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<b>$pc.name</b>: @@.Player;"Pardon me sir, but I presume you have mistaken me for somebody else."@@ <<if $brianellisrefused is false>> <b>Brian Ellis</b>: @@.Brian;"Good I've got your attention. Judging by your attire, you must be from Edesha right? Strange that the Queen would let one of you just walk freely around the Castle. It must mean one thing then... You're a diplomat, meant to offer peace right? And let me guess. I didn't go the way you thought it would. Well... I can help you. But for that to be a reality, I need your help too."@@ <<elseif $brianellisrefused is true>> <b>Brian Ellis</b>: @@.Brian;"So have you finally gave in to your conscience? Or have you just come to gawk at the sorry state I'm in?"@@<</if>> [[What do you need help with?|Hub 1 - 1.2 a]] [[I don't have time for this.|Hub 1 - 1.2 b]]
<<if $hub1investigate is false>> <b>$pc.name</b>: @@.Player;"Seeing as you're behind bars, it's clear you need help. But I must warn you, I am not particularly trained in breaking people out."@@ <b>Brian Ellis</b>: @@.Brian;"I need you to frame Emlyn Idwal of treason."@@ <<elseif $hub1investigate is true>> <b>Brian Ellis</b>: @@.Brian;"So what do you say? Are you going to help me put this weasel Emlyn behind bars?@@ <</if>> <<set $brianellismet to true>>//Brian Ellis added to Character Entries in your Journal// [[I can help you.|Hub 1 - I can help you]] [[Just tell me what you need.|Hub 1 - Just tell me what you need]] @@.Investigate;[[Tell me more.|Hub 1 - Tell me more]]@@
<b>$pc.name</b>: @@.Player;"Pardon me, but I have more pressing matters that need my attention."@@ <<set $brianellismet to true>><<set $brianellisrefused to true>>//Brian Ellis added to Character Entries in your Journal// [[Walk away|Castle Dungeons]]
<b>$pc.name</b>: @@.Player;"Interesting. How would me doing this help you?"@@ <b>Brian Ellis</b>: @@.Brian;"He's the one who deserves to rot in the Dungeons, not me! I am against this war, I have awlays been. The war has brought nothing but misery for Lorelia, and I want it stopped. And Emlyn, that snake, has accused me of conspiring with the enemy. But let me tell you, he's the real traitor not me."@@ <b>$pc.name</b>: @@.Player;"I imagine this Emlyn has something to gain from the ongoing war?"@@ <b>Brian Ellis</b>: @@.Brian;"Exactly! He's a merchant who sells weapons. But people think he only sells weapons to Lorelia's armies. Well, I found a little piece of paper, written records of his deals, that tells me he likes to sell to Edesha as well. So you see? He's the traitor, not me."@@ <<set $hub1investigate to true>> [[I see|Hub 1 - 1.2 a]]
<b>$pc.name</b>: @@.Player;"I would rather you skip the chatter and just tell me how can I accomplish such a thing."@@ <b>Brian Ellis</b>: @@.Brian;"Straight to the point huh? I didn't figure you were the type to be honest. In my room is a piece of paper I've carefully hidden. A record of transactions that tell of Emlyn's dealings with Edesha, our enemy! I mean no offence of course. Take it and plant it in Emlyn's room. Undeniable evidence of his treason will come to light. Seeing as I am clearly innocent I will be released, and that rat Emlyn will take my place!"@@ [[Continue|Hub 1 - c]]
<b>$pc.name</b>: @@.Player;"I am indeed in need of Allies. Please, tell me what I can do."@@ <b>Brian Ellis</b>: @@.Brian;"In my room is a piece of paper I've carefully hidden. A record of transactions that tell of Emlyn's dealings with Edesha, our enemy! Oh, I mean no offence of course. In any case, take it and plant it in Emlyn's room. Undeniable evidence of his treason will come to light. Seeing as I am clearly innocent I will be released, and that rat Emlyn will take my place!@@ <b>$pc.name</b>: @@.Player;"How do I know the contents of the records are truthful?"@@ <b>Brian Ellis</b>: @@.Brian;"Well how do I know I can trust you with all this information? I don't. I'm taking a risk, and so should you. Besides, you said you needed an Ally right? This is your opportunity to get one. If I were you, I would take the risk."@@ [[Continue|Hub 1 - c]]
<b>$pc.name</b>: @@.Player;"Very well. But when the time comes for me to call for your support, I hope you'll answer."@@ <b>Brian Ellis</b>: @@.Brian;"I'm a merchant of my word. You can count on me. Oh! I almost forgot. You'll need this. You'll find my room in the //East Tower//."@@ <<set $hub1lockboxkey to true>>//Lockbox Key added to Inventory// <<set $currenttime to $currenttime + 1>>//Some time has passed// <<set $hub1complete to true>>//New Quest Added to Journal:// <b>Conflict & Interest</b> [[Leave Conversation|Castle Dungeons]]
<<if $hub2investigate is false>> <b>Cadet Caden</b>: @@.Caden;"Halt! In the name of the Queen, this area is off limits. None can enter."@@ <<elseif $hub2investigate is true>> <b>Cadet Caden</b>: @@.Caden;"What're you still doing here!? Didn't you hear the first time? This area's off limits!"@@ <</if>> <<if $hub2deceitcheckfail is false>> [[I need your help, someone broke into my room!|Hub 2 - I need your help, someone broke into my room!]] <span style = "color: #B557CE">[Deceit Skill Check - Medium]</span> <<elseif $hub2deceitcheckfail is true>><span style = "color: #FF0000">I need your help, someone broke into my room! [Locked - Skill check failed]</span> <</if>> [[I heard Brian keeps money hidden. Let me in and its yours [Bribery]|Hub 2 - I heard Brian keeps money hidden. Let me in and its yours]] @@.Investigate;[[What happened?|Hub 2 - What happened?]]@@
<b>$pc.name</b>: @@.Player;"Oh did something happen?"@@ <b>Cadet Caden</b>: @@.Caden;"Lord Ellis betrayed the Queen and its people. The room is off limits, I am in the process of, um... conducting an, um, investigation... So no one enters...or you'll have to deal with me! Understood?"@@ <<set $cadenmet to true>>//Cadet Caden added to Character Entries in your Journal// <<set $hub2investigate to true>> [[I see|Hub 2]]
<b>$pc.name</b>: @@.Player;"I heard Lord Ellis hid some of his wealth in his room. Now that he is imprisoned, it's up for grabs, wouldn't you say?"@@ <b>Cadet Caden</b>: @@.Caden;"None can enter. Queen's orders!@@ He then leaned closer to me, whispering @@.Caden;"Alright, alright. Keep your voice down. Tell me where the gold is!@@ <b>$pc.name</b>: @@.Player;"It is my understanding that it is well hidden. Let me in and search the room and I'll find you the gold. But you must keep guard outside. It is your job after all."@@ <<set $cadenmet to true>>//Cadet Caden added to Character Entries in your Journal// [[Enter Brian's Room|Hub 2 - Brian's Room]] <<set $hub2cadenbribed to true>>
<b>$pc.name</b>: @@.Player;"Oh thank the Gods I've found you! A stranger broke into my room and stole important documents! Please sir, you must find this thief!"@@ <<link "Continue">> <<if $pc.deceit >= random(1, 3)>> <<goto "Hub 2 - deceit check successful">> <<else>> <<goto "Hub 2 - deceit check failed">> <</if>> <</link>>
<b>Cadet Caden</b>: @@.Caden;"Lying will get you nowhere snake!"@@ <span style = "color: #FF0000">//Deceit Skill Check Failed//</span> <<set $cadenmet to true>>//Cadet Caden added to Character Entries in your Journal// [[I must find another way in|Hub 2]] <<set $hub2investigate to true>> <<set $hub2deceitcheckfail to true>>
<b>Cadet Caden</b>: @@.Caden;"Hmmpf! Stay here sir! I'll get this lowlife! But this better not be a trick. If I found that your gone or that Lord Ellis's room has been ransacked. You will pay!"@@ <span style = "color: #00C20C">//Deceit Skill Check Successful//</span> <<set $cadenmet to true>>//Cadet Caden added to Character Entries in your Journal// [[Enter Brian's Room|Hub 2 - Brian's Room]]
<h2><u><center>EAST TOWER - BRIAN'S ROOM</center></u></h2> Brian's room was a mess, a bed torn open, glass broken on the floor, a bookcase destroyed, and clutter all over the floor. Brian wasn't just arrested, his room was ransacked. <<if $hub2cadenbribed is true>> <<linkreplace "Find Brian's Wealth">> After a thorough search through Brian's already ransacked room. You can spot a crack within the wooden frames of the floor. After taking a blunt object, you managed to pry open the wooden frame and spot a heavy looking pouch. Lifting it made those jingly sounds Cadet Caden was looking for. <<set $hub2bribemoney to true>>//Brian's Wealth added to Inventory// <<set $pc.gold to $pc.gold + 300>>//+300 <span style = "color: #E8BB00">Gold</span>// <<if $hub2bribemoney is true>>[[Find Brian's Records|Hub 2 - Leave Brian's Room]]<</if>><</linkreplace>> <</if>> <<if $hub2cadenbribed is false>>[[Find Brian's Records|Hub 2 - Leave Brian's Room]]<</if>> <<run UIBar.setStoryElements()>>
<h2><u><center>EAST TOWER - BRIAN'S ROOM</center></u></h2> Brian's room was a mess, a bed torn open, glass broken on the floor, a bookcase destroyed, and clutter all over the floor. Brian wasn't just arrested, his room was ransacked. After looking through Brian's already ransacked room, you spot a small lockbox that shows someone tried to pry it open, unsuccessfuly. Luckily, you are in the possession of the very key that can open it. <<linkreplace "Open the lockbox">> <<set $brianrecords to true>>//Brian's Records addded to Inventory// <<set $currenttime to $currenttime + 1>>//Some time has passed// Now to find Emlyn's room.<<set $hub2complete to true>> <<if $hub2bribemoney is false>>[[Leave Brian's Room|East Tower]] <<elseif $hub2bribemoney is true>>[[Return to Cadet Caden|Hub 2 - Return to Caden]]<</if>> <</linkreplace>>
<h2><u><center>EAST TOWER - OUTSIDE BRIAN'S ROOM</center></u></h2> <b>Cadet Caden</b>: @@.Caden;"So, have you...you know...found the gold?"@@ <<link "I have, here it is. Unfortunately, that is all I could find.">> <<if $pc.deceit >= random(1, 3)>> <<goto "Brian's Gold Deceit Successful">> <<else>> <<goto "Brian's Gold Deceit Failed">> <</if>> <</link>> <span style = "color: #B557CE">[Deceit Skill Check - Medium]</span> [[I have, here it is|Hub 2 Return to Caden - a]]
<b>$pc.name</b>: @@.Player;"Excuse me, are you Emlyn?"@@ <b>Emlyn Idwal</b>: @@.Emlyn;"Do I know you?"@@ <b>$pc.name</b>: @@.Player;"Pleased to meet you sir. I was wondering if I could borrow a few minutes of your time? You see, I'm a diplomat from Edesha and I wish to talk to you about the ongoing war between our two nations. I heard a gread deal about you and your reputation as an influential merchant here in Lorelia"@@ <b>Emlyn Idwal</b>: @@.Emlyn;"I suppose."@@ <<set $emlynmet to true>>//Emlyn Idwal added to Character Entries in your Journal// [[Move to Emlyn's Room|Hub 3 - Emlyn's Room with Emlyn]]
<h2><u><center>WEST TOWER - EMLYN'S ROOM</center></u></h2> Emlyn's room was neatly arranged, with large bookcases, green stained glass windows, with large coffers, and smaller ones adorning the place. Now I needed to find a good place to hide the evidence, a place that makes sense, somewhere a merchant would keep records of their dealings. One of his coffers perhaps? But I don't have much time, I need to <<linkreplace "act quickly before Emlyn arrives.">>act quickly before Emlyn arrives. <span id="countdown">10</span> seconds remaining!\ <<silently>> <<timed 1s>><<replace "#countdown">>9<</replace>> <<next>><<replace "#countdown">>8<</replace>> <<next>><<replace "#countdown">>7<</replace>> <<next>><<replace "#countdown">>6<</replace>> <<next>><<replace "#countdown">>5<</replace>> <<next>><<replace "#countdown">>4<</replace>> <<next>><<replace "#countdown">>3<</replace>> <<next>><<replace "#countdown">>2<</replace>> <<next>><<replace "#countdown">>1<</replace>> <<next>><<replace "#countdown">>0<</replace>> <<goto "Hub 3 - Caught by Emlyn">> <</timed>> <</silently>> <<linkreplace "On his desk">> No he'll notice it right away.<</linkreplace>> <<linkreplace "Large coffer next to the wardrobe">> I can't it's locked!<</linkreplace>> [[Small coffer beneath the wardrobe|Hub 3 - Plant Evidence]] <<linkreplace "Small coffer near the window">> This one's locked!<</linkreplace>><</linkreplace>>
