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<<set $LootPool1 = ["Can food","Colt 45","kitchen knife","Pistol munitions","yellow badger’s cereal","dog food","Hammer","FH comic"]>>
<<set $Invt = [$Item1, $Item2, $Item3, $Item4]>>
<<set $Stre to 10>>\
<<set $Int to 10>>\
<<set $Magi to 10>>\
<<set $Soc to 10>>\
<<set $Speed to 10>>\
<<set $Will to 10>>
<<set $Stats = [$Stre,$Int,$Magi,$Soc]>>\
<<goto TestA>>
<<Print $Stats>>
$Stre
$Int
$Aim
$Soc
<<set $gender to either("Male","Female")>>\
<<set $race to either("Orc","Human","Beastfolk","Dwarf")>>
<<if $gender is "Female">> <<set $pos to "Her">> <<else>> <<set $pos to "His">> <<endif>>
<<if $gender is "Male">> <<set $Name to either("Hunter","William","Sanderson","Fox", "Optimus","Alpha","Trek","Zinq","Tyrion","Gram")>> <<else>> <<set $Name to either("Aria","Cerise","Terra","Beta","Seven","Rabbit","Lofi","Insta")>> <<endif>>\
<<set $Physique to either("Broad","Fit","short","langly","Overweight", "Muscular","Feminine","Brutish","Sharp")>>\
<<if $gender is "Female">> <<set $Bodytype to either("Busty","flat","Chubby","Petite","Figure8","Curvy")>> <<endif>>\
<<if $gender is "male">>Character Name is @@color:Green;$Name@@ <<else>>Character Name is @@color:Cyan;$Name@@ <<endif>>
<<if $gender is "Female">>$pos Physique is @@color:Yellow;$Physique@@ and body appears @@color:Pink;$Bodytype@@. <<else>>$pos Physique is @@color:Yellow;$Physique@@. <<endif>>
<<goto CharacterVars>>
<<set $Stats = [$Stre,$Int,$Magi,$Soc]>>
<<if ["Broad","Fit","Muscular"].contains($Physique)>> <<set $Stre += 3>> <<endif>>
<<if ["short","Feminine","sharp","langly"].contains($Physique)>> <<set $Int += (random(8))>> <<endif>>
<<if ["Busty","Petite",].contains($Bodytype)>> <<set $Soc += 5>> <<endif>>
<<if ["flat","Chubby","Fit","Curvy","Figure8"].contains($Bodytype)>> <<set $Soc += 2>> <<endif>>
<<if $Physique is "Overweight">> <<set $Stre -=(random(5))>> <<endif>>
<<if $Bodytype is "Chubby">> <<set $Stre -= 2>> <<endif>>
<<if $Physique is "Feminine">> <<set $Soc += 3>> <<endif>>
<<if $race is "Beastfolk">> <<set $Beast to either("Dragonkin","Lizardclan","HyenaMan")>> <<endif>>
<<set $Stats = [$Stre,$Int,$Aim,$Soc]>>
<<goto Quirks>>
[[TestB]]
<<set $LN1 to random(20)>>
<<set $LN2 to random(20)>>
<<set $quirks = ["Frail","Superhuman","Smoothtalker","Eagleye","Bookwrm","Plain","Nacroleptic","Socialite","Midget","Slow","Lucky","Meathead","Agile","Worldwise","Eyecandy"]>>
<<set $PlyrTrait to $quirks.random()>>
<<if $LN1 >= 10>> <<set $PlyrTrait2 to $quirks.random()>> <<endif>>
<<if $LN2 <= 10>> <<set $PlyrTrait3 to $quirks.random()>> <<endif>>
<<print $PlyrTrait>>
<<print $PlyrTrait2>>
<<print $PlyrTrait3>>
<<if ["Smoothtalker","Socialite","Eyecandy"].contains($PlyrTrait)>> <<set $Soc += (random(10))>> <<endif>>
<<if ["Smoothtalker","Socialite","Eyecandy"].contains($PlyrTrait2)>> <<set $Soc += (random(5))>> <<endif>>
<<if ["Smoothtalker","Socialite","Eyecandy"].contains($PlyrTrait2)>> <<set $Soc += (random(4))>> <<endif>>
<<if ["Superhuman","Meathead","Agile"].contains($PlyrTrait)>> <<set $Stre += (random(10))>> <<endif>>
<<if ["Superhuman","Meathead","Agile"].contains($PlyrTrait2)>> <<set $Stre += (random(5))>> <<endif>>
<<if ["Superhuman","Meathead","Agile"].contains($PlyrTrait3)>> <<set $Stre += (random(4))>> <<endif>>
<<if ["Frail","Bookwrm","Narcoleptic"].contains($PlyrTrait)>> <<set $Stre -= (random(10))>> <<endif>>
<<if ["Frail","Midget","Bookwrm","Narcoleptic"].contains($PlyrTrait2)>> <<set $Stre -= (random(5))>> <<endif>>
<<if ["Frail","Midget","Bookwrm","Narcoleptic"].contains($PlyrTrait3)>> <<set $Stre -= (random(4))>> <<endif>>
<<if ["Bookwrm","Agile","Eagleye","Worldwise"].contains($PlyrTrait)>> <<set $Int += (random(10))>> <<endif>>
<<if ["Bookwrm","Agile","Eagleye","Worldwise"].contains($PlyrTrait2)>> <<set $Int += (random(5))>> <<endif>>
<<if ["Bookwrm","Agile","Eagleye","Worldwise"].contains($PlyrTrait3)>> <<set $Int += (random(4))>> <<endif>>
<<if $PlyrTrait is "Slow">> <<set $Int -= 5>> <<endif>>
<<if $PlyrTrait is "Lucky">> <<set $Stre += 1>> <<endif>>
<<if $PlyrTrait is "Lucky">> <<set $Int += 1>> <<endif>>
<<if $PlyrTrait is "Lucky">> <<set $Aim += 1>> <<endif>>
<<if $PlyrTrait is "Lucky">> <<set $Soc += 1>> <<endif>>
<<if $Physique is "short">> <<set $PLyrTrait3 to "Midget">> <<endif>>
<<set $ALLTrait = [$PlyrTrait,$PlyrTrait2,$PlyrTrait3]>>
<<set $Stats = [$Stre,$Int,$Magi,$Soc]>>\
<<set $PlyrHP to 50>>
<<set $Level to 1>>
<<set $LvlP to 0>>
<<set $MAXP to (30 * $Level)>>
$MAXP
<<print $Stats>>
<<goto H&C>>
@@color:Cyan;This is the official Adventures Guild registry of all known guild members. All infromation, records, feats, and knowledge is recorded here.@@
Recruit's name...<<if $gender is "Male">> @@color:Green;$Name@@ <<else>> @@color:Pink;$Name@@ <<endif>>
Race $race...<<if $race is "Beastfolk">>,...<<print $Beast>>? <<endif>> <<if $race is "Dwarf">> @@color:Cyan;I dont think I've seen you before? I would watch your step around here.@@ <<elseif $race is "Orc">> @@color:Cyan; An orc?! Sorry I wasn't aware we would be having noble visitors, right this way please.@@ <<elseif $race is "Human">> @@color:Cyan; Great, another outsider for the city of stone, right?@@ <<elseif $race is "Beastfolk">> @@color:Cyan; I am watching you, beast.@@ <<endif>>
Gender <<if $gender is "Male">> @@color:Green;$gender@@ <<else>> @@color:Pink;$gender@@ <<endif>>
Your preferred weapons of choice are $LWP and you wield a@@color:Orange; $PWeap.Material $PWeap.Name@@ Your current ettire consist of @@color:orange;$Armor.Material $Armor.Name@@.
