three-houses-gamerip/gjaxikjxlq/046%20-%20A%20Gentle%20Breeze.mp3,https://vgmsite.com/soundtracks/fire-emblem-three-houses-gamerip/gjaxikjxlq/046%20-%20A%20Gentle%20Breeze.mp3
aw:https://vgmsite.com/soundtracks/pokemon-omega-ruby-and-alpha-sapphire-super-music-complete-nintendo-3ds/lgvdzvhsiz/2-17%20Fortree%20City.mp3,https://vgmsite.com/soundtracks/pokemon-omega-ruby-and-alpha-sapphire-super-music-complete-nintendo-3ds/lgvdzvhsiz/2-17%20Fortree%20City.mp3
valt: https://vgmsite.com/soundtracks/pokemon-black-and-white/vbqcqole/204%20Route%206%20%28Spring~Summer%29.mp3,https://vgmsite.com/soundtracks/pokemon-black-and-white/vbqcqole/204%20Route%206%20%28Spring~Summer%29.mp3
charge: https://vgmsite.com/soundtracks/mount-blade-warband/whmrisfg/Charge%21.mp3,https://vgmsite.com/soundtracks/mount-blade-warband/whmrisfg/Charge%21.mp3
cold:https://vgmsite.com/soundtracks/fire-emblem-fates-if-english/dzufxhlw/101%20Warmth%20Is%20Gone.mp3,https://vgmsite.com/soundtracks/fire-emblem-fates-if-english/dzufxhlw/101%20Warmth%20Is%20Gone.mp3
prem: https://vgmsite.com/soundtracks/fire-emblem-fates-if-english/yjujqbeb/95%20Premonition.mp3,https://vgmsite.com/soundtracks/fire-emblem-fates-if-english/yjujqbeb/95%20Premonition.mp3
dardum: https://vgmsite.com/soundtracks/fire-emblem-fates-if-english/gkfhabft/10%20Dusk%20Falls.mp3,https://vgmsite.com/soundtracks/fire-emblem-fates-if-english/gkfhabft/10%20Dusk%20Falls.mp3
shrine:https://vgmsite.com/soundtracks/minecraft/fbluiiwvgz/Volume%20Beta%2013.%20Aria%20Math.mp3,https://vgmsite.com/soundtracks/minecraft/fbluiiwvgz/Volume%20Beta%2013.%20Aria%20Math.mp3
family:https://vgmsite.com/soundtracks/mario-kart-wii/ehlqvewnby/1-01%20Title.mp3,https://vgmsite.com/soundtracks/mario-kart-wii/ehlqvewnby/1-01%20Title.mp3
william:https://vgmsite.com/soundtracks/halo-combat-evolved-anniversary-original-soundtrack-2016/mynjrqrvle/1-08%20Rock%20in%20a%20Hard%20Place.mp3,https://vgmsite.com/soundtracks/halo-combat-evolved-anniversary-original-soundtrack-2016/mynjrqrvle/1-08%20Rock%20in%20a%20Hard%20Place.mp3(track:'aw','fadeout',3)
(unless: (track: 'shrine', 'isplaying'))[(track: 'shrine', 'fadein', 3)]
You approach the shrine. There's a statue of a human with a scarred cheek. Supposedly, if you can figure out what the statue is asking, it may respond.
"A deceiving appearance - she holds great power and experience. My ancestor - she is known by many names, but one stands out above all oF the others."
"A cruel being with limitless power, brought to his knees only by heated poultry... who is anti-avian antagonist?"
(set: $response to (prompt: "Response", ""))
[[Speak.->shrineresponse]]
[[Leave.->awmorning]](if:$response is 'frammie')[Hey family! Not sure exactly who's playing right now, but I'm glad you figured out the secret! I miss y'all a lot. At the time of writing this, I'm having a lot of fun, but struggling a bit with figuring out what I want to do in the long-term. I'm not afraid though. I have all of you to rely on, and I know I can push through. Don't worry about me - I'm having an excellent time. I love y'all so much! Thanks for playing!! -Logan <3
[[The Family Victory]]]
(else-if:$response is 'necroth')[Hey Will! I'm glad you made it to the secret here. It's not really hard to guess, but still. I'm just happy you played the game. So much of this is owed to you - this game just couldn't exist without your work. Although you didn't do any programming, you gave so much for the creativity. Thanks for everything, man.
[[The William Ending]]]
(else:)[Nothing happens. [[Return->shrine]]](track: 'family', 'play')
You correctly guessed Frammie, and now you win! Great work and thanks for playing!!
(track: 'william', 'play')
You correctly guessed Necroth, so now you win. You're also like crazy powerful or something. IDK. Good job though lol. Thanks for playing!
Volume 50Mute
↶↷Daernoth: Adventurer Click anywhere to start Best played with sound! By Logan Wenz World of Daernoth created by William Gilbert