<h2><u><center>WEST TOWER - EMLYN'S ROOM</center></u></h2> <b>Emlyn Idwal</b>: @@.Emlyn;"I do not usually converse with my enemies so make it quick."@@ <b>$pc.name</b>: @@.Player;"I understand, but do you really consider Edesha your enemies?"@@ <b>Emlyn Idwal</b>: @@.Emlyn;"Of course! Not considering them enemies would be betrayal. We are at war, in case you have forgotten that little detail."@@ <b>$pc.name</b>: @@.Player;"Well, as you know, I represent Edesha's interest. As a diplomat, it is my duty to build and maintain good relations, or heal wounded ones."@@ <b>Emlyn Idwal</b>: @@.Emlyn;"What are you getting at Edeshan?"@@ <b>$pc.name</b>: @@.Player;"During my short stay here I have met and talked to //important// people. But I came across this one day. A record of your dealings...with Edesha. I may support Edesha, but I never support betrayal, even against my enemies."@@ <b>Emlyn Idwal</b>: @@.Emlyn;"Are you insane!? I would never consort with my enemies!"@@ <b>$pc.name</b>: @@.Player;"This is not what the evidence says I'm afraid. I heard the Queen has a special place for traitors. You should know, you sent Lord Ellis there."@@ <b>Emlyn Idwal</b>: @@.Emlyn;"Haha! Brian put you up to this did he? Plotting to put a rival of his behind bars so he can be free. Be careful who you chose as your friends Edeshan, Brian is not an honest person, he's not even of noble birth and styles himself as //Lord Ellis//. Would you really trust someone like that? Besides, //if// I were to sell weapons to Edesha, why in the world would you want to stop me? Would I not be helping your nation win the war?"@@ <b>$pc.name</b>: @@.Player;"It would tell me you're helping no one but yourself, and need I remind you, I'm a diplomat, I'm trying to find a peaceful resolution."@@ <b>Emlyn Idwal</b>: @@.Emlyn;"Don't lie to yourself Edeshan, you're just a messenger for a tyrant. But humor me, what are you trying to accomplish here, by telling me all this to my face? Why not go to the Queen directly and accuse me of treason?"@@ <b>$pc.name</b>: @@.Player;"Oh I may definitely do that, but I had something else in mind. I want you to free Brian Ellis and I want your support as well, if you refuse, this record of your weapon deals with Edesha will go straight to the Queen and you'll soon find yourself where Ellis is now, while he walks free anyway."@@ <b>Emlyn Idwal</b>: @@.Emlyn;"What kind of diplomat are you, that you would resort to blackmail to get what you want? I'm willing to support you, despite my better judgement...but Brian must stay behind bars. If my offer does not suit you, leave now, or else I will call the guards to throw you out."@@ It seems Emlyn needs a bit more persuasion, but I could also leave, and report directly the Queen herself about this matter, what should I do? <<if $hub2cadenbribed is true>>[[Someone has to take the fall in this mess, what about Cadet Caden? [Condition "Cadet Caden is Bribed" required]|Hub 3 - Cadet Caden Takes the Fall]] <<elseif $hub2cadenbribed is false>><span style = "color: #FF0000">Someone has to take the fall in this mess, what about Cadet Caden? [Condition "Cadet Caden is Bribed" required]</span> <</if>> [[You have yourself a deal. Support me and Brian will stay in the dungeons. |Hub 3 - Deal with Emlyn]] <<if $emlyncharmfail is false>>[[Brian will walk free and you will support me|Hub 3 - Charm Emlyn]] <span style = "color: #1BACF5">[Charm Skill Check - Medium]</span> <<elseif $emlyncharmfail is true>><span style = "color: #FF0000">Brian will walk free and you will support me [Charm Skill Check]</span> <</if>>
<b>$pc.name</b>: @@.Player;"Someone has to take the fall in this, but Brian must be free. On a completely unrelated note, did you know a certain Cadet by the name of Caden has been seen stealing from Brian's room?"@@ <b>Emlyn Idwal</b>: @@.Emlyn;"What? Oh, yes Cadet Caden, I suppose the oaf will do. Fine Edeshan, we have ourselves a deal."@@ <b>$pc.name</b>: @@.Player;"Thank you Emlyn, I expect your support in the future."@@ [[Leave Emlyn's Room|Hub 3 - Leave Emlyn's Room]] <<set $cadentakesfall to true>>
<b>$pc.name</b>: @@.Player;"Alright Emlyn, we'll do it your way, Brian stays in the dungeon but I expect your support in the future."@@ <b>Emlyn Idwal</b>: @@.Emlyn;"Of course Edeshan, I'm a merchant of my word."@@ [[Leave Emlyn's Room|Hub 3 - Leave Emlyn's Room]] <<set $emlyndeal to true>>
<b>$pc.name</b>: @@.Player;"Brian will walk free and you will lend me your support...unless you want to hear what the Queen has to say about this."@@ <<link "Continue">> <<if $pc.charm >= random(1, 3)>> <<goto "Hub 3 - charm check successful">> <<else>> <<goto "Hub 3 - charm check failed">> <</if>> <</link>>
<h2><u><center>WEST TOWER</center></u></h2> <<set $currenttime to $currenttime + 1>>//Some time has passed// <<set $hub3complete to true>> [[Leave Emlyn's Room|West Tower]]
<b>Emlyn Idwal</b>: @@.Emlyn;"Ha! You can certainely try, she would sooner clean the royal stables herself than talk with the likes of you. But try anyway."@@ <span style = "color: #FF0000">//Charm Skill Check Failed//</span> [[Leave Emlyn's Room|Hub 3 - Leave Emlyn's Room]] <<set $emlyncharmfail to true>>
<b>Emlyn Idwal</b>: @@.Emlyn;"Oh fine! If that's the price I need to pay to stay alive then so be it. That rascal can walk free."@@ <b>$pc.name</b>: @@.Player;"It seems we have ourselves a deal."@@ <span style = "color: #00C20C">//Charm Skill Check Successful//</span> [[Leave Emlyn's Room|Hub 3 - Leave Emlyn's Room]] <<set $emlyncharmed to true>>
I approach him, bringing him the news of his, and Emlyn's, fate. <<if $cadentakesfall is true>>[[Brian addresses me first|Hub 4 - Cadet Caden Took the Fall]] <<elseif $emlyndeal is true>>[[Brian addresses me first|Hub 4 - Brian is Imprisoned]] <<elseif $emlyncharmed is true>>[[Brian addresses me first|Hub 4 - Emlyn and Brian are Free]] <<elseif $evidenceplanted is true>>[[Brian addresses me first|Hub 4 - Emlyn is Framed and Brian is Freed]]<</if>>
This coffer is not locked! Now to put the records in and close it, there! <<set $evidenceplanted to true>>//Evidence planted.// Now I better leave quickly before Emlyn arrives. <<set $currenttime to $currenttime + 1>>//Some time has passed// <<set $hub3complete to true>> [[Leave Emlyn's Room|West Tower]]
<b>Brian Ellis</b>: @@.Brian;"So? have you taken care of my little problem?"@@ <b>$pc.name</b>: @@.Player;"I have. Although a bit different than I originally planned. You will be free to go. However, Emlyn still walks free. Cadet Caden will take the fall."@@ <b>Brian Ellis</b>: @@.Brian;"This is not really what we agreed. I have to say, I'm very disappointed you didn't frame Emlyn. I wanted him to take the fall. But I will be free, and I am a merchant of my word. So when the time comes, I'll be your Ally."@@ <<set $hub4complete to true>> [[Leave Conversation|Castle Dungeons]]
<b>Brian Ellis</b>: @@.Brian;"So? have you taken care of my little problem?"@@ <b>$pc.name</b>: @@.Player;"I'm afraid there has been a change of plans. You will stay imprisoned, as the Queen intended, and Emlyn is still innocent. I truly apologize but I'm afraid Emlyn will make for a better Ally."@@ <b>Brian Ellis</b>: @@.Brian;"You backstabbing snake! I shouldn't have trusted you! One day the Queen will find out, and you'll be in the same spot as I, or worse!"@@ <<set $hub4complete to true>> [[Leave Conversation|Castle Dungeons]]
<b>Brian Ellis</b>: @@.Brian;"So? have you taken care of my little problem?"@@ <b>$pc.name</b>: @@.Player;"I have. Although a bit different than I originally planned. You will be free to go. However, Emlyn still walks free."@@ <b>Brian Ellis</b>: @@.Brian;"This is not really what we agreed. I have to say, I'm very disappointed you didn't frame Emlyn. I wanted him to take the fall. But I will be free, and I am a merchant of my word. So when the time comes, I'll be your Ally."@@ <<set $hub4complete to true>> [[Leave Conversation|Castle Dungeons]]
<b>Brian Ellis</b>: @@.Brian;"So? have you taken care of my little problem?"@@ <b>$pc.name</b>: @@.Player;"I did. Emlyn will be accused of treason once the documents are discovered in his room, and you'll be a free man."@@ <b>Brian Ellis</b>: @@.Brian;"From the bottom of my heart, I thank you. When you need me as an Ally, I'll be there."@@ <<set $hub4complete to true>> [[Leave Conversation|Castle Dungeons]]
<h1><center>//Conflict & Interest Completed//</center></h1> <<if $cadentakesfall is true>>Brian is finally freed and will support you as an ally, as well as Emlyn who you've made a deal with. The unfortunate casualty of this deal was Cadet Caden who has now taken Brian's place in the dungeons of Lorelia, no doubt awaiting a dark fate. <<elseif $emlyndeal is true>>The status quo remains unchanged, Brian still awaits his grim fate in the dungeons while Emlyn still walks free. However, Emlyn has agreed to support you, thanks to a deal you and him have made. <<elseif $emlyncharmed is true>>Thanks to your diplomatic skills, Brian is now free, and so is Emlyn as you have managed to convince him to support you and free Brian in the process. Only time will tell if Brian and Emlyn's uneasy "alliance" with you stays intact. <<elseif $evidenceplanted is true>>Emlyn has been framed and imprisoned, while Brian has been cleared of the charges of treason against him. Brian is now sure to support you in the future, but only time will tell what happens to Emlyn now that he has taken Brian's place in the dungeons.<</if>>
<<if $cadentakesfall is true>>[[As I thought the letter was about Brian, with mentions of a certain Captain Caden.|Hub 5 - Cadet Caden Took the Fall]] <<elseif $emlyndeal is true>>[[The letter seems to come from Emlyn himself.|Hub 5 - Brian is Imprisoned]] <<elseif $emlyncharmed is true>>[[As I thought, the letter was about Brian, with mentions of a certain Emlyn Idwal.|Hub 5 - Emlyn and Brian are Free]] <<elseif $evidenceplanted is true>>[[As I thought, the letter was about Brian, with mentions of a certain Emlyn Idwal.|Hub 5 - Emlyn is Framed and Brian is Freed]]<</if>>
<h2><u><center>EAST TOWER - MY ROOM</center></u></h2> <b>Brian Ellis</b>: @@.Brian;//"Hello $pc.name, Thanks to you, I've been enjoying my newfound freedom. Such a shame for what happened to Cadet Caden. If you need me however, I am glad to be considered one of your Allies. Oh, and Emlyn sends his regards as well."//@@ <<set $pc.ally to $pc.ally + 2>>//2 <span style = "color:#00D30A">Allies</span> have joined your side!// <<run UIBar.setStoryElements()>> [[Quest Ends|Quest Ends]]
<h2><u><center>EAST TOWER - MY ROOM</center></u></h2> <b>Emlyn Idwal</b>: @@.Emlyn;//"From Emlyn, Thanks to you $pc.name, Brian still rots in the Dungeon. Thank you for bringing me the "truth" about the matter yesterday. I look forward to be your Ally in the coming days."//@@ <<set $pc.ally to $pc.ally + 1>>//1 <span style = "color:#00D30A">Ally</span> have joined your side!// <<run UIBar.setStoryElements()>> [[Quest Ends|Quest Ends]]
<h2><u><center>EAST TOWER - MY ROOM</center></u></h2> <b>Brian Ellis</b>: @@.Brian;//"Hello $pc.name, Thanks to you, I've been enjoying my newfound freedom. If you need me, I am glad to be considered one of your Allies. Oh, and Emlyn sends his regards as well."//@@ <<set $pc.ally to $pc.ally + 2>>//2 <span style = "color:#00D30A">Allies</span> have joined your side!// <<run UIBar.setStoryElements()>> [[Quest Ends|Quest Ends]]
<h2><u><center>EAST TOWER - MY ROOM</center></u></h2> <b>Brian Ellis</b>: @@.Brian;//"Hello dear friend, I am writing this letter in the comfort of my own room, finally. As I'm sure you're aware, I've been freed, and Emlyn has been imprisoned. If you need me, I am glad to be considered one of your Allies."//@@ <<set $pc.ally to $pc.ally + 1>>//1 <span style = "color:#00D30A">Ally</span> have joined your side!// <<run UIBar.setStoryElements()>> [[Quest Ends|Quest Ends]]
''Day:'' $day ''Time of Day:'' $timeperiod[$currenttime] <span style = "color: #1BACF5">''Charm:''</span> $pc.charm <span style = "color: #B557CE">''Deceit:''</span> $pc.deceit <span style = "color:#00D30A"> ''Allies:''</span> $pc.ally <span style = "color: #E8BB00">''Gold:''</span> $pc.gold <u>''Cheat Codes''</u> Charm: <<button "+">><<set $pc.charm to $pc.charm + 1>><</button>><<button "-">><<set $pc.charm to $pc.charm - 1>><</button>> Deceit: <<button "+">><<set $pc.deceit to $pc.deceit + 1>><</button>><<button "-">><<set $pc.deceit to $pc.deceit - 1>><</button>> Gold: <<button "+">><<set $pc.gold to $pc.gold + 50>><</button>><<button "-">><<set $pc.gold to $pc.gold - 50>><</button>>
-----PLAYER----- <<set $pc to {}>> <<set $pc.charm to 0>> <<set $pc.deceit to 0>> <<set $pc.gold to 100>> <<set $pc.ally to 0>> <<set $pc.points to 4>> <<set $map to false>> <<set $emlynkey to false>> -----TIME & DAY----- <<set $timeperiod to ["Morning", "Noon", "Afternoon", "Evening", "Night", "Past Midnight"]>> <<set $currenttime to 0>> <<set $day to 0>> -----BRIAN ELLIS---- <<set $brianellismet to false>> <<set $brianellisrefused to false>> <<set $hub1investigate to false>> <<set $hub1lockboxkey to false>> <<set $brianrecords to false>> -----CADET CADEN----- <<set $cadenmet to false>> <<set $hub2investigate to false>> <<set $hub2deceitcheckfail to false>> <<set $hub2cadenbribed to false>> <<set $hub2bribemoney to false>> <<set $cadentakesfall to false>> -----EMLYN IDWAL----- <<set $emlynmet to false>> <<set $emlyndeal to false>> <<set $emlyncharmed to false>> <<set $emlyncharmfail to false>> <<set $evidenceplanted to false>> -----QUEEN AURELIA----- <<set $aureliatalked to false>> -----THE GUIDE----- <<set $guidemet to false>> -----THE SPY----- <<set $spymet to false>> <<set $hub1trade to false>> <<set $hub2trade to false>> <<set $maptrade to false>> <<set $emlyncharmedtrade to false>> <<set $emlynframedtrade to false>> -----CONVERSATION HUBS----- <<set $hub1complete to false>> <<set $hub2complete to false>> <<set $hub3complete to false>> <<set $hub4complete to false>> <<set $hub5complete to false>> -----QUESTS OBJECTIVES----- -----MISCELLANEOUS----- <<set $fountaingold to false>> <<set $randombark to 0>> <<set $lostcoinpurse to false>> <<set $lostcoinpurseowner to false>> <<set $daysafterrelease to 0>>