@@color:Cyan; Your Age is unknown? Seems your parents have neglected to keep a proper record of age...No will either. Hmmph not much to say, don't expect much if you ever need insurance@@
@@color:Cyan;Your body appears@@ @@color:Yellow;$Physique@@ <<if $gender is "Female">> and @@color:Pink;$Bodytype@@ in a way that carves your shape<<endif>>, not the worst looking for an occupant of Alphis. Based on a numerical grading scale your strength is <<print $Stre>>, your intelligence $Int, affinity $Magi, and social awareness $Soc. Several personal quirks you have recorded of being are @@color:Violet;<<print $PlyrTrait >> ....<<print $PlyrTrait2>>....<<print $PlyrTrait3>>....@@
@@color:Cyan; Over all you are a very mysterious person.@@
<<return>>
[[Profile|Character]]
<div id="section1">Your lifeforce @@color:Red;$PlyrHP@@</div>\
<<if tags().includes("AtHome")>>[[BountyBoard|Search]]<<endif>>\
<div id="section2">Rank @@color:Gold;$Level@@ Exp;$LvlP</div>\
<div id="section3">Stamina @@color:Green;$Stam@@</div>\
<div id="section4">Affinity @@color:Violet;$AMag@@</div>\
<div id="section5">Armor $Armor.Def</div>\
<<if $PlyrHP > $MaxHP>> <div id="section6"> @@color:Red;Armor rush is active.@@</div>\ <<elseif $Armor.Def < $Armor.MaxDef>> <div id="section7"> @@color:Red; Your armor is damaged.@@</div>\ <<elseif $Armor.Def <= 0>> <div id="section7" @@color:Red; Your armor is broke.@@</div>\ <<else>> Status fine <</if>>
Double-click this passage to edit it.[[Enclycopedia|Lore]]This will be the player short stash of Important characters, events or enities related to the world and its secrets. In the future the character will have to discover said events and cycle through a list of keynames.
<center>[[Adventures]]</center>
<center>[[Characters|Charinfromation]]</center>
<center>[[BeastFolk]]</center>
<<back>><center>Welcome to the Land of ufruktbar!</center>
<center>@@color:grey;Amatuer fantasy rpg project@@</center>
Enter code here
<<textbox "$Cheats" "None" "Cheats">>
or
[[Start][$Start = "true"]]
<<if $Cheats is "Trump">> <<print $Cheats>> mode activated, have fun. <<elseif $Cheats is "Reset" >> [[New Char|StoryInit]] <<elseif $Cheats is "skip">> <<link "Skip">> <<set $Start to "false">> <<goto TheCity>> <</link>> <<elseif $Cheats is "OrcPower">> Orcs! <<set $race to "Orc">> <<elseif $Cheats is "Elf">> <<set $PChurch to "The cult of Greyelf">> Elves! <<elseif $Cheats is "Mistborn">> The noble states are known.<<link "Continue">> <<set $Start to "false">> <<goto TheCity>> <</link>> <<elseif $Cheats is "Dwarf">> <<set $race to "Dwarf">> Dwarves! <<elseif $Cheats is "Lame">> <<set $Level to 3>> <<link "Continue">> <<set $Start to "false">> <<goto TheCity>> <<elseif $Cheats is "Debug">> Config.debug = true = true <<link "MainMenu">> <<goto MainMenu>> <</link>> <<else>> <<print $Cheats>> is said to be Invalid;Code was false.<<endif>>
[[Start][$Start = "true"]]
<<return>>The Player character is randomly generated from a selection of variabes that will effect stats in game and thus effect options in the game. Each is generated at the start of the game to be unique and make each subsiquent playthrough unique. At the start of the game if you are unhappy with your current character, you can reset with the "Reset" command in the cheat textbox. There are no gurantees what characters you may recieve so it is ill advised to do so.
<<back>><<set $EventNum to random(1,75)>>
<<set $EncounterNum to random(1,100)>>
<<if $EncounterNum > $EventNum>> [[Encounter!]] <<elseif $EventNum > $EncounterNum>> [[A Quest!]] <<endif>>
<<return>>The market square was bustling as always, treasures, gold, and debt were exchanged to and fro like the rivers of Farvann. Today was much the same and very different, something precarious was about the air. Retired adventurers, young children, and the worst cutthroats came out of every nook and cranny of the city. Eager eyes to catch a glimpse of what many consider a momentous occasion. “Make way! Make way people! Move for our Lord Hershing of the Adventurers guild is here!”