<<if $map is true>><u><b>Queen's Keep Map</b></u> A well made and detailed map of Lorelia's Keep. I may not need it as I understand the layout of this place but maybe someone else will?<</if>> <<if $hub2bribemoney is true>><u><b>Brian's Wealth</b></u> A hefty sum of 300 Gold.<</if>> <<if $hub1lockboxkey is true>><u><b>Brian's Lockbox Key</b></u> A beautiful golden key with a small silver seagull engraved on it.<</if>> <<if $brianrecords is true>><u><b>Brian's Records</b></u> Records detailing Emlyn's deals with Edesha.<</if>> <<if $emlynkey is true>><u><b>Emlyn's Key</b></u> A key to Emlyn Idwal's room.<</if>> <div class="prose"><<back Back>></div>
[[Inventory]] [[Journal]] [[Credits]]
<h2><u><center>JOURNAL</center></u></h2> [[Quests]] [[Characters]] <div class="prose"><<back Back>></div>
<h2><u><center>CASTLE LOWER SECTION</center></u></h2> The hallways are dark, their stone walls tinted by the dim light of the torches, rarely a soul visits this place, only the mysterious and the unfortunates. The lower section of the Queen's Castle feels like a grim reminder that, despite all its grandeur, Lorelia is still a nation at war. And the dungeons lie at the very end, behind a tall wooden door with a thorny rose flower engraved upon it. <<if $guidemet is false && $hub1complete is true && $map is false>>As I left the dungeons, a figure I recognize was leaning on the damp walls of the hallway. [[Talk to them|Guide Lower Section]] <<elseif $guidemet is true && $hub1complete is true && $map is false>>The Guide is still here, leaning on the damp stone of the dark hallways, head down and eyes closed, as if he was taking a nap, I wonder if they still have that map? [[Talk to them|Guide Lower Section 2]]<</if>> <b><u>Travel</u></b> [[Enter the Castle Dungeon|Castle Dungeons]] - [[Return to the West Tower|West Tower]]
-----JAVASCRIPT----- Template.add(['PLAYER', 'BRIAN', 'EMLYN', 'CADEN'], function () { return `<span class='${this.name.toLowerCase()}-color'>${this.name}</span>`; }); Config.saves.autosave = true; Config.addVisitedLinkClass = true; -----STYLESHEET----- .player-color { color: #D33E3E; } .brian-color { color: #46AFFF; } .emlyn-color { color: #319C12; } .caden-color { color: #A8B6B8; } .link-visited { color: purple; } -----STORY CAPTION----- #FF81DF (pink color)
<<run UIBar.setStoryElements()>> <<timed 1s>><<goto "Location">><</timed>> <center>text or image</center> <<link "Attempt the 'spooky' maneuver">> <<if $Spooky >= random(1, 10)>> <<goto "Spooky Success Passage">> <<else>> <<goto "Spooky Failure Passage">> <</if>> <</link>> body.throneroom { background-image:url(Images/Locations/Throne_Room.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.westtower { background-image:url(Images/Locations/West_Tower.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.easttower { background-image:url(Images/Locations/East_Tower.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.dungeonhallway { background-image:url(Images/Locations/Dungeon_Hallway.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.dungeons { background-image:url(Images/Locations/Dungeons.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.garden { background-image:url(Images/Locations/Garden.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.emlyndoor { background-image:url(Images/Locations/Emlyn_Door.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.briandoor { background-image:url(Images/Locations/Brian_Door.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.emlynroom { background-image:url(Images/Locations/Emlyn_Room.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.brianroom { background-image:url(Images/Locations/Brian_Room.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } body.playerroom { background-image:url(Images/Locations/Player_Room.jpg) ; background-size: 100% ; background-attachment: fixed; background-repeat: no-repeat; background-position: center center; } All images are generated with AI using Microsoft Designer on 4/21/2024 https://designer.microsoft.com/image-creator </center>
@@.Player;"My name is <<textbox "$pc.name" "">>. I'm a diplomat from Edesha, with orders for the Queen's eyes only. The letter I gave you tells of my qualifications, take a look."@@ <<set $pc.points to $pc.points - 1>><<set $pc.charm to $pc.charm + 1>><<run UIBar.setStoryElements()>> Allocate stats for your character. You have <<print $pc.points>> left to distribute. <<if $pc.points > 0>>Charm: <<button "+" "Charm Increase">><</button>><<elseif $pc.points <= 0>>No more points to allocate<</if>> <<button "-" "Charm Decrease">> Charm.<</button>> <<if $pc.points > 0>>Deceit: <<button "+" "Deceit Increase">><</button>><<elseif $pc.points <= 0>>No more points to allocate<</if>> <<button "-" "Deceit Decrease">> Deceit.<</button>> <<button "continue">> <<set $pc.name to $pc.name.trim()>> <<goto "Introduction 3">> <</button>>@@#input-error;@@
@@.Player;"My name is <<textbox "$pc.name" "">>. I'm a diplomat from Edesha, with orders for the Queen's eyes only. The letter I gave you tells of my qualifications, take a look."@@ <<set $pc.deceit to $pc.deceit + 1>><<set $pc.points to $pc.points - 1>><<run UIBar.setStoryElements()>> Allocate stats for your character. You have <<print $pc.points>> left to distribute. <<if $pc.points > 0>>Charm: <<button "+" "Charm Increase">><</button>><<elseif $pc.points <= 0>>No more points to allocate<</if>> <<button "-" "Charm Decrease">> Charm.<</button>> <<if $pc.points > 0>>Deceit: <<button "+" "Deceit Increase">><</button>><<elseif $pc.points <= 0>>No more points to allocate<</if>> <<button "-" "Deceit Decrease">> Deceit.<</button>> <<button "continue">> <<set $pc.name to $pc.name.trim()>> <<goto "Introduction 3">> <</button>>@@#input-error;@@
@@.Player;"My name is <<textbox "$pc.name" "">>. I'm a diplomat from Edesha, with orders for the Queen's eyes only. The letter I gave you tells of my qualifications, take a look."@@ <<set $pc.charm to $pc.charm - 1>><<set $pc.points to $pc.points + 1>><<run UIBar.setStoryElements()>> Allocate stats for your character. You have <<print $pc.points>> left to distribute. Charm: <<button "+" "Charm Increase">><</button>> <<if $pc.points < 4>><<button "-" "Charm Decrease">> Charm.<</button>><<elseif $pc.points >= 4>>Maximum of 4 points to distribute<</if>> Deceit: <<button "+" "Deceit Increase">><</button>> <<if $pc.points < 4>><<button "-" "Deceit Decrease">> Deceit.<</button>><<elseif $pc.points >= 4>>Maximum of 4 points to distribute<</if>> <<button "continue">> <<set $pc.name to $pc.name.trim()>> <<goto "Introduction 3">> <</button>>@@#input-error;@@
@@.Player;"My name is <<textbox "$pc.name" "">>. I'm a diplomat from Edesha, with orders for the Queen's eyes only. The letter I gave you tells of my qualifications, take a look.@@ <<set $pc.deceit to $pc.deceit - 1>><<set $pc.points to $pc.points + 1>><<run UIBar.setStoryElements()>> Allocate stats for your character. You have <<print $pc.points>> left to distribute. Charm: <<button "+" "Charm Increase">><</button>> <<if $pc.points < 4>><<button "-" "Charm Decrease">> Charm.<</button>><<elseif $pc.points >= 4>>Maximum of 4 points to distribute<</if>> Deceit: <<button "+" "Deceit Increase">><</button>> <<if $pc.points < 4>><<button "-" "Deceit Decrease">> Deceit.<</button>><<elseif $pc.points >= 4>>Maximum of 4 points to distribute<</if>> <<button "continue">> <<set $pc.name to $pc.name.trim()>> <<goto "Introduction 3">> <</button>>@@#input-error;@@
<h2><u><center>CHARACTERS</center></u></h2> <<if $guidemet is true>>[[The Guide|The Guide Bio]]<</if>> <<if $brianellismet is true>>[[Brian Ellis|Brian Ellis Bio]]<</if>> <<if $emlynmet is true>>[[Emlyn Idwal|Emlyn Idwal Bio]]<</if>> <<if $cadenmet is true>>[[Cadet Caden|Cadet Caden Bio]]<</if>> <div class="prose"><<back Back>></div>
<h2><u><center>BRIAN ELLIS</center></u></h2> ''Occupation:'' Influential Lorelian Merchant. ''Description:'' He has brown medium length hair and brown eyes. He wears a blue and grey tunic with flowers as symbols. Brian Ellis is confident but sometimes reckless. Claims to have always put Lorelia's best interest first, whether or not his higher ups agree with his opinions or not. He sometimes finds himself willing to do not so legal things if it considers them the "right" things to do. ''Entries:'' An influential merchant of Lorelia who opposed the Queen's decision to continue the war. Accused of treason for trading with Edesha. He claims this accusation is false, and desires to get back at Emlyn, the one who accused him of treason. <div class="prose"><<back Back>></div>
<h2><u><center>EMLYN IDWAL</center></u></h2> ''Occupation:'' Influential Lorelian Merchant, excels in the manufacture and selling of weapons. ''Description:'' Emlyn has short black hair and green eyes. He wears a thick deep green and black dress, and many jewels around his hands and neck. Nobody can recall seeing him smile. Emlyn is a strict and arrogant character, he tries to assert his authority to people of "lower rank" than him. He will spend as less time as possible on people or topics that do not concern him. He fears but won't show fear to people who may pose a threat to him. ''Entries:'' Accused Brian of treason, convincing the Queen to imprison him. He supports the Queen’s decision to continue the war. He profits from the war by manufacturing and selling weapons. <div class="prose"><<back Back>></div>
<h2><u><center>CADET CADEN</center></u></h2> ''Occupation:'' A guard member of the Queen's Keep of Lorelia. ''Description:'' Caden wears a silver and pale blue armour with a pale blue cloak. He has a small brown beard and short brown hair. He is rather small compared to the other guards. Cadet Caden is a grumpy man. Barely respected by his peers, Caden is a guard with a small amount of authority which he loves to show and enforce at almost every chance he gets, sometimes against his own good. ''Entries:'' He is a Cadet for the Royal Guard who was ordered to have Brian Ellis’s room searched for evidence of treason. Is ordered to guard Brian Ellis’s room while searching for evidence. Stole a portion of Brian Ellis’s wealth while searching for evidence. <div class="prose"><<back Back>></div>
<h2><u><center>PROLOGUE</center></u></h2> //I can scarcely remember when the war started, but by now Lorelia must know we have already won. Attached to this letter, you will find the terms of peace. Bring to the Queen in Blue these terms, and pray that her heart has not been hardened further from this conflict. We will have our peace yet. King Casimir, Benevolent ruler of Edesha// <<linkreplace "Continue">> In a stormy countryside, a lone figure rides East atop a black steed, their face hidden by a red hood, a golden deer is emblazoned on the cloak it extends from; the colors and symbol of the Kingdom of Edesha. Encased in a red and blue iron container, fastened tightly to the hooded figure, are the terms of peace offered by Casimir, its king, and is meant to be offered to the Queen in Blue, ruler of Lorelia. The lone rider approached the capital city of Lorelia, encased by large walls of white stone .It has a bustling city, which sprawls from the azure coast with its silver shipyards, all the way to the Thedesian Hills where the Queen's Keep towers over it all. <<linkreplace "Continue">>One single toll of a bell could be heard throughout the city, coming from the keep. A small flock of doves flew out, away from the city. The lone rider approaches the city gate, but a group of well-armed guards in blue, cross their spears, preventing entry. Another toll of the bell rang. @@.Player;"I come from Edesha!"@@ cries out the lone figure. @@.Guard;"We know..."@@says one of the guards, pointing at the rider's cloak, bearing the golden deer, the symbol of Edesha. He did not make any effort in hiding his disdain towards me. @@.Guard;"No one from Edesha is permitted entry to Lorelia, Queen's orders."@@ <<linkreplace "Continue">>A third toll, this time, louder than the ones that came before. @@.Player;"I have important orders of my own"@@ continued the rider, @@.Player;"that I need to deliver to your Queen."@@ The guards looked suspiciously at the rider, @@.Guard;"Right, and we're just going to take your word for it? Who are you supposed to be anyway, that you have 'important orders' you need to deliver."@@ The lone rider sighed, stepped down from their horse and took out a small letter from their pouch, the symbol of a deer was on its seal. The rider then removed their hooded cloak, revealing a familiar face, [[yours.|Introduction 2]]<</linkreplace>><</linkreplace>><</linkreplace>>
@@.Player;"My name is <<textbox "$pc.name" "">>. I'm a diplomat from Edesha, with orders for the Queen's eyes only. The letter I gave you tells of my qualifications, take a look."@@ <<run UIBar.setStoryElements()>> Allocate stats for your character. You have <<print $pc.points>> left to distribute. <<if $pc.points > 0>>Charm: <<button "+" "Charm Increase">><</button>><<elseif $pc.points <= 0>>No more points to allocate<</if>> <<if $pc.points < 4>><<button "-" "Charm Decrease">> Charm.<</button>><<elseif $pc.points >= 4>>Maximum of 4 points to distribute<</if>> <<if $pc.points > 0>>Deceit: <<button "+" "Deceit Increase">><</button>><<elseif $pc.points <= 0>>No more points to allocate<</if>> <<if $pc.points < 4>><<button "-" "Deceit Decrease">> Deceit.<</button>><<elseif $pc.points >= 4>>Maximum of 4 points to distribute<</if>> <<button "continue">> <<set $pc.name to $pc.name.trim()>> <<goto "Introduction 3">> <</button>>@@#input-error;@@
The guards both looked at each other, then back to the letter, and finally back to me, with disapproving looks. @@.Player;"I take it everything's in order then?"@@ They gave me back the letter and un-crossed their spears, allowing me entry to Lorelia, finally. @@.Player;"Good day gentlemen."@@ I concluded, riding past them and letting their grumbling fade in the distance. <<linkreplace "Continue">> As I entered the city, I was led to the stable closest to the palace, where I was told to leave my horse for the duration of my stay here. @@.Player;"It's alright Ceffyl"@@ I said, caressing his head. @@.Player;"You'll be safe here, I'll be back soon enough."@@ <<linkreplace "Continue">> I never visited Lorelia before, but I did not imagine it being such a melancholic place compared to Edesha. The city was much quieter; walking through the streets, I noticed people talking in hushed voices and had grim expressions on their faces, some were even sobbing in the streets, perhaps the war has taken a much greater toll on the citizen than I imagined. I eventually made my way to the Queen's Keep which stood on the Thedesian Hills named after the First Queen of Lorelia, Thedesia, according to the legends at least, recounted to me by a very eager guide I found to help me find my way through it all. The Queen's Keep was made of white limestone, probably quarried from the cliffside on the Azure Coast. The keep itself was surrounded by thin white towers, with deep green vines surrounding it, as if letting nature be a part of the stone itself, and a thin blue spire on top. The central building was large and imposing, and the broad central doorway was painted blue and had a silver seagull with a rose in its beak engraved on it. But frustratingly, like the city guates, the local Keep's guards barred me entry to the keep. <<linkreplace "Continue">> The guide I was with spoke to them rather bluntly and asked them to let me pass, as if he had some kind of authority over them. The Guard responded negatively, in a stern and condescending manner, the guide's display of authority did not really seem to pay off, the guard then turned to me, @@.Guard;"I don't know who let you in Edeshan, but no one enters, especially not the likes of you."@@ @@.Guide;"And why's that?"@@ Asked the guide, annoyed. The guard looked at each other, concern showing on their faces. @@.Guard;"Didn't you hear the bells?"@@ One of them asked @@.Guard;"The Queen is dead..."@@ A feeling of dread and shock filled me. The Queen is...dead? Who's the ruler of Lorelia now? What does it mean for our peace? What will happen to me? <<linkreplace "Continue">> But whatever the consequences of that, my task was did not change, I must offer peace. @@.Player;"I have urgent orders,"@@ like with the city guards before, I took out the letter and showed it to them, hoping it works again. @@.Player;"I'm a diplomat, I mean no harm here, quite the contrary I am tasked with bringing a peace offer to your Queen...or whoever rules in her stead."@@ After a thorough read, the guards handed me back the letter and sighed, @@.Guard;"Do you have any weapons on you?@@ @@.Player;"Only a dagger to protect me during my travels."@@ He extended me his hand and made sign for me to give it to him. @@.Guard;"I'll have to confiscate that, can't let you in armed."@@ The thought of entering the seat of Edesha's enemies without any kind of protection made me uneasy, but I had little choice in the matter. @@.Guard;"Alright, you can enter, behave yourself in there. Or you'll have to answer to our spears."@@ He then turned towards the gate and with the help of other guards, opened the blue and silver gate of the Queen's Keep. <<linkreplace "Continue">> I felt my heart pounding as the gate opened. Only a few minutes ago, I had an idea of what awaited me in there. Now, my mind was filled with uncertainty. But before I set foot inside, I felt a tap on my shoulders, I turned around and the guide extanded his hand. @@.Guide;"My payment please."@@ I was so preoccupied by the thought of the Queen's death that I forgot the guide even existed. @@.Guide;"It's 50 Gold."@@ <<link "50 Gold? Don't you think it's a bit too expensive for what has been a stroll through the city?">> <<if $pc.charm >= random(1, 2)>> <<goto "Introduction Charm Check Successful">> <<else>> <<goto "Introduction Charm Check Failed">> <</if>> <</link>> <span style = "color: #1BACF5">[Charm Skill Check - Easy]</span> [[Fine, here's the gold.|Introduction 3 a]] <</linkreplace>><</linkreplace>><</linkreplace>><</linkreplace>><</linkreplace>>
Following my entry to the keep, I walked through the central hallway where countless people gathered. Nobles, influential merchants, and royal families filled the halls of the keep. Most of them were wearing black, with blue and silver patterns emblazoned on their attire. Their dark expression on their faces turned to suspicion as they noticed me walking the halls, the more I progressed towards the throne room, the more vulnerable I felt. Still, the beauty of these halls did manage to dull the anxiousness I felt. The halls were filled with large white marble collumns, with rich draperies of blue, gold, and silver. At the end of the hallway, where the throne room resided, the collums held up a large blue dome with silver stained glass depicting scenes, of what I imagine is Lorelia's history. These scenes depicted perilous voyages at sea, great battles, foundations of great cities, legendary figures and creatues, and so much more. <<linkreplace "Continue">> Enamored by the beauty of this place, I almost did not notice the procession in front of me and almost bumped into one of the local nobles. A long line of black robed people stretched out from the throne room to the central hallway, giving gifts, and words of love and respect to a young woman slumped on a marble throne, Lorelia's new Queen perhaps? After the procession ended, the guards signaled me to come forward. The woman on the throne did not even noticed me at first, her eyes staring far into the distance, but not looking at anything in particular. As I approached closer, her eyes took notice of my presence. <<linkreplace "Continue">> @@.Aurelia;"Stop."@@ The Queen lifted her head as she spoke, her dark and tired eyes frowned at the sight of me. @@.Aurelia;"You're an enemy here Edeshan. My mother fought against you lot for years. What do you want?"@@ @@.Player;"You guessed correctly your Majesty, I am indeed Edeshan. A diplomat to be more exact. I was tasked to bring a peace offer to the Queen of Lorelia-"@@ @@.Aurelia;"Are you in need of a new pair of ears Edeshan?"@@ She spoke, cutting me off. @@.Aurelia;"Did you not hear the 3 bell tolls that rang throughout this whole city?"@@ She paused for a moment before continuing, @@.Aurelia;"My mother Leila...the Queen, died this morning."@@ She clenched her fist as she said that. @@.Player;"Indeed I heard. My King and your Queen had talks of peace and-"@@ @@.Aurelia;"Stop. My mother was wrong, and weak. Her talks of peace with your King was out of fear. I, Queen Aurelia, am not afraid. you Edeshans think us weak enough to force upon us a peace that would make my great nation subserviant to yours, oh how //merciful// you are. I will not allow it."@@ @@.Player;"Please your Majesty! I urge you to reconsider. This bloody war can end right now, do not let your people suffer."@@ @@.Aurelia;"Silence!"@@ She said in a thunderous voice, rising from he throne. @@.Aurelia;"One more word, and I will feed you to my lions. You are lucky I have not already done that."@@ <<linkreplace "Continue">> Suddenly, an old man in a tattered dull blue robe whispered in her ear. Focused as I was in this situation, I did not even notice him before. Was he always there by her side? After that, Queen Aurelia sighed heavily and sat calmly on her throne. She closed her eyes and paused for a moment, then addressed me again. @@.Aurelia;"My mother was generous, and so am I. You have undoubtedly travelled far, it would be cruel to send you away now. I will permit you to stay here as a guest, but only for a week. You are still an enemy in these halls, Edeshan. Any wrongdoing and you will be thrown out, or worse. Guards!"@@ She then makes a sign for a group of guards to to approach, @@.Aurelia;"Bring the diplomat to the West Tower. A room awaits you there Edeshan."@@ <<linkreplace "Continue">> This may be the worst thing that could have happened, the Queen dies, and a hateful successor assumes the throne, bloodthirsty for war. Well, I could have died as well, that would have been the worst thing to have happened. But I do have a week here still, maybe just maybe, I can sway the people in her court, make her see reason. I believe peace will prevail. After a treck through the Keep, we arrived in the hallway of the West Tower, where apparently, my room resides. @@.Guard;"There you are Edeshan. The room's yours."@@ said one of the guards. As they opened the door, they practically push me inside, as if I was merely a prisoner here. Maybe I am. [[Proceed|Player Room]]<</linkreplace>><</linkreplace>><</linkreplace>><</linkreplace>>
<h2><u><center>GUEST ROOM</center></u></h2> This is the room I was assigned to stay in. It is a beautiful room, with a balcony which has nice view on the city and the coast. But in truth, this room feels more like a prison than a room. <<if $daysafterrelease is 1>>Just on a small coffer in front of my bed was a small letter. News from Brian and Emlyn's fate? [[Read the letter|Hub 5]]<</if>> [[Wait for a little while|Room Wait]] [[Sleep until the next morning|Sleep]] [[Leave Room|West Tower]]
<h2><u><center>WEST TOWER</center></u></h2> The hallways of the West Tower were connected with a spiral staircase, leading up to the Observatory, to the Great Hall, and all the way down to the Lower Sections. The left side of the hallway had a view of the farmlands and lavender fields located just outside of the city, while on the right were the rooms of the resident of the Keep, including mine. \<<if $hub1complete is false>><span class='fadeIn'>@@.Barks;"Have you heard? Lord Ellis was thrown to the dungeons only a few days ago!" "Ha! Good riddance I say. One less soft would-be-Lord out of the Queen's influence can only be a good thing."@@</span><</if>>\ \<<if $hub1complete is true>><<set $randombark to random(1)>> <<if $randombark is 0>><span class='fadeIn'>@@.Barks;"Who's that woman in purple that hangs around the East Tower in the evening?" "No idea, there are too many people that come and go from the keep." "I bet she's a spy from Edesha, we have to be careful nowadays you know."@@</span> <<elseif $randombark is 1>><span class='fadeIn'>@@.Barks;"So...you think we'll win this war?" "Come on, we've been beaten at every turn, I wish the Queen would just surrender already, because if she doesn't, there's not going to be a Lorelia anymore."@@</span><</if>><</if>>\ <b><u>Travel</u></b> [[My Room|Player Room]] - [[Great Hall|Throne Room]] <<if $hub2complete is true>> - [[Emlyn Idwal's Room|Room - Emlyn Idwal]]<</if>> - [[Lower Section|Castle Lower Section]]
<<set $currenttime to 0>> <<set $day to $day + 1>> <<if $hub4complete is true>><<set $daysafterrelease to $daysafterrelease + 1>><</if>> <<timed 0.5s>><<goto "Player Room">><</timed>>
<h2><u><center>EAST TOWER</center></u></h2> Similar to the West Tower, the East Tower was connected via a spiral staircase leading to the Great Hall. A balcony was on the right, where people from the Keep would meet and talk there, it had a view on the whole city and the coast, while the rooms laid on the left side of the hallways. \<<set $randombark to random(2)>> <<if $randombark is 0>><span class='fadeIn'>@@.Barks;"I've heard some strange sounds in the garden late at night but I've been too scared to go. The castle at night has always made me uneasy." "I would stay clear of the gardens love, there are some strange legends about that place."@@</span> <<elseif $randombark is 1>><span class='fadeIn'>@@.Barks;"A whole shipment of grains and fish, lost at the bottom of the Azure Sea!" "Tell me about it, one of my caravans got ambushed on their way back to Lorelia." "This war will ruin us all I tell you."@@</span> <<elseif $randombark is 2>><span class='fadeIn'>@@.Barks;"I've heard of an Edeshan visiting the Keep recently, I'm wondering what they're doing here." "A merchant or diplomat I've heard. But they're spying on us I'm sure. The Queen should have thrown them to the lions when she had the chance."@@</span> <</if>>\ <<if $lostcoinpurse is false>>A coin purse lies on the ground near a closed door. No one is around...should I take it? <<linkreplace "Yes">> You open the coin purse and find 50 Gold pieces which you carefully put in your pockets. <<set $pc.gold to $pc.gold + 50>>//+50 <span style = "color: #E8BB00">Gold</span>// <<set $lostcoinpurse to true>><</linkreplace>><</if>> \<<if $currenttime >= 3>> <<if $spymet is false>>A young woman stood next to one of the limestone pillars on a balcony, observing passerbies. She wore a deep purple shouldercape with a small symbol I recognize, a one eyed silver owl. An Edeshan spy! Perhaps I shouldn't be too surprised that they're here. I may have been sent here to negociate a peace but the King Casimir of Edesha is known to take precautions. [[Should I go to her?|Edeshan Spy]] <<elseif $spymet is true>>The Edeshan spy is here, if I have some information, I can trade them for gold. [[Should I go to her?|Edeshan Spy Store]]<</if>><</if>>\ <b><u>Travel</u></b> <<if $hub1complete is true>>[[Brian Ellis' Room|Room - Brian Ellis]] - <</if>>[[Great Hall|Throne Room]]