The armored dwarves waddled through with vigorous enthusiasm. Pushing both pedestrian and noble alike from the center outward. Stepping out from a carriage behind the men was indeed someone of high status. A master of titles, The lord of the adventures guild, and the dragon king of ufruktbar, Lord Hershing. “Helloo, my people of the plains! Did so many come out to see me today.” The market was crowded, packed more precise, while it isn’t unlike many to be out on such a day. The tremendous occasion to the see the white dragon in person brought a hundred or so more. “Well, I wouldn’t wish to disappoint. Today I have great news for you all! As many may have already known, the adventures guild is a company of heroic men and women, a sought after band of the best of the best. A fairy tale to children and a dream for you all. I come not to gloat over the past but to offer a chance for the future. I ask anyone who stands here today with an untapped itch for adventure to take up arms! For today I formally invite you all, to the Guild! The one and only of Ragnarok!” The crowd immediately roars, as he finishes his flashy speech. A great offer indeed, one to fight side by “side” with a king himself. Something is off, but not wrong. A chance at adventure like this isn’t something to so easily refuse. Grabbing whatever belongings, you deem fit, you set off on the next caravan to the capital city of Enger and the home to the Adventurers guild.
<center>[[The city of alphs|TheCity]]</center>Progression in this game comes in the form of choices and adventures that could change depending on the state of alphis and the players own past choices. To begin the first place someone may visit is the bounty board, and from there take on the role of a guildsman. One of the main responsibilities and sources of personal development is taking down alphis ruffians. "Encounters" To be precise, the player may spend some time beating on these (or taking the beating.) to develop personal combat skills. Which in the guild is a standard expectation, however, our duties aren't solely for combat. Experienced members and rookies of the guild will often be outsourced to solve problems all over alphis, ranging from simple matters of investigations to complicated diplomatic disputes between noble houses.
<<back>>A local cave system has been recently declared a dungeon, ordained by the lord of alphs himself. Apparently highly dangerous beast roam the caverns, a fine job for a rookie guildsman. You wouldn't be the only one searching it either, a rumored monster known as the Grimlock haunts the caves and the first person to slay it receives fine compensation from the guild. Of course, this wouldn't be a problem for someone as skilled as you. Alternatively, you could seek the identity of the creature. Everything comes from somewhere, a local monster is no more than a ghost story which hides something more interesting. The truth.
[[Hunt the beast|What makes us monsters]]<<if $Level < 2>> <<set $Bounty to $EnemyPool1.random()>> <</if>>\ <<if $Level > 2>> <<set $Bounty to $EnemyPool2.random()>> <</if>>\
<<set $Surp to either("You","Enemy")>>
<<set $Turn to "You">>
Your are attacked by $Bounty.Name.
<<if $Surp is "Enemy">> Enemy attacks first! <<set $PlyrHP to $PlyrHP - $Bounty.Dnd>> <<else>> You attack first! <<endif>>
[[Scroll]]
<<set $DICE to random(1,30)>>
<<set $EDICE to random(1,30)>>
<<display Enemy>>
<<display Log>> <<display You>>
The <<print $Bounty.Name>>
The lifeforce of your enemey radiates off in predicatable statistics: @@color:red;<<print $Bounty.Life>>@@\
<<if $Cheats is "Mistborn">> Defence; <<print $Bounty.Def>> <</if>>
Martial ability;<<print $Bounty.Dnd>>\<<if $Turn is "You">> It is Your turn. <<elseif $Turn is "Enemy">> $hit Your attacked wounded the enemy to $Bounty.Life lasturn. <<endif>><<if $PlyrHP >= 1>>\
<<if $Bounty.Life >= 1>>\
<<if $Turn is "You">>\
<<if $Stam >= 1>>
<<link "Use $PWeap.Name">> \
<<set $DICE to $DICE + $Stre>> <<set $EDICE to $EDICE + $Bounty.Dnd>>\
<<if $DICE > $EDICE>> <<set $Dam to $PWeap.Damage + $Stre>> <<set $Bounty.Def to $Bounty.Def - $PWeap.Pent>> <<set $atksum to ($Dam - $Bounty.Def)>>\ <<set $Bounty.Life to $Bounty.Life - $atksum>> <<set $hit to "You hit true">>\ <<else>> <<set $hit to "You miss!">> <<endif>>\
<<set $Turn to "Enemy">> <<set $log to "attack">> <<goto Scroll>> <<set $Stam to $Stam - 1>>\
<</link>>\
<</if>>\
<<endif>>
<</if>>\
<<if $PlyrHP >= 1>>\
<<if $Bounty.Life >= 1>>\
<<if $Turn is "You">>\
<<link "Melee">>\
<<set $DICE to $DICE + $Stre>>\ <<set $EDICE to $EDICE + $Bounty.Dnd>>\
<<if $DICE > $EDICE>> <<set $Bounty.Life to $Bounty.Life - 5>> <<set $hit to "You hit true">> <<else>> <<set $hit to "You miss!">> <<endif>>\
<<set $Turn to "Enemy">> <<set $log to "attack">> <<goto Scroll>>
<</link>>\
<<endif>>\
<<endif>>\
<<endif>>\
<<endif>>
<<display Abilities>>\
<<if $Bounty.Life >= 1>>
<<if $Turn is "Enemy">>
<<if $Armor.Def > 0>> <<link "Continue">> <<set $Eatksum to $Bounty.Dnd>> <<set $Eatksum to $Eatksum - $Armor.Def>> <<set $Armor.Def to $Armor.Def - $Bounty.Pent>> <<set $PlyrHP to $PlyrHP - $Eatksum>> <<set $log to "You">> <<set $Turn to "You">> <<goto Scroll>> <</link>> <<elseif $Armor.Def <= 0>> <<link "Continue">> <<set $PlyrHP to $PlyrHP - $Bounty.Dnd>> <<set $log to "You">> <<set $Turn to "You">> <<goto Scroll>> <</link>> <<endif>>
<<endif>> <<endif>>\
<<if $Bounty.Life < 1>> You win! $Bounty.Name has been slain <<set $SlainE to $Bounty.Name>>
<<if ["Strong Bandit","Feral Orc","Old Mech","Hyena Thief","Drunkdwarf","Guild rookie","Thief","Contraption","Silvrwrm","Hyena thief","Warbandit","Coal scrab","Old contraption"].contains($Bounty.Name)>> <<set $LvlP to $LvlP + $Bounty.Exp>> <<if $DICE > 20>> [[Loot]] <</if>> [[TheCity]] <<else>> <<return>> <</if>>
<<endif>>\
<<if $PlyrHP < 1>> You lost and Stumbled back to the saftey of the city>> [[TheCity]] <<endif>>\
<<if $Start is "false">> <center>@@color:Yellow;Your Quarters@@</center>
Not very impressive compared to the hall but a suitable arrangement for now. Your gear lies strewn across the room, as does notes and journals from various dates and locations. You may be new to alphs, but you will never be new to the love/hate relationship of adventuring.
For now, your best idea would be to set off or otherwise rest.
[[Explore the city|TheCity]] @@.Blue;|@@ <<link "Rest">> <<set $Stam to $StamM>> <<goto YourRoom>> <</link>> @@.Blue;|@@ [[Captains Quarters]]
<<endif>>
<<if $Cheats is "Mistborn">> [[NobleHistory]] <</if>>\
@@color:Green;Current News;@@
<<if ($kh <= 1000 && $kh >= 700)>> The city remains dociles, with young reporters for the guild passing around the latest news.<<elseif ($kh <=700 && $kh >=350)>> The city appears as any other, crime is around every corner, merchants go about their business and the Sentinels prowl on guard. Everyday citizens walk the streets with a purpose or goal, but overall the air remains anticipatory. <<elseif ($kh <= 350 && $kh >=0)>> The crime rate has sprung as the economy reaches an incredible low. Noble houses struggle to maintain their wealth as infighting and caravans dry up. More and more Gold sentinels prowl the street to keep the law while new bandits parties and local warlords prey on those who tread outside the safety of the city gates.<</if>>\
<<display NewsEvents>>The beastmen are hard to consider a true, "race", by Alhps standards. Much the same could be applied almost everywhere else. Intelligent animals is a better term, ranging from gigantic talking insects to lizards in human form. The bottom feeders of upper society would be the thematic title. Under normal circumstances a person could go their entire lives without ever seeing a beast, most remain far from civilization in crude villages or acting out like the animal counterparts. There are a rare few exceptions, beast who mingle with the four races and have become a standard in society. The elusive "dragonkin","Lizard clan" and "hyena men". That is in Alphs, not ruling out common beast known in other lands such as "harpies","Lions", and the varied arachnids. Dispite the predujice in ufruktbar these three have managed a dominant presence in the history of "Alphs". The most notorious of which lies within the hyenas.
<<back>><<if $race is "Dwarf">> <<set $RP to 40>> <<elseif $race is "Human">> <<set $RP to 30>> <<elseif $race is "Orc">> <<set $RP to 30>> <<elseif $race is "Beastfolk">> <<set $RP to 35>> <<endif>>
<<if $race is "Dwarf">> <<set $RS to 2>> <<elseif $race is "Human">> <<set $RS to 4>> <<elseif $race is "Orc">> <<set $RS to 6>> <<elseif $race is "Beastfolk">> <<set $RS to 4>> <<endif>>
<<set $PlyrHP to ($Stre * 1) + $RP + $Will>>
<<set $MaxHP to $PlyrHP>>
<<set $LevelUP to "false">>
<<print $PlyrHP>>
<<print $MaxHP>>
<<set $WeapTS = ["Swords","Bows","Polearms","Axes"]>>
<<set $LWP to $WeapTS.random()>>
<<set $Stam to 0>>
<<set $Stam to $Stam + $RS>>
<<set $StamM to $Stam>>
/* Magic temp /*
<<set $AMag to $Magi>>
<<set $Hmagic to "false">>
<<set $Rmagic to "false">>
<<goto Smithy>><center>@@color:Yellow;Alhps Square@@</center>
You arrive at the Massive underground cavern which hides alphs, the legendary kingdom buried in sand. The Massive sand cement infrustructures dug into the cavern walls house thousands of people. Merchants in tiny stalls are around every corner, criminals prowl the dark corners far from the light, and gold Sentinels walk the streets proudly, just waiting for someone to upset the law. <<if $Start is "true">> Why would a dragon king personally seek the aid of warriors from a distant land? Granted most of these citizens appear to be dwarves but a skilled sword so close at home must be better than a thousand glory seeking rookies?
@@color:Yellow; The guild barracks are this way! All men of the advent guild this way please!@@ [[The guild hall|Guildhall]] <</if>>
<<if $Start is "false">>[[The Guild|YourRoom]] @@.Blue;|@@ <<if $PChurch is "The cult of Greyelf">> [[The Church of Greyelf]] <<elseif $PChurch is "The dragon's stone">> [[The church of Dragonstone]] <<elseif $PChurch is "Light Bringer">> [[The Cathedral of light]]<</if>> @@.Blue;|@@ [[The high roads|Thehighroads]]\
<</if>> <<set $MAXP to (30 * $Level)>>\
<<if $LvlP >= $MAXP>> <<set $Level to $Level + 1>> <<set $LevelUP to "true">> <<endif>>
<<if $LevelUP is "true">> <<set $ABIT to $Level>> <<set $LvlP to 0>> <<set $LevelUP to "false">> <<endif>>\
<<set $PlyrHP to ($Stre * 2) + $RP>>\
<<set $MaxHP to $PlyrHP>>\
<<set $MAXP to (30 * $Level)>>\
You feel more experineced. @@color:Orange;You can update $ABIT stats@@
Your strength $Stre <<if $ABIT >= 1>> <<link "[+]">> <<set $Stre to $Stre + 1>> <<set $ABIT to $ABIT - 1>> <<goto LevelUp>> <</link>> <<endif>>
Your Intelligence $Int <<if $ABIT >= 1>> <<link "[+]">> <<set $Int to $Int + 1>> <<set $ABIT to $ABIT - 1>> <<goto LevelUp>> <</link>> <<endif>>
Your affinity $Magi <<if $ABIT >= 1>> <<link "[+]">> <<set $Magi to $Magi + 1>> <<set $ABIT to $ABIT - 1>> <<goto LevelUp>> <</link>> <<endif>>
<<if $ABIT < 1>> [[Return|YourRoom]] <<endif>>
<<set $Number1 ={Name: "shoddy pike", Material: either("steel","rusty steel"), Damage:4, Pent:14, Type:"Polearm"}>>
<<set $Number2 ={Name: "Shoddy shortsword", Material: either("steel","rusty steel"), Damage: 7, Pent:8, Type:"sword"}>>
<<set $Number3 ={Name: "Shoddy bow", Material: either("steel","rusty steel"), Damage:7, Pent:14, Type:"bow"}>>
<<set $Number4 ={Name: "copper shank", Material: either("steel","rusty steel"), Damage:5, Pent:6, Type:"bow"}>>
<<set $Number5 ={Name: "steel khopesh", Material: either("steel","izbolt"), Damage:11, Pent:6, Type:"axe"}>>
<<set $Number7 ={Name: "Improv Sycthe", Material: "rusty steel", Damage: 10, Pent:4, Type: "sword"}>>
<<set $Number8 ={Name: "Drifters bow", Material: "Barren wood", Damage: 8, Pent: 18, type: "Bow"}>>
<<set $Number9 ={Name: "Pickaxe", Material: either("Steel","Cave rock"), Damage: 11, Pent: 9, type: "axe"}>>