<h2><u><center>GREAT HALL</center></u></h2> Nobles, influential merchants, and royal families filled the halls of the keep, which were filled with large white marble collumns, with rich draperies of blue, gold, and silver. At the end of the hallway, where the throne room resided, the collums held up a large blue dome with silver stained glass depicting scenes, of what I imagine is Lorelia's history. These scenes depicted perilous voyages at sea, great battles, foundations of great cities, legendary figures and creatues, and so much more. \<<set $randombark to random(2)>> <<if $randombark is 0>><span class='fadeIn'>@@.Barks;"I met a strange man wearing green the other day, he sold me a brooch I've been wanting to have for weeks!" "You know I've met someone very similar I think, just the other day, a man in green offered me a hunting hound, I've always wanted a hunting hound!"@@</span> <<elseif $randombark is 1>><span class='fadeIn'>@@.Barks;"I heard news of my son yesterday, he lives but...well it hurts to much to say." "I haven't heard any news about my daughter at all. Damn this war! Damn it all to the sea!"@@</span> <<elseif $randombark is 2>><span class='fadeIn'>@@.Barks;"I've been trying to meet with Emlyn Idwal but he's only available in the evening he says! What could possibly keep him busy all day for a wealthy noble like him!"@@</span> <</if>>\ \<<if $currenttime <= 1 || $currenttime == 3>>The Great Hall is as busy as ever. Meanwhile the Queen Aurelia is sitting on her throne, hearing the pleas of her people. One by one, they plead and beg for assistance in various issues. <<if $hub3complete is true && $emlyncharmfail is true && $aureliatalked is false>>[[Approach her about Emlyn|Frame Emlyn]]<</if>><</if>>\ \<<if $lostcoinpurseowner is false && $lostcoinpurse is true>> An old woman was looking anxiously around the Throne Room, as if looking for someone, or something. Suddenly, she notices you. @@.Barks;"Escuse me, I don't think I've ever seen you before. I've asked many people here but they all tell me the same thing. Have you, by any chance, found a purse containing gold? I think I've left it in the East Tower but my eyes are not what they used to be and I don't see very well anymore. If you have somehow found my coin purse, would you give it to me please? It had around 50 Gold pieces in it."@@ [[Oh that's right! I did find a coin purse containing that exact ammount, here you are.|Coin Purse Owner Truth]] [[Uhm...I'm afraid not, sorry!|Coin Purse Owner Lie]]<</if>>\ <b><u>Travel</u></b> [[West Tower]] - [[Garden]] - [[East Tower]]
<h2><u><center>CASTLE DUNGEONS</center></u></h2> The dim light of the torches provided one of the only sources of light in this dark pit of despair. The cells were filled with desperate souls clinging to the little vigor they have left, some give me a strange look, but most have their gaze fixed on the uncertain future. I notice a few nobles in some of the cells, their luxurious clothing tarnished by the rough environment of the dungeons. <<if $brianellismet is false>> <b>Brian Ellis</b>: @@.Brian;"Ah cousin! It's been so long! I'm so sorry we have to meet in these conditions, but please, tell me how dear Laura is doing."@@ One of the prisoners, a young man with a blue and grey tunic, addresses me and makes sign for me to go to him. I've never met him and I'm certainly not his cousin. What does he want I wonder? <<set $brianellismet to true>> [[Respond to him|Hub 1.1]] <<elseif $brianellismet is true && $hub1complete is false && $hub3complete is false && $hub4complete is false>> The lone prisoner who addressed you beforehand lies slumped against the damp stone walls of his cell, seemingly more bored than anything else. [[Approach him|Hub 1.1]] <<elseif $brianellismet is true && $hub1complete is true && $hub3complete is false && $hub4complete is false>> Brian Ellis lies slumped against the damp stone walls of his cell, now with the hint of a smile. <<elseif $brianellismet is true && $hub1complete is true && $hub3complete is true && $hub4complete is false>> Brian Ellis lies slumped against the damp stone walls of his cell, but quickly gets back to his feet as soon as he sees me entering the dungeons. [[Talk to him|Hub 4]] <<elseif $brianellismet is true && $hub1complete is true && $hub3complete is true && $hub4complete is true>>Brian Ellis lies slumped against the damp stone walls of his cell.<</if>> [[Leave Castle Dungeons|Castle Lower Section]]
<h2><u><center>WEST TOWER - OUTSIDE EMLYN'S ROOM</center></u></h2> The door to Emlyn's room stands as an interesting contrast to the usual blue and silver colored halls and doorways that adorn the Queen's Keep. The door itself was made of sturdy wood, colored in a deep forest green with a golden boar at its center, and a thorny vine motif all around the edges. \<<if $hub3complete is false && $currenttime >= 3>>A man with black hair, wearing a thick deep green and black dress, was talking to a well armed figure standing guard outside Emlyn's room, probably Emlyn's personal guard, and he must be him. [[Talk to Emlyn|Hub 3 - Wait for Emlyn]] I can't sneak in now, I'll need to return when he's not in his room. <<elseif $currenttime < 3>>I knocked but no one answered, he must be away at the moment.<</if>>\ <<if $emlynkey is true && $currenttime <3 && $hub3complete is false>>[[Sneak into Emlyn's Room|Hub 3 - Sneak into Emlyn's Room]]<<elseif $emlynkey is false>><span style = "color: #FF0000">Sneak into Emlyn's Room [Emlyn's Key required]</span> <<elseif $hub3complete is true && $currenttime >= 3>>Emlyn is inside, but I have no business here at the moment.<</if>> [[Return to West Tower|West Tower]]
<h2><u><center>EAST TOWER - OUTSIDE BRIAN'S ROOM</center></u></h2> Brian's door to his room was made of wood, and colored blue and silver, reflecting the loyal colors of Lorelia. A silver rose laid in the center of the door, with a root motif around the edges. <<if $hub2complete is false>>A guard with a plain pale blue and silver armor and a grumpy expression on his face stood guard outside the room, preventing enter perhaps. Let's see what's happening here. [[Talk to him|Hub 2]]<<elseif $hub2complete is true>>Cadet Caden stands guard outside Brian's room, no use in talking to him now, I have what I want. [[Return to East Tower|East Tower]] <</if>>
DRAGONFLY Dragonfly is master of illusion and the mystical realm of color, whose wings reflect and refract the power of light. Dragonflies begin their lives upon the water, and they transform and grow to become shaman creatures of the air. Swift flyers with brilliant control and darting speed, they are minature dragons of the faerie realm. Associated with emotion and passion (water), they also represent mental clarity and control (air). Dragonfly is a symbol of transformation and change and represents creative imagination, and the insight of clear vision throughout our illusions. https://www.celticartstudio.com/symbol/f/SYMBOLS/70 --------------------------------------------------------------------------------------------- ANTLERS & MOONS Antlers are an ancient archetype representing male energy, strength and fertility. The Horned God is a powerful symbol to the ancient people, named Cernunnos, Herne, Lord of all Stags. The great branching horns manifest the Spirit of the Forest - the esoteric mystery of the Tree of Life. The growth and shedding of his antlers are a seasonal symbol of regeneration. The moon is an ancient archetypal female symbol. Arianrhod, the Welsh goddess whose name means Silver Wheel was worshipped as priestess of the moon. The moon is mistress of the rhythms of tides water, emotion, psyche and womb cycles, life, death, creation. This weave of Antlers and Moons balance together the potent symbols of male and female energy. Both archetypes represent rebirth and regeneration, together they contain the Mysteries of earth and sky. https://www.celticartstudio.com/symbol/f/SYMBOLS/12 --------------------------------------------------------------------------------------------- BIRDS OF RHIANNON Birds of Rhiannon - The Welsh Goddess Rhiannon Great Queen was accompanied by totem birds whose songs could "awaken the dead and lull the living to sleep". Birds possessed supernatural powers, and throughout Celtic myths, divine entities frequently shape-shift between human and bird form. Birds are a potent force in Celtic mythology, often symbolizing the flight of spirits to the Otherworld. Herons, Cranes, Storks, Pelicans are related to the Gods and Goddesses that preside over the mysteries of reincarnation, acting as guides to the Underworld. Birds evoke ideas of freedom, the human soul liberated from the body at death. Often three birds appear together in symbolism, all pointing to the Three Fates, the Sisters of Wyrd. https://www.celticartstudio.com/symbol/f/SYMBOLS/98 --------------------------------------------------------------------------------------------- BOAR Boar is a symbol of valor and ferocious strength for the warriors, one of the most popular animal symbols for the Celts. But unlike the Stag, the Bull and the sacred birds, the Boar was not particularly revered until the Iron Age Celts. The Boar symbol appears as a crest on the helmets of the warriors, and Celtic coins feature the Boar as a universal symbol of strength and fertility – sometimes portrayed with triple horns and often associated with the Tree of Life. Boars appear throughout mythology as magical, often destructive supernatural beasts. In the Welsh Maginogi stories, Gwydion tells Math son of Mathonwy of the arrival of strange creatures from the south called pigs – hobeu – belonging to Pryderi who got them from Arawn, King of Annwn, the Celtic Otherworld. The hunting of the Otherworld pigs is a favorite theme. The most legendary boar is Twrch Trwyth (Welsh) or Torc Triath (Irish): The King of the boars from whom Magh Treitherne is named. The great boar was once a wicked king. He and his followers were transformed into swine who laid waste to a third of Ireland. In the story of Culhwch and Olwen (the Mabinogi) Culhwch and Arthur are sent on a seemingly impossible quest to snatch the treasure of bristles from between the ears of the ferocious . In the battle of Mag Mucrime, pigs of magic, mucca gentliuchta, were said to come out of the cave of Cruachan, which is Ireland’s gate of the Underworld, and the Red Swine of Derbrenn appear frequently in the early tales. Fenian warriors hunt the treacherous, powerful boars, who lead the heroes to the Otherworld. https://www.celticartstudio.com/symbol/f/SYMBOLS/88 --------------------------------------------------------------------------------------------- BULL The Bull is revered by the Celts as Hu the Mighty, and he appears throughout their mythology with otherworldly significance related to the fertility of the land and the tribe. The mythic power of totemic beasts often relates to the forces of the land and the cosmos. In the Irish myth The Battle Raid of Cooley, Taín Bó Cuailnge, there is a supernatural battle for Ireland between the Brown Bull of Ulster, Donn, and the White Horned One, Findbennach, the Bull of Connaught. They lock together in terrible combat. Donn destroys the White Bull, and the Irish political landscape is established. https://www.celticartstudio.com/symbol/f/SYMBOLS/79 --------------------------------------------------------------------------------------------- DOVES Among many mythologies the dove appears as feminine symbol of soul, wisdom, re-birth and harmony. In the ancient world the concept of harmony was close to healing. Images of doves were offered to the Celtic healer-deities of thermal springs, multiple stone figures of doves were offered to the curative spirits presiding over shrines. Like ravens, doves were perceived as oracular birds, perhaps on account of their distinctive call. In classical iconography and mythology, doves were theattribute of Venus, goddess of love. Both dove and olive branch originally meant "the peace of the goddess". Peace on earth is here written in some of the living