<<set $Number10 ={Name: "Brigand Clever", Material: either("Steel","Cave rock"), Damage: 10, Pent: 5, type: "axe"}>>
<<set $Number11 ={Name: "Guild knife", Material: "Gold", Damage: 10, Pent: 10, type: "sword"}>>
<<set $Number12 ={Name: "Drifter spear", Material: "Barren wood", Damage:6, Pent: 18, type: "Polearm"}>>
<<set $Number13 ={Name: "Cavern poker", Material: "Barrren wood", Damage:8, Pent: 14, type: "Polearm"}>>
<<set $ANumber1 ={Name:"fullbody strap armor", Material:"Leather", Def: 10, MaxDef:10}>>
<<set $ANumber2 ={Name:"Heavy apparel", Material:"Leather", Def: 15, MaxDef:15}>>
<<set $ANumber3 ={Name:"Guild stiched GoldWrappers", Material:"Leather", Def: 5, MaxDef:5}>>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/* Variable factors/*~~~~~~~~~~
<<set $Startpool to [$Number1,$Number2,$Number3]>>
<<set $PWeap to $Startpool.random()>>
<<print $PWeap.Material>> <<print $PWeap.Name>>
<<set $Armorstart to [$ANumber1, $ANumber2, $ANumber3]>>
<<set $Armor to $Armorstart.random()>>
<<set $Lootpool1 to [$Number4,$Number5,$Number7,$Number8,$Number9,$Number10,$Number11,$Number12,$Number13]>>
~~~~~~~~~~~~/*History stuff for later/*~~~~~
<<set $Conflict to either("Usurpers regin","the dark dragon","the bickkers","the war of storms")>>
<<set $kh to 1000>>
<<if $Conflict is "Usurpers regin">> <<set $kh to $kh - 350>> <<elseif $Conflict is "the dark dragon">> <<set $kh to $kh - 1000>> <<elseif $Conflict is "the bickkers">> <<set $kh to $kh - 500>> <<elseif $Conflict is "the war of storms">> <<set $kh to $kh - 750>> <<endif>>
<<goto History>>@@color:Green;"Hmmph, I see some nice faces in the crowd."@@ A well-armored orc woman stood at a table on the far side of a large auditorium. The room visibly similar to the guild hall was filled with curious bodies here for the assembly. The orc observed over the crowd as you stumbled in, and more than once looked back at you and a few others. @@color:Green;"Yes very nice."@@ Another man, a dwarf, fashioned in the same armor of the orcish woman signaled the crowd. "Settle down will you!" His fist met the table with a harsh crash."I know there are many of you here, and I know you all must be undoubtedly curious as to what brings you all here. The guild needs you, the guild needs a martial power that hasn't been seen in centuries. This isn't an explanation, I don't have an excuse and you all are nothing more than prestige grubbing leeches. There is more going on in this world than what revolves around you low lives. " The Crowd looks at him with skeptical curiosity. "We do not have time for idle hands and lame historians to be part of the guild,to be truly part of the guild you must earn your keep. If you want to stay, you have to work. For the glory of the guild, the safety of the empire and just maybe, an answer to your questions." @@color:Green;"Any work that hasn't already been claimed remains on the bounty board; now do we have any questions?"@@ The orcish woman chimed in acknowledging the atmosphere in the crowd. @@color:Green;"The work done is not restricted by who claims it, only who finished it.Groups working together count as one, anyone who hasn't finished a job by the end of the week is kicked out."@@ The orc flashes a quick, once more glance. @@color:Green;"That would be all, dismissed!"@@ Chatter and murmurs immediately broke out as the two departed from the auditorium's round table. While the crowd discusses the shocking change in scenery and temperament, you see this as an opportunity. Sneaking back to your room to begin your first quest, and [[intial preperations|Captains Quarters]]<<set $Conflict to either("Usurpers regin","the dark dragon","the bickkers","the war of storms")>>
<<set $kh to 1000>>
<<if $Conflict is "Usurpers regin">> <<set $kh to $kh - 350>> <<elseif $Conflict is "the dark dragon">> <<set $kh to $kh - 1000>> <<elseif $Conflict is "the bickkers">> <<set $kh to $kh - 500>> <<elseif $Conflict is "the war of storms">> <<set $kh to $kh - 750>> <<endif>>
$kh
$Conflict
<<set $NobleHouse1 ={Name: either("Vosgard","Rik","Denny"), Wealth: 1000, Trade: either("Mines","Crops","Weapons","Furniture","Scholars","entertainment")}>>
<<set $NobleHouse2 ={Name: either("Stark","Valerth","Terra"), Wealth: 1000, Trade: either("Mines","Crops","Weapons","Furniture","Scholars","entertainment")}>>
<<set $NobleHouse3 ={Name: either("Torra","Reed","Keilser"), Wealth: 1000, Trade: either("Mines","Crops","Weapons","Furniture","Scholars","entertainment")}>>
<<print $NobleHouse1.Wealth>>
//* Nobles //*
<<set $N1 ={Name: either("Gorge","Straff","Cett","Lizborn","Nimbus","Sear"), Status: either("old","Heir","Newly apointed","Stable"), Persona: either("Arrogant","Passive","Permisve","Greedy","Scholar","Ignorant")}>>
<<set $N2 ={Name: either("Malcom","Straff","Cett","Lizborn","Odin","Breeze","Aero"), Status: either("old","Heir","Newly apointed","Stable"), Persona: either("Arrogant","Passive","Permisve","Greedy","Scholar","Ignorant")}>>
<<set $N3 ={Name: either("Frigid","Straff","Cett","Lizborn","Sorn","Page"), Status: either("old","Heir","Newly apointed","Stable"), Persona: either("Arrogant","Passive","Permisve","Greedy","Scholar","Ignorant")}>>
<<set $Noble1 to $N1>>
<<set $Noble2 to $N2>>
<<set $Noble3 to $N3>>
<<set $NT to 0>>
<<set $Church =["The cult of Greyelf","The dragon's stone","Light Bringer"]>>
<<set $PChurch to $Church.random()>>
$PChurch
<<goto ELibrary>><<set $Oevents = ["TheGrimLock","The Dunes","Red hood."]>>\
<<set $STevent to $Oevents.random()>>\
<<display $STevent>>\<<if $Start is "true">>
@@.Orc;“Get out! No gold, No job!”@@
A beastling flew out the captain’s office. Sprinting down the hall with unnatural speed and even more unnaturally red face.