languages of the Celtic Nations. Tangnefedd ar y ddaear (Welsh) • Shee er y talloo (Manx) Re bo cres yn nor (Cornish) • Air talamh sìth (Scottish) Peoc'h war ar bed (Breton) • Síocháin ar talamh (Irish) https://www.celticartstudio.com/symbol/f/SYMBOLS/21 --------------------------------------------------------------------------------------------- GREEN MAN The Green Man is a powerful archetype, an untamed mysterious figure often depicted with his semi-human foliate face entwined with plants and leaves - often growing out of his mouth. He is an ancient primeval character, representing the fierce verdant force of nature, the woodlands and densely entwined thickets that once covered the land. The Green Man is often included in stone carvings by artist and stonemasons: his enigmatic image adorns the crevices and walls of medieval cathedrals and churches all over Europe. Similar images occur in many cultures, representing the vegetation deity, the spirit of the trees plants and foliage. Our oldest Celtic example dates to the third century BC, where he appears on an Irish obelisk, perhaps the mythic Derg Corra - the Man-In-The-Tree. He is well known throughout the British Isles by many names, such as Green Jack, Jack in the Green and Green George. Myrddin Wyllt - Wild man of the Woods - is a Welsh sixth-century bardic visionary, a mad wild man. He is both an historical and mythic figure who inspired many poems and prophetic legends from the Dark Ages onward. The life of Myrddin Wyllt became the basic of the great iconic magician Merlin who later figured in the romantic twelfth-century Arthurian legends. https://www.celticartstudio.com/symbol/f/SYMBOLS/47 --------------------------------------------------------------------------------------------- HOUNDS Cwn Annwn - the Hounds of Annwn - are a pack of red-eared, snow-white spectral hounds from the Celtic Otherworld. In Welsh folklore Arawn Lord of Annwn rides with his pack of hounds through the skies in autumn, winter, and early spring. Annwn is the Celtic Otherworld, the world behind the veil/mask. The Hounds of Annwn haunt the fringes of this world as the Wild Hunt and are feared to be the Hell Hounds whose baying is heard on the howling winds. In Wales, where they are also known as Cwn Mamau - Hounds of the Mothers, they were associated with migrating geese, whose strange call sounds like the Cwn Annwn of the night. Within mythology, such as the Welsh medieval tale the Mabinogi, they run with Gwyn ap Nudd - another Lord of the Otherworld - also appearing with Bran, or Arthur, and are the Hounds of Herne the Hunter. https://www.celticartstudio.com/symbol/f/SYMBOLS/25 --------------------------------------------------------------------------------------------- KELTIC DRAGONS Ddraig Goch - Red Dragon symbolises the sovereignty of Britain, and is the totemic beast of the greatest line of kings, the Pen-dragons. Dragons and serpents of the Celtic religion symbolise earth energies - the dragon lines/ley lines. The Red Dragon is derived from the Great Red Serpent that once represented the old Welsh God Dewi, Saint David. There is a legend that the British tyrant King Vortigern, was attempting to build a fortified tower, thought to be the hillfort of Dinas Emrys in Snowdonia, Wales, but the structure kept falling down. A young boy was brought to be sacrificed to save the tower. However, the young Emrys had powers of prophecy, and he saw that two dragons, one red and one white, were fighting in an underground pool below the weak foundations. Emrys prophesied that the red dragon would slay the white dragon, and the Saxons would be driven from Britain. Y Ddraig Goch Ddyry Cychwyn - The Red Dragon will Rise Again! https://www.celticartstudio.com/symbol/f/SYMBOLS/30 --------------------------------------------------------------------------------------------- LEAPING HARE This painting is inspired by a vision of the Hare Leaping through the flames of inspiration. In folk lore, it is said that when the farmers burn the stubble in the fields - to regenerate the earth in Springtime - the Hare is often seen to run into, rather than away from the flames, and yet is not burned, and is reborn. Here the magical Hare leaps through the window of our imagination, of our psyche, through the flames of inspiration that give him new life. The Hare was also believed to self-sacrifice himself within the fire - giving his life for the assured rebirth of the earth. The Hare is associated with Eostre (or Ostara) - an Anglo-Saxon Goddess of the dawning East, and of springtime (from whom we derive the name for Easter), who was believed to have taken the form of a rabbit, or white hare, which is her totem creature. https://www.celticartstudio.com/symbol/f/SYMBOLS/324 --------------------------------------------------------------------------------------------- RAVENS The Raven is the totemic bird of the Morrigan - Great Queen, also known as Badb, Crow - the ancient Celtic death goddess of victory, prophecy and battle. In Arthurian myth she appears as Morgan Le Faye, King Arthur's witch half-sister, as a powerful and dark influence. The Morrigan ruled the Fortunate Isles with her nine sisters who are said to guard and tend the cauldron of rebirth in the depths of Annwn, cooling it with their breath. Ravens have a close affinity with the supernatural world, and appear often throughout Celtic mythology, featuring in the Welsh stories of the Mabinogi. Ravens are birds of omen - predicting the future by studying the flight of birds. Believed to possess oracular powers, the distinctive harsh voice of the Raven prophesied the future and the outcome of battles. Carrion birds, they are associated with death, and Celtic coins depict the Raven or Crow perched on the back of a horse, symbolizing the war-goddess Badb Catha, who could change shape from woman to death-crow in battle. The Triple Raven alights on Cu Chulainn's shoulder at his death,to symbolize the passing of his spirit. As death is closely intertwined with life, the bright-eyed Raven is also blessed with clear vision, and is wise in the mysteries of rebirth and healing. https://www.celticartstudio.com/symbol/f/SYMBOLS/35 --------------------------------------------------------------------------------------------- ULSTER CYCLE https://en.wikipedia.org/wiki/Ulster_Cycle ---------------------------------------------------------------------------------------------
<h2><u><center>THE GUIDE</center></u></h2> ''Occupation:'' A guide showing newcomers all the nooks and crannies of Lorelia. ''Description:'' A slender person wearing an lime green jacket and a sage colored hat. They wear a gold chain around their righ wrist and a black glove only on their left hand. I could never get a good look at their face however. They are quite a myserious character, I do not know his name, nor what their motives are and why they sometimes choses to help me...always for a price it seems. ''Entries:'' They helped guide me throughout Lorelia and to the Queen's Keep. They gave me an interesting piece of adive: "Tread carefully, the roses in this garden are sharp, especially for someone like you." <<if $map is true>>They sold me this helpful map...for an exorbitant fee.<</if>> <div class="prose"><<back Back>></div>
<h2><u><center>GARDEN</center></u></h2> The garden was surrounded by open hallways held up by white columns and arches. The garden itself was a beautiful arrangement of flowers and herbs, bushes and trees, and statues and fountains. In the center was a small fountain made of white limestone. The face of an old man was carved on the inside of the bowl holding the water, with water gushing out of its mouth. \<<if $fountaingold is false>>Looking inside the small fountain, I perceived some gold coins at the bottom. People are making wishes at this fountain perhaps? I could take this gold, nobody would really notice. <<linkreplace "Take the gold">> <<set $pc.gold to $pc.gold + 50>>//+50 <span style = "color: #E8BB00">Gold</span>//<</linkreplace>> <<set $fountaingold to true>><</if>>\ <<if $currenttime >= 4>>The moon hang high up in the sky and the moonlight shone lightly on the garden, revealing something I have not seen before at the bottom of the fountain, a snake on the left of the old man's face was carved, while on the right was a fox. Even stranger, I could hear the faintest of whispers coming from the fountain...must be my imagination. <<if $pc.gold >= 50>>[[Throw some coin for the fox|Fountain Charm Increase]]<<elseif $pc.gold < 50>>Throw a coin for the fox [50 Gold required]<</if>> <<if $pc.gold >= 50>>[[Throw some coin for the snake|Fountain Deceit Increase]]<<elseif $pc.gold < 50>>Throw a coin for the snake[50 Gold required]<</if>> <</if>> \<<if $emlynkey is false && $hub3complete is false>>The guide who helped me get into the Keep is here, leaning against a stone collumn, arms crossed and their face lowered, preventing me from truly getting a look at them.\ [[Talk to them|Guide Garden]]<</if>> [[Great Hall|Throne Room]]
BRIAN ELLIS: Morning: Castle Dungeons Noon: Castle Dungeons Afternoon: Castle Dungeons Evening: Castle Dungeons Night: Castle Dungeons Past Midnight: Castle Dungeons EMLYN IDWAL: Morning: Out of Castle Noon: Out of Castle Afternoon: Throne Room Evening: Emlyn's Room Night: Emlyn's Room Past Midnight: Emlyn's Room CADET CADEN: Morning: Brian's Room Noon: Brian's Room Afternoon: Brian's Room Evening: Brian's Room Night: Brian's Room Past Midnight: Brian's Room QUEEN AURELIA: Morning: Throne Room Noon: Throne Room Afternoon: Garden Evening: Throne Room Night: Queen's Chambers (Inaccessible) Past Midnight: Queen's Chambers (Inaccessible)
<b>The Guide</b>: @@.Guide;"Hello Edeshan. Do you know a certain Emlyn Idwal?"@@ \<<if $hub1complete is false>><b>$pc.name</b>: @@.Player;"No I haven't, who are they?"@@ <b>The Guide</b>: @@.Guide;"Oh you'll know him soon enough. Speaking of, I have something that may help you."@@ The guide hands out a key from their pocket and presents it to me. As I try to reach for it, the guide quickly pulls back their hand. <b>The Guide</b>: @@.Guide;"Now hold on, I can't just hand this for free, it's a valuable item."@@ <b>$pc.name</b>: @@.Player;"Just hand it to me please."@@ <b>The Guide</b>: @@.Guide;"For 50 gold I will."@@ <<link "50 gold for a piece of copper? That's theft my friend, I would lower your price if you have any hope of people buying anything from you.">> <<if $pc.charm >= random(3, 4)>> <<goto "Emlyn's Key Charm Successful">> <<else>> <<goto "Emlyn's Key Charm Failed">> <</if>> <</link>> <span style = "color: #1BACF5">[Charm Skill Check - Hard]</span> [[Fair enough, here you go|Guide Garden a]] <<elseif $hub1complete is true>><b>$pc.name</b>: @@.Player;"I have heard of him yes, what do you know about him?"@@ <b>The Guide</b>: @@.Guide;"Oh I don't personally know him, but I have come across something that may be related to him."@@ The guide pulls out a key from their pocket and presents it to me. As I try to reach for it, the guide quickly pulls back their hand. <b>The Guide</b>: @@.Guide;"Now hold on, I can't just hand this for free, it's a valuable item."@@ <b>$pc.name</b>: @@.Player;"Just hand it to me please."@@ <b>The Guide</b>: @@.Guide;"For 100 gold I will."@@ <<link "100 gold for a piece of copper!? That's theft my friend, I would lower your price if you have any hope of people buying anything from you.">> <<if $pc.charm >= random(3, 4)>> <<goto "Emlyn's Key Charm Successful">> <<else>> <<goto "Emlyn's Key Charm Failed">> <</if>> <</link>> <span style = "color: #1BACF5">[Charm Skill Check - Hard]</span> [[Fair enough, here you go|Guide Garden a]]<</if>>\
<b>The Guide</b>: @@.Guide;"Hello Edeshan."@@ The Guide! What are they doing here? <b>$pc.name</b>: @@.Player;"Hum...hello? How did you get inside the Keep?"@@ <b>The Guide</b>: @@.Guide;"I have my ways, but that is not important. How do you find navigating the Keep? The hallways and rooms of this Keep can be quite confusing to traverse. A map can help you find your way."@@ <b>$pc.name</b>: @@.Player;"And...where can I find this map?"@@ <b>The Guide</b>: @@.Guide;"As it happens, I have one right here."@@ The Guide pulls out a folded piece of paper held together by thin green strings. The paper itself looked clean, perfectly rectangular with no hint of wear whatsoever, as if it was never used before. <b>The Guide</b>: @@.Guide;"<span style = "color: #E8BB00">50 Gold</span> please..."@@ <b>$pc.name</b>: @@.Player;"<span style = "color: #E8BB00">50 Gold</span>? This map is not made of pure emerald is it!?"@@ <b>The Guide</b>: @@.Guide;"No...it is just a well made map. And before you ask, no I won't reduce the price on this one."@@ <<set $guidemet to true>>// <<if $pc.gold >= 50 && $map is false>><<linkreplace "Buy the map">> <<set $pc.gold to $pc.gold - 50>>//-50 <span style = "color: #E8BB00">Gold</span>// <<set $map to true>>//Map added to Inventory//<</linkreplace>><<elseif $pc.gold < 50 && $map is false>>Buy the map [50 <span style = "color: #E8BB00">Gold</span> Required]<</if>> [[Leave Conversation|Castle Lower Section]]