@@.Orc;“You would think he had run that fast before. You, in my office, now!”@@ The voice a masculine but subtle female demanded your intention. Carrying itself through the gold hallways in an echoing roar that was impossible to ignore.
@@.Orc;“Your new here, sit.”@@ she beckons you to a chair in front of her crescent moon shaped desk.
@@.Orc;“I’ll make this quick, you work for the guild thus you work for me. I call the shots, I reap the rewards and you get a fancy bed with the scraps off my table”@@ The orc woman raised her eyebrows in question. Hands curled into a ball and legs crossed in leisure dominance. This woman was someone to fear, an orc born and raised. @@.Orc;“I want nothing but compliance, you have no one else to turn to and this way the guild benefits from both of us. If you do anything other than granting the guild glory, you will be running faster than that pack rat who just left.”@@ She stared at you with the blaring black pupils embedded into the dark greenskin of an orc. Dreadlocks swinging from side to side with each subtle movement as she waits expectantly for your response. "You have my vow"... @@.Orc;“Good, $Name. Now out of my office and send the next slug in and take heed my words. I never go back on them.”@@ She dismisses you with a flick of her wrist. [[....Return|YourRoom][$Start = "false"]]<<else>> The Captain’s office is locked. Outside the door reads “Olla”. <</if>>The guild hall was solid gold!?! Such a beautiful waste of resources. Detailed gold pillars supported an elaborated design solid gold ceiling, furnished with jewel encrusted ivory wood furniture and stain painted windows. “We have more than enough room to support individuals, right this way, please. No rushing or pushing” Sure enough the rooms were also well decorated, not nearly as elaborate as the hall but functional and better than some noble keeps.
"All recruits to stay must first Visit, the captain assembly! All recruits!.." Better to not keep them waiting. [[Captain assembly]]
<<if $LvlP >=$MAXP>> <<set $LevelUP to "true">> <<endif>>\
<<if $LevelUP is "true">> [[LevelUp]] <<endif>>\
<<set $PlyrHP to $MaxHP>>\
<<set $Stam to $StamM>>\
"Welcome to the church of the gray, fellow descendant. How may I be of assistance." An orc awaited you at the entrance, she smiled and greeted you warmly unlike many others of her kind. "All churches provide assistance to injured adventurers and soldiers, but we go a step beyond to ensure everyone here is treated. So whatever the damage, do not be afraid of our help." She was waifish but bared the trademark green skin and canines of an orc. Her movements were dainty, precise, as expected but lacked training. She seems...Different. <<if $Def < $MaxDEF>> You armor looks damaged maybe you should get that looked at. <</if>>
<<if $race is "Orc">> <<choice [[I haven't seen an orc like you before.|The Grey Orcs]]>> <<endif>>
[[The Greyelf Church?]]
[[That would be all|TheCity]]<<if $LvlP >=$MAXP>> <<set $LevelUP to "true">> <<endif>>\
<<if $LevelUP is "true">> [[LevelUp]] <<endif>>\
<<set $PlyrHP to $MaxHP>>\
<<set $Stam to $StamM>>\
The Dragon stone churched lied in ruins. Destroyed after the first emperor's razings but has since remained a place solitude and sincerity. No one prays here in public, lest they risk the empires justice. A few families still practice it however, learning the ins and outs of the fallen church to remain hidden.
<<return>>
<<link "Pray..">> <<set $Magic2 ={Name: "Stone's Crust", Cost:1, Res:20}>> <<set $PRMagic to $Magic2>> <<set $Rmagic to "True">> <<goto "The church of Dragonstone">> <</link>>
<<if $LvlP >=$MAXP>> <<set $LevelUP to "true">> <<endif>>\
<<if $LevelUP is "true">> [[LevelUp]] <<endif>>\
<<set $PlyrHP to $MaxHP>>\
<<set $Stam to $StamM>>\
The catherdral prospered, people ran to and fro taking care of the injured or busying themselves with churchly duties. The light bringer religon was always busy. As the new dominant religion in ragnorok it was both embraced and hated. The first emperor pressed his religon on to others, there was no choice in that matter. Not everyone listen on the otherhand, around a dozen or so other religions still prospered but only two gave the light bringer competition.
[["Hello?"|TheLight]]
[[That would be all|TheCity]]@@color:Pink;"Nor have I seen one as curious as you." She stretched her arms back in a subtle but shy behavior. "we are the orcs of the gray, not bound by our prideful brothers, seeking not power but knowledge."@@
"We?"
@@color:Pink;"Yes, there are many of us and more all over the empire but anyone inside the light bringer domain wouldn't mention it so boldly."@@
@@color:Pink;"Nor do they have such curious guest I imagine?"@@
"I imagine so." She curtly nods and blushes.@@color:Pink;"If you would like to know more of the gray than it would be best to ask a more knowledgeable representative. I am still a neophyte after all, so...Is there anything else I could help you with?"@@
[[No thankyou|The Church of Greyelf]]
<<if $ALLTrait.includes("Socialite")>> One last question. What's your name? <<elseif $Soc >= 15>> One last question.What's your name? In a flirty tone <</if>><<if $race is not "Orc">> Welcome child <<elseif $race is "Orc">> Welcome brother <<endif>>
A brutish human lady approaches dressed in the formal gray gown of the church.
"You wish to know more, I can see it in your eyes come follow me." You follow her down a corridor beisde the chapel. "We are the children of the gray elf, a collation of all races. We of the gray elf church recognize this and beyond else support our brothers and sisters. No one on the earth is an outcast, just an orphan from our long departed guardians." She glances at you from the corner of her eys. "Now, we must protect each other in these dark days as siblings from a missing time. There is so much to teach and so much to learn, but so little time." Finally coming to a stop outside a boiled engraved door. "Would you be joining us, our lost sibling?" The woman reaches out and cups your hands into hers staring into your eyes as if searching for something.
[[No..Not today|The Church of Greyelf]]
[[What?|Greyelfpt2]]You search for several hours, coming across many low ranking guildsmen and strange beast but none by the title of the beast "GrimLock". Dissapointed and near ready to return bearing the fruits of your defeated foes. A lump of mud rise from the ground.
@@color:brown;"Another? Why you so many?"@@
The lump becomes a mound, then a wave of rising soil. Decayed bones and skeletons slumping forward from the growing mass.
@@color:brown;"I am no longer hungry. Go away..."@@ As mud and bones roll off, you come face to with an uncanny abomination.
@@color:brown;"Grimlock says go home, come back when I am hungry.@@
[["You are Grimlock?"]]
[[Attack][$Turn = "You"]]
The deformity gazes down on you, waiting for some kind of gesture, an attack or any provocation.
@@color:Brown;"You no attack Grimlock? What do you want"@@ The monster inquires, clearly made uncomfortable by your presence. "What are you?"
"Me Grimlock, Grimlock abomination." That answer clearly dosesn't satisfy your curiosity, nor would leaving the beast make the guild happy.
"What are you doing down here."
"Grimlock does nothing, Grimlock sleeps here for a long time."
"Sleep?"
The Abomination looks at you spitefully, the face appearing as a skull made from clay, an exoskeleton! Much like those that appear on a giant insect, perhaps Grimlock is simply a rare cousin of those creatures.
"You... humans interrupt Grimlock's sleep. Go away."
No, his body is almost human. lacking the exoskeleton except down the spine. His legs are that of horse or goat and.. a tail, snug behind the beast is almost unnoticeable but clearly rat like. He isn't a creature recorded by any books you have ever seen.
"But you eat humans."
"Only ones who bother me."
Oh well, [[Attack]]
<<if $Int >= 15>>[[Maybe we can work something out|Grimlock safe]]<</if>>
<<set $Boss1 ={Name: "Grimlock the abomination", Dnd: 30, Life: 50, Def: 35, Exp: 60,Pent:20}>>
<<set $Bounty to $Boss1>>
"I have come to slay you, Grimlock!"
@@color:brown;"....Grimlock not hungry"@@
The abomination lazily lashes in your direction with a spiny green scaled tail that was previously hidden from view. <<if $Int > $DICE>> You quickly doge out of the danger as Grimlock's massive swing swoops through the air.<<else>> The tail lands with a solid thump. Flying you through the air and at the cavern wall. <<set $PlyrHP to $PlyrHP -20>> <</if>>
@@color:brown;"Grimlock guess he will save you for later."@@
<<if $SlainE is "Grimlock the abomination">> "Is that all?!" <<else>> <<link "Engage">> <<goto Scroll>> <<set $Turn to "You">> <</link>> <</if>>
<<if $SlainE is "Grimlock the abomination">> @@color:brown;AHHHHAH!! Why you hurt Grimlock!@@ The beast attacks in blind rage flinging its tail in random directions. @@color:brown;Grimlock wasn't hungry!! Grimlock didn't want you people!@@ You deftly block and counter several of his mad attacks but your own wounds begin to wear you down. "I here by the order of the Guild...slay you, monster!" Grimlock charges forward head first with deformed horns protruding from its skull. Not before Grimlock manages to scratch you, you escape from the trajectory and bring your $Pweap.Name down on its head. Ripping through the muddy muscle and decapitating the beast.
[[Time to collect|TheCity]]
<</if>>"Grimlock agrees, you and all humans leave me alone, I give you treasure."
"That I think we can all agree with sounds interesting."
"Indeed" Grimlock gave his best smirk but the vain attempt was just torture on one's eyes.
You left in a hurry, Grimlock was a creature of the depths that mankind have never seen, and from your experience, I doubt Grimlock has met many men. More may soon reach Grimlock only to find demise but a hungry abomination but in your efforts, you could save lives including that of Grimlock's. After arriving at the guild you sought out olla and requested that the guild remains out of the caves. Of course, she didn't back down, after some time of bickering and arguing you two came to a conclusion. The aristocracy will move the mining operation inside the cave to a route around the abomination, in exchange all information regarding the beast remained exclusive to the guild. @@:color;Brown"Grimlock is fine, as long as Grimlock sleeps."@@ Thus your deed was done and your reward wasn't quite gold and riches...
<<set $Mud ={Name: "Mudsport", Cost:2, Dam:30}>>
<<set $PMagic to $Mud>>
<<set $Hmagic to "True">>
[[Return to the guild|TheCity]]"A new follower perhaps?" A man of stately manners appeared, he bore the royal uniform of a priest with the bald tattooed head of a marking a very high ranking one. "Were always open to new hands, if you haven't noticed things have gotten a bit hectic as of late." He gestures to the preoccupied bodies off doing various tasks. "or maybe you would like to take your vows and join the sentinels?"
<<link "sure..">> <<set $Magic2 ={Name: "Joker's blades", Cost:4, Dam:18}>> <<set $PMagic to $Magic2>> <<set $Hmagic to "True">> <<goto "The Cathedral of light">> <</link>>
<<return>><<set $Nevents = ["SimpleTest","Simpletest2","Simpletest3","simpletest4","Product increase.","Patience","Product decrease","Plunge","Management","Ecosys","Diminshingvalue","Ns1"]>>\
<<set $PIevent to $Nevents.random()>>\
<<display $PIevent>>\<<set $Luckyhouse to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
<<set $Luckyhouse2 to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
The Nobles of house <<print $Luckyhouse.Name>> has contracted a trade deal within the house <<print $Luckyhouse2.Name>>, increasing jobs in the mines.
<<set $Luckyhouse.Wealth to $Luckyhouse.Wealth + 10>>\
<<set $Luckyhouse2.Wealth to $Luckyhouse.Wealth + 10>>\
<<set $kh to $kh + 50>>\
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse.Name)>> <<set $NobleHouse1 to $Luckyhouse>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse.Name)>> <<set $NobleHouse2 to $Luckyhouse>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse.Name)>> <<set $NobleHouse3 to $Luckyhouse>> <</if>>\
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse2.Name)>> <<set $NobleHouse1 to $Luckyhouse2>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse2.Name)>> <<set $NobleHouse2 to $Luckyhouse2>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse2.Name)>> <<set $NobleHouse3 to $Luckyhouse2>> <</if>>\<<set $Luckyhouse to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
The famed house <<print $Luckyhouse.Name>> has struck a rare mineral supply in the caverns underneath alphs.