THE GUIDE: @@.Guide;"Well Edeshan, still want that map? it's only <span style = "color: #E8BB00">50 Gold</span>..."@@ <<if $pc.gold >= 50 && $map is false>><<linkreplace "Buy the map">> <<set $pc.gold to $pc.gold - 50>>//<span style = "color: #E8BB00">-50 Gold</span>// <<set $map to true>>//Map added to Inventory//<</linkreplace>><<elseif $pc.gold < 50 && $map is false>>Buy the map [50 <span style = "color: #E8BB00">Gold</span> Required]<</if>> [[Leave Conversation|Castle Lower Section]]
<h2><u><center>QUESTS</center></u></h2> <<if $hub1complete is true>>[[Conflict & Interest]]<</if>> <div class="prose"><<back Back>></div>
<h2><u><center>CONFLICT & INTEREST</center></u></h2> \<<if $hub2complete is false>>- A certain Brian Ellis has told me to search his room located in the East Tower as he was in the possession of a document, a record of dealings, that would show that Emlyn Idwal is a traitor, and Brian Ellis innocent.<<elseif $hub2complete is true>>==- A certain Brian Ellis has told me to search his room located in the East Toweras he was in the possession of a document, a record of dealings, that would show that Emlyn Idwal is a traitor, and Brian Ellis innocent.==<</if>> \ \<<if $hub3complete is false && $hub2complete is true>>- Now with the records in hand, I should go to Emlyn Idwal's room and plant the evidence, or talk to him directly.<<elseif $hub3complete is true && $hub2complete is true>>==- Now with the records in hand, I should go to Emlyn Idwal's room and plant the evidence, or talk to him directly.==<</if>> \ \<<if $hub4complete is false && $hub3complete is true && $evidenceplanted is true>>- I've successfuly planted the evidence. I need to report back to Brian Ellis.<<elseif $hub4complete is true && $hub3complete is true && $evidenceplanted is true>>==- I've successfuly planted the evidence. I need to report back to Brian Ellis.==<</if>> \ \<<if $hub4complete is false && $hub3complete is true && $cadentakesfall is true>>- I've managed to sway Emlyn to my cause, at the cost of Cadet Caden. Nonetheless, I need to report back to Brian Ellis.<<elseif $hub4complete is true && $hub3complete is true && $cadentakesfall is true>>==- I've managed to sway Emlyn to my cause, at the cost of Cadet Caden. Nonetheless, I need to report back to Brian Ellis.==<</if>> \ \<<if $hub4complete is false && $hub3complete is true && $emlyndeal is true>>- I made a deal with Emlyn, Brian stays in the dungeon but Emly will support me, whatever the case, I need to tell him of the news.<<elseif $hub4complete is true && $hub3complete is true && $emlyndeal is true>>==- I made a deal with Emlyn, Brian stays in the dungeon but Emly will support me, whatever the case, I need to tell him of the news.==<</if>> \ \<<if $hub4complete is false && $hub3complete is true && $emlyncharmed is true>>- I managed to sway Emlyn to my cause and Brian will be freed, I need to report back to him.<<elseif $hub4complete is true && $hub3complete is true && $emlyncharmed is true>>==- I managed to sway Emlyn to my cause and Brian will be freed, I need to report back to him.==<</if>> \ \<<if $hub4complete is false && $hub3complete is true && $emlyncharmfail is true>>- I failed to sway Emlyn to my cause, perhaps the Queen can help in that regard?<<elseif $hub4complete is true && $hub3complete is true && $emlyncharmfail is true>>==- I failed to sway Emlyn to my cause, perhaps the Queen can help in that regard?==<</if>> \ \<<if $hub4complete is false && $hub3complete is true && $aureliatalked is true>>- I succeeded in convincing the Queen of Emlyn's crimes, let's report back to Brian.<<elseif $hub4complete is true && $hub3complete is true && $aureliatalked is true>>==- I succeeded in convincing the Queen of Emlyn's crimes, let's report back to Brian.==<</if>> \ \<<if $hub5complete is false && $hub4complete is true>>- Now I just need to wait until I recieve a letter, no doubt sent to my room.<<elseif $hub5complete is true && $hub4complete is true>>==- Now I just need to wait until I recieve a letter, no doubt sent to my room.==<</if>>\ <div class="prose"><<back Back>></div>
@@.Guide;"There 25 Gold then, I've reduced the price to half, it's more than generous."@@ The guide groaned as they said that. <span style = "color: #00C20C">//Charm Skill Check Successful//</span> <<set $pc.gold to $pc.gold - 25>>//-25 <span style = "color: #E8BB00">Gold</span>// @@.Player;"Here's the gold."@@ I reached out in my pockets and handed them the appropriate ammount. @@.Guide;"Thank you. Oh, before you go, a word of advice. Tread carefully, the roses in this garden are sharp, especially for someone like you."@@ I turned to the Keep's doors, finally stepping in my final destination. [[Proceed into the Keep|Introduction 4]]
@@.Guide;"Hmmmm....no."@@ A sly smile appeared on their face. @@.Player;"Fine here take it...I can't believe this racket."@@ I reached in my pocket and handed them their not so well-deserved gold. <span style = "color: #FF0000">//Charm Skill Check Failed//</span> <<set $pc.gold to $pc.gold - 50>>//-50 <span style = "color: #E8BB00">Gold</span>// @@.Guide;"I thank you for your generosity. Oh, before you go, a word of advice. Tread carefully, the roses in this garden are sharp, especially for someone like you."@@ I turned to the Keep's doors, finally stepping in my final destination. [[Proceed into the Keep|Introduction 4]]
@@.Player;"Fine, here you are."@@ I reached in my pocket and handed them the gold. <<set $pc.gold to $pc.gold - 50>>//-50 <span style = "color: #E8BB00">Gold</span>// @@.Guide;"I thank you for your generosity. Oh, before you go, a word of advice. Tread carefully, the roses in this garden are sharp, especially for someone like you."@@ I turned to the Keep's doors, finally stepping in my final destination. [[Proceed into the Keep|Introduction 4]]
<b>The Guide</b>: @@.Guide;"Alright then, 25 gold it is. Just for you."@@ <b>$pc.name</b>: @@.Player;"I hope this is worth it."@@ I said to them handing out the gold. <span style = "color: #00C20C">//Charm Skill Check Successful//</span> <<set $pc.gold to $pc.gold - 50>>//-50 <span style = "color: #E8BB00">Gold</span>// <b>The Guide</b>: @@.Guide;"Only if you decided to use it, but that's up to you Edeshan."@@ I took the key from their hands and put it safely in a pouch. <<set $emlynkey to true>>//Emyn's Key added to inventory// <<set $currenttime to $currenttime + 1>>//Some time has passed// [[Leave Conversation|Garden]]
<b>The Guide</b>: @@.Guide;"This piece of copper is a key Edeshan, a valuable item such as this one cannot be bargained for."@@ <b>$pc.name</b>: @@.Player;"Fine here take it, it better be worth it."@@ I reached in my pocket and found the gold the guide was asking for. <span style = "color: #FF0000">//Charm Skill Check Failed//</span> <<set $pc.gold to $pc.gold - 100>>//-100 <span style = "color: #E8BB00">Gold</span>// I took the key from their hands and put it safely in a pouch. <<set $emlynkey to true>>//Emyn's Key added to inventory// THE GUIDE: @@.Guide;"I do hope we see each other again."@@ They said, walking away and waving goodbye. <<set $currenttime to $currenttime + 1>>//Some time has passed// [[Leave Conversation|Garden]]
<b>$pc.name</b>: @@.Player;"Here's the gold."@@ I reached in my pocket and found the gold the guide was asking for. <<set $pc.gold to $pc.gold - 100>>//-100 <span style = "color: #E8BB00">Gold</span>// I took the key from their hands and put it safely in a pouch. <<set $emlynkey to true>>//Emyn's Key added to inventory// <b>The Guide</b>: @@.Guide;"I do hope we see each other again."@@ They said, walking away and waving goodbye. <<set $currenttime to $currenttime + 1>>//Some time has passed// [[Leave Conversation|Garden]]
An old man, the same one I noticed earlier, wearing his tattered blue robes, came to me. He walked slowly, sliding his wooden right leg on the ground and leaning on his wooden staff for support, with the shells attached to it rattling with each step. @@.Steward;"If you wish to adress the Queen Edeshan, then please wait in line like the rest."@@ <<link "I must talk to her at once, it is urgent. ">> <<if $pc.charm >= random(2, 3)>> <<goto "Frame Emlyn Charm Successful">> <<else>> <<goto "Frame Emlyn Charm Failed">> <</if>> <</link>> <span style = "color: #1BACF5">[Charm Skill Check - Medium]</span>
@@.Steward;"Hmmm, an Edeshan here is already a peculiar affair, if you are here it must be urgent. Very well, I will let the Queen know."@@ <span style = "color: #00C20C">//Charm Skill Check Successful//</span> The old man came up to the Queen and whispered something to her. The Queen then got up from her throne and declared her court closed. She then came to me, with an irritating look upon her face. [[Talk to her|Queen Aurelia]]
@@.Steward;"As is everyone's issue. Please, wait in line like the rest."@@ <span style = "color: #FF0000">//Charm Skill Check Failed//</span> Resigned to the insufferable part that is waiting, I went in line and awaited my turn to have my case heard... <<set $currenttime to 3>>//Some time has passed// [[...eventually.|Queen Aurelia]]
<b>Queen Aurelia</b>@@.Aurelia;"You better have a good reason for interrupting a Queen in this way, Edeshan."@@ <b>$pc.name</b>: @@.Player;"I'm afraid I do have a good reason, it is about a certain noble merchant in your court, a man named Emlyn Idwal."@@ <b>Queen Aurelia</b>@@.Aurelia;"As insufferable as he is, Emlyn is indispensable to this war. So, what of him?"@@ <b>$pc.name</b>: @@.Player;"It seems he may have committed an act of treason against you, I recently discovered he has sold weapons to Edesha."@@ She opened her mouth to respond but stopped herslef. Instead, she frowned and clenched her fists before continuing. <b>Queen Aurelia</b>@@.Aurelia;"You have accused one of Lorelia's ally of treason. Choose your next words carefully Edeshan, or I might be the last face you see on this earth."@@ As she said those words, the Keep's guards encircled me slowly, no doubt waiting on the Queen's order to either throw me in the dungeons, or end it right here and there. <b>$pc.name</b>: @@.Player;"This is what I've found, records of Emlyn's dealings with Edesha, where he sells weapons and supplies to them."@@ I handed out to her the records I've been keeping, and she quickly snatched it from my hands and read it. <<set $brianrecords to false>>//Brian's Records removed from Inventory// She looked up to the what must be her adviser, the old man with his staff, with a worried look, then back to me, with suspicion, as always. <b>Queen Aurelia</b>@@.Aurelia;"I have questions Edesha. Why would you report to me, someone who is helping Edesha, the very nation you represent? And how do I even know this document is real, and not forged by you to get favor from me? What games are you playing, Edeshan? Speak now, before my patience finally snaps."@@ <b>$pc.name</b>: @@.Player;"I only wish one thing, peace between our nations."@@ <b>Queen Aurelia</b>@@.Aurelia;"How have you come in possession of this document?"@@ <<link "I found it in Brian Ellis's room after meeting with him.">> <<if $pc.charm >= random(3, 4)>> <<goto "Queen Aurelia Charm Successful">> <<else>> <<goto "Queen Aurelia Charm Failed">> <</if>> <</link>> <span style = "color: #1BACF5">[Charm Skill Check - Hard]</span> <<link "Emlyn himself proposed me a deal to further help Edesha.">> <<if $pc.deceit >= random(2, 3)>> <<goto "Queen Aurelia Deceit Successful">> <<else>> <<goto "Queen Aurelia Deceit Failed">> <</if>> <</link>> <span style = "color: #B557CE">[Deceit Skill Check - Medium]</span>
<b>Queen Aurelia</b>@@.Aurelia;"Is that so? Perhaps Lord Ellis was right, If he was the one to find that document in the first place then his claim to innocence may be warranted."@@ <span style = "color: #00C20C">//Charm Skill Check Successful//</span> She paused in thought for just a moment, then signaled to her guards. <b>Queen Aurelia</b>@@.Aurelia;"Guards! Find and arrest Emlyn Idwal so that he pays for his crimes against Lorelia. As for Lord Ellis, do not release him just yet, I want to speak with him, personally."@@ She let out a sigh, either of relief or anxiety. Under these circumstances, it is often hard to tell the difference. Queen Aurelia addressed me one last time before leaving. <b>Queen Aurelia</b>@@.Aurelia;"I thank you for your honesty Edeshan, you could have found a potential ally to aid in your war, but you chose truth instead. However, if I find that all of this was a scheme of yours, I shall throw you to my lions." <b>$pc.name</b>: @@.Player;"I understand, thank you for listening."@@ <<set $evidenceplanted to true>> <<set $aureliatalked to true>> [[Leave Conversation|Throne Room]]
<b>Queen Aurelia</b>@@.Aurelia;"Oh? Conspiring with prisoners are you? Very poor choice of words, Edeshan. You speak pretty words, but I knew you had darkness in your heart. Guards! Sieze them!"@@ <span style = "color: #FF0000">//Charm Skill Check Failed//</span> In an instant, the guards siezed me by the arms forcefully, giving me no time to react. <b>$pc.name</b>: @@.Player;"No wait!"@@ <b>Queen Aurelia</b>@@.Aurelia;"I'm glad you finally revealed your true colors, no more will you be skulking around like a rat in my Keep! My lions are so very hungry, and I did promise them a rat for dinner."@@ With all the weight of their armor, the guards dragged me out of the Great Hall, and threw me in the dungeons where a [[familiar face awaited me.|Player Death]]