<<set $Luckyhouse.Wealth to $Luckyhouse.Wealth + 25>>\
<<set $kh to $kh + 15>>\
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse.Name)>> <<set $NobleHouse1 to $Luckyhouse>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse.Name)>> <<set $NobleHouse2 to $Luckyhouse>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse.Name)>> <<set $NobleHouse3 to $Luckyhouse>> <</if>>\<<set $Luckyhouse to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
The house of <<print $Luckyhouse.Name>> bites down on jobs following a scandal.
<<set $Luckyhouse to $Luckyhouse - 10>>\
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse.Name)>> <<set $NobleHouse1 to $Luckyhouse>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse.Name)>> <<set $NobleHouse2 to $Luckyhouse>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse.Name)>> <<set $NobleHouse3 to $Luckyhouse>> <</if>>\New immigrants arrive in droves to alphs representing the guilds call to arms and whille There is still much spectualtion as to why the white dragon would do such a thing the effects are outstanding.$kh
<<print $NobleHouse1.Name>> <<print $Noble1.Name>> <<print $Noble1.Persona>>
<<print $NobleHouse1.Wealth>>
<<print $NobleHouse1.Trade>>
<<print $NobleHouse2.Name>> <<print $Noble2.Name>> <<print $Noble2.Persona>>
<<print $NobleHouse2.Wealth>>
<<print $NobleHouse2.Trade>>
<<print $NobleHouse3.Name>> <<print $Noble3.Name>> <<print $Noble3.Persona>>
<<print $NobleHouse3.Wealth>>
<<print $NobleHouse3.Trade>>
<<return>><<set $Luckyhouse to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
The house $Luckyhouse.Name yeiled a sucessfull market cost in <<print $Luckyhouse.Trade>> this term.
<<set $Luckyhouse.Wealth to $Luckyhouse.Wealth + random(1,50)>>\
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse.Name)>> <<set $NobleHouse1 to $Luckyhouse>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse.Name)>> <<set $NobleHouse2 to $Luckyhouse>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse.Name)>> <<set $NobleHouse3 to $Luckyhouse>> <</if>>\
<<set $Luckyhouse to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
The house $Luckyhouse.Name Lost a market cost in <<print $Luckyhouse.Trade>> this term.
<<set $Luckyhouse.Wealth to $Luckyhouse.Wealth - random(1,50)>>
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse.Name)>> <<set $NobleHouse1 to $Luckyhouse>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse.Name)>> <<set $NobleHouse2 to $Luckyhouse>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse.Name)>> <<set $NobleHouse3 to $Luckyhouse>> <</if>>\
<<set $Luckyhouse to "None">>
The Noble houses held another ball this evening,<<print either(" dedicated to prospering a better economy."," in honor of the light bringer.")>>
<<if $kh > 500>> <<set $kh to $kh + random(20,100)>> <<else>> <<set $kh to $kh + random(1,50)>> <</if>>The markets make a minimal low today in national trade, lowering stock values across the land.
<<set $kh to $kh - 100>><<set $Luckyhouse to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
<<if $Luckyhouse.Wealth > 1000>>
<<if $kh < 300>> THe house $Luckyhouse.Name has genrously aided the economy. <<set $kh to $kh + 200>> <<set $Luckyhouse.Wealth to $Luckyhouse.Wealth - 200>> <<else>> an unenventfull evening as a romantic couple from $Luckyhouse.Name dine atop the alphs surface duing the night.
<</if>>
<</if>>
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse.Name)>> <<set $NobleHouse1 to $Luckyhouse>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse.Name)>> <<set $NobleHouse2 to $Luckyhouse>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse.Name)>> <<set $NobleHouse3 to $Luckyhouse>> <</if>>\
<<set $Luckyhouse to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
<<set $Luckyhouse2 to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
$Luckyhouse.Name store a large cut in market prices.
The house of $Luckyhouse2.Name took damage during the second term.
<<set $Luckyhouse2.Wealth to $Luckyhouse2.Wealth - random(50,200)>>\
<<set $Luckyhouse.Wealth to $Luckyhouse.Wealth + random(50,100)>>\
<<set $kh to $kh + random(10,300)>>\
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse.Name)>> <<set $NobleHouse1 to $Luckyhouse>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse.Name)>> <<set $NobleHouse2 to $Luckyhouse>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse.Name)>> <<set $NobleHouse3 to $Luckyhouse>> <</if>>\
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse2.Name)>> <<set $NobleHouse1 to $Luckyhouse2>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse2.Name)>> <<set $NobleHouse2 to $Luckyhouse2>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse2.Name)>> <<set $NobleHouse3 to $Luckyhouse2>> <</if>>\<<if $kh > 2000>> Catastrophe on the second market term! Thousands of expected marketgoods go missing during a dune raid by bandits. <<set $kh to $kh - (100,400)>> <</if>><<set $Luckyhouse to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
<<set $Luckyhouse2 to either($NobleHouse1,$NobleHouse2,$NobleHouse3)>>\
<<if $kh > 2000>> Bickering between houses have led to several heated words at a ball. Many conlcuding that the noble houses will pull out of te next merchant season. <<set $Luckyhouse2.Wealth to $Luckyhouse2.Wealth - random(50,200)>>\
<<set $Luckyhouse.Wealth to $Luckyhouse.Wealth + random(50,100)>>\
<<set $kh to $kh + random(10,300)>>\<<set $kh to $kh - (100,400)>>
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse.Name)>> <<set $NobleHouse1 to $Luckyhouse>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse.Name)>> <<set $NobleHouse2 to $Luckyhouse>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse.Name)>> <<set $NobleHouse3 to $Luckyhouse>> <</if>>\
<<if ["Vosgard","Rik","Denny"].contains($Luckyhouse2.Name)>> <<set $NobleHouse1 to $Luckyhouse2>> <<elseif ["Stark","Valerth","Terra"].contains($Luckyhouse2.Name)>> <<set $NobleHouse2 to $Luckyhouse2>> <<elseif ["Torra","