<b>Queen Aurelia</b>@@.Aurelia;"That snake! I should have known, Emlyn has no allegience but to himself. He thinks war to be profitable does he? Well I'll show him how painful it can be!"@@ <span style = "color: #00C20C">//Deceit Skill Check Successful//</span> <b>$pc.name</b>: @@.Player;"Another thing. A certain Brian Ellis was imprisoned recently I believe, if Emlyn Idwal is the traitor, shouldn't this Lord Ellis be free?"@@ <b>Queen Aurelia</b>@@.Aurelia;"He was accused of treason by Emlyn a little while ago, but thanks to this evidence, his claim to innocence may be considered. But do not concern yourself with this matter Edeshan, I'll talk to Lord Ellis myself."@@ She paused in thought for just a moment, then signaled to her guards. <b>Queen Aurelia</b>@@.Aurelia;"Guards! Find Emlyn Idwal so that he pays for his crimes against Lorelia. As for Lord Ellis, do not release him just yet, I want to speak with him, personally."@@ <b>$pc.name</b>: @@.Player;"If I may ask, what will happen to Emlyn?"@@ <b>Queen Aurelia</b>@@.Aurelia;"Throwing him to the dungeons is too kind for him, and even death from my lions is too quick. No, Emly will be subjected to the Thorns."@@ Without further explanation, she left the Throne room with her guards. <<set $evidenceplanted to true>> <<set $aureliatalked to true>> [[Leave Conversation|Throne Room]]
<b>Queen Aurelia</b>@@.Aurelia;"I thought diplomats were supposed to be honest, but your tongue is darkened by the poison of your lies. These documents are clearely forged and you stand here, accusing one of my allies of treason. I did tell you to choose your next words carefully, and you chose wrong, very wrong. Guards! Sieze them!"@@ <span style = "color: #FF0000">//Deceit Skill Check Failed//</span> <b>$pc.name</b>: @@.Player;"No wait!"@@ <b>Queen Aurelia</b>@@.Aurelia;"I'm glad you finally revealed your true colors, no more will you be skulking around like a rat in my Keep! My lions are so very hungry, and I did promise them a rat for dinner."@@ With all the weight of their armor, the guards dragged me out of the Great Hall, and threw me in the dungeons where a [[familiar face awaited me.|Player Death]]
Brian Ellis was in a cell opposite from me and looked at me with deep regret. <b>Brian Ellis</b>: @@.Brian; "I take it you haven't been successful then? Please know that I never wanted this to happen. I never expected this task to be that dangerous, and I know that whatever I say won't make it any better but, I am truly sorry."@@ The few days that followed were the longest of my life, hunger, thirst, and loneliness consumed my every thoughts until the day arrived where the guards dragged me once again and threw me in a pit filled with bones and remains of unfortunate captives like myself. I was too weak to lift my head, but the growls around me, growing closer every second, became clear that this was the last thing I will ever hear. <span style = "color: #FF0000"><b>//You failed your quest and met your end inside Lorelia's lion den.//</b></span>
@@.Barks;"Oh, such a shame. But I should have known, a coin purse unattended is bound to disappear sooner rather than later. Now how am I going to afford the puppy my son always wanted..."@@ She then left the Great Hall dragging her feet. <<set $lostcoinpurseowner to true>> [[Leave Conversation|Throne Room]]
@@.Barks;"Oh thank you! Thank you! I can finally buy the puppy my son always wanted! May the Gods watch over you dear."@@ <<set $pc.gold to $pc.gold - 50>>//-50 <span style = "color: #E8BB00">Gold</span>// After taking the gold, the old woman left the Great Hall with a smile on her face. <<set $lostcoinpurseowner to true>> [[Leave Conversation|Throne Room]]
<<set $currenttime to $currenttime + 1>> <<timed 0.5s>><<goto "Player Room">><</timed>>
<<if $spymet is false>> As I approached, her eyes turned to me and immediately noticed the red garments of Edesha. <b>Edeshan Spy</b>: @@.Spy;"Come with me."@@ She said right away, and left towards a more isolated hallway of the East Tower. Once I met up with her again she addressed me again. <b>Edeshan Spy</b>: @@.Spy;"I suppose you know who I am?"@@ <b>$pc.name</b>: @@.Player;"An Edeshan spy, I recognize the owl."@@ <b>Edeshan Spy</b>: @@.Spy;"Good, that makes things simpler. I heard of your arrival and wanted to meet you. I think we can help each other."@@ <b>$pc.name</b>: @@.Player;"What do you have in mind?"@@ <b>Edeshan Spy</b>: @@.Spy;"You know King Casimir likes to take precautions, I know you have a mission of your own but I also have mine, and if yours should fail, it would fall upon me to succeed. Of course the opposite applies, should I fail, it is our hope that you succeed. Nevertheless, here's what we can help each other with. You bring me useful pieces of information, and I will give you gold in exchange."@@ <b>$pc.name</b>: @@.Player;"I can't promise anything but if I think about it, I'll let you know."@@ <<set $spymet to true>> [[Leave Conversation|East Tower]] @@.Investigate;[[How much gold?|Edeshan Spy Investigate]]@@ <<elseif $spymet is true>> <b>Edeshan Spy</b>: @@.Spy;"So that's what I'm asking, information for gold, I think we can help each other."@@ [[Leave Conversation|East Tower]] @@.Investigate;[[How much gold?|Edeshan Spy Investigate]]@@<</if>>
<b>$pc.name</b>: @@.Player;"I may have some information that you can find useful."@@ <b>Edeshan Spy</b>: @@.Spy;"Let's hear it."@@ <<if $hub1complete is true && $hub1trade is false>>[[About Brian Ellis|Hub 1 Trade]]<</if>> <<if $hub2complete is true && $hub2trade is false>>[[About Brian's records|Hub 2 Trade]]<</if>> <<if $map is true && $maptrade is false>>[[About the Castle Map|Map Trade]]<</if>> <<if $emlyncharmed is true && $emlyncharmedtrade is false>>[[About Emlyn's deals with Edesha|Emlyn Charmed Trade]]<<elseif $evidenceplanted is true || $aureliatalked is true && $emlynframedtrade is false>>[[About Emlyn's fate|Emlyn Framed Trade]]<</if>> [[Leave Conversation|East Tower]]
<b>Edeshan Spy</b>: @@.Spy;"25 Gold per piece of information. I would offer more, but I am not made of gold...unfortunately."@@ [[I see|Edeshan Spy]]
<b>$pc.name</b>: @@.Player;"A certain Lord Ellis has been imprisoned for opposing the war. He may be an asset in the future."@@ <b>Edeshan Spy</b>: @@.Spy;"Good find! Here, this may help you."@@ <<set $pc.gold to $pc.gold + 25>>//+25 <span style = "color: #E8BB00">Gold</span>// <<set $hub1trade to true>> [[I have other info to sell|Edeshan Spy Store]] [[Leave Conversation|East Tower]]
<b>$pc.name</b>: @@.Player;"I have found records of someone here, Emlyn Idwal, trading weapons with us."@@ <b>Edeshan Spy</b>: @@.Spy;"Hmmm, I'm surprised you have found this information easily, maybe I need to tell King Casimir that his assets needs to be more discrete about those sorts of things. Thank you for telling me, here you go."@@ <<set $pc.gold to $pc.gold + 25>>//+25 <span style = "color: #E8BB00">Gold</span>// <<set $hub2trade to true>> [[I have other info to sell|Edeshan Spy Store]] [[Leave Conversation|East Tower]]
<b>$pc.name</b>: @@.Player;"There's been a development about this Emlyn Idwal, he has been found out by another courtier here, but I managed to resolve the situation so that Emlyn Idwal can still continue his dealing with Edesha."@@ <b>Edeshan Spy</b>: @@.Spy;"I'm impressed but your aptitude in resolving this delicate situation, I've never seen a diplomat like you before. Perhaps our assets need to be told to be more discrete, but in the end, it's their heads that fall if they get caught. Thank you for this information, here you go."@@ <<set $pc.gold to $pc.gold + 25>>//+25 <span style = "color: #E8BB00">Gold</span>// <<set $emlyncharmedtrade to true>> [[I have other info to sell|Edeshan Spy Store]] [[Leave Conversation|East Tower]]
<b>$pc.name</b>: @@.Player;"Emlyn Idwal, who sold weapons to Edesha, will not be able continue this deal."@@ <b>Edeshan Spy</b>: @@.Spy;"A shame to lose an asset such as him, but that is a risk he should have been aware of. Thank you for this information, here you go."@@ <<set $pc.gold to $pc.gold + 25>>//+25 <span style = "color: #E8BB00">Gold</span>// <<set $emlynframedtrade to true>> [[I have other info to sell|Edeshan Spy Store]] [[Leave Conversation|East Tower]]
<b>$pc.name</b>: @@.Player;"I managed to get my hands on this map. Maybe it can be of use to us."@@ <b>Edeshan Spy</b>: @@.Spy;"Oh my, well that is a great find. Thank you, knowing the layout of this place might be useful in a worse case scenario. I think this information deserves a better reward don't you think? Here you go."@@ <<set $pc.gold to $pc.gold + 100>>//+100 <span style = "color: #E8BB00">Gold</span>// <<set $maptrade to true>> [[I have other info to sell|Edeshan Spy Store]] [[Leave Conversation|East Tower]]
I took some gold and threw it at the fox, to my surprise, the coin disappeared! But I felt a charmful surge within me. <<set $pc.charm to $pc.charm +1>>//+1 Increase to <span style = "color: #1BACF5">Charm</span>// <<set $pc.gold to $pc.gold - 50>>//-50 <span style = "color: #E8BB00">Gold</span>// [[Return to the Garden|Garden]]
I took some gold and threw it at the snake, to my surprise, the coin disappeared! But I felt a decieitful surge within me. <<set $pc.deceit to $pc.deceit +1>>//+1 Increase to <span style = "color: #B557CE">Deceit</span>// <<set $pc.gold to $pc.gold - 50>>//-50 <span style = "color: #E8BB00">Gold</span>// [[Return to the Garden|Garden]]
<b>Cadet Caden</b>: @@.Caden;"Oh...I thouht a person like him would hoard more gold, still give it here, and don't tell anyone or I'll throw you in the dungeons myself!"@@ <b>$pc.name</b>: @@.Player;"That won't be necessary, I won't tell anyone...you have my word."@@ <<set $pc.gold to $pc.gold - 150>>//-150 <span style = "color: #E8BB00">Gold</span>// <b>Cadet Caden</b>: @@.Caden;"Yeah yeah, now get out of my sight!"@@ <span style = "color: #00C20C">//Deceit Skill Check Successful//</span> <<set $hub2bribemoney to false>>//Brian's Wealth removed from Inventory// <<set $hub2complete to true>> [[Leave Conversation|East Tower]]
<b>Cadet Caden</b>: @@.Caden;"Who do you take me for? I know Brian's hoarding more gold than that, give it to me!"@@ <b>$pc.name</b>: @@.Player;"I was only joking, here's the full sum."@@ <<set $pc.gold to $pc.gold - 300>>//-300 <span style = "color: #E8BB00">Gold</span>// <b>Cadet Caden</b>: @@.Caden;"Well that's not funny, now get out of here."@@ <span style = "color: #FF0000">//Deceit Skill Check Failed//</span> <<set $hub2bribemoney to false>>//Brian's Wealth removed from Inventory// <<set $hub2complete to true>> [[Leave Conversation|East Tower]]
I suddenly hear the door opening and I turn quickly to find Emlyn. <b>Emlyn Idwal</b>: @@.Emlyn;"Guards! An intruder is breaking into my room! Catch him!"@@ The guards filled the room and grabbed me before I could escape. <b>Emlyn Idwal</b>: @@.Emlyn;"I don't know who you are and what you were searching for, but the only thing you'll find is death! Guards! Throw him into the dungeons, I'll feed him to the lions soon enough..."@@ With all the weight of their armor, the guards dragged me out of Emlyn's room, and threw me in the dungeons where a [[familiar face awaited me.|Player Death]]
<b>Cadet Caden</b>: @@.Caden;"Haha! I knew he was hoarding that much gold. Now I've rightly earned this wouldn't you say?"@@ <b>$pc.name</b>: @@.Player;"Of course, just don't let anyone learn about this."@@ <b>Cadet Caden</b>: @@.Caden;"Oh well of course not! But there's nothing suspicious about it anyway, I'm just a simple guard confiscating the goods of a traitor..."@@ <b>$pc.name</b>: @@.Player;"I'm not sure the Queen would agree."@@ <b>Cadet Caden</b>: @@.Caden;"Who says she has to know about this huh? Anyway run along now Edeshan, I've got a job to do."@@ [[Leave Conversation|East Tower]]
<center>Project by: Oscar Monzon Instructor: Bill Morrison President of DigiPen Institute of Technology: Claude Comair ©2024 DigiPen Institute of Technology <div class="prose"><<back Back>></div>
<<timed 4s>><<goto "Menu">><</timed>> <center><span class='fadeIn'><img src="Images/Logos/DigiPen_RGB_Red.png"></span></center>
<h1><u><center>Conflict & Interest</center></u></h1> <h2><center>Welcome to Conflict & Interest. This project represents a side quest in a hypothetical RPG. Conflict & Interest was first concepted during Narrative Design 2 with Angie Forster which was originally made in Articy Draft. I decided to make and improve this project in Twine as I wanted it to be more interactive, much like a "choose your own adventure game."</center></h2> <center><b>Click on the PLAY button to start the game</b></center> <center><<button "PLAY">> <<goto "Introduction">> <</button>></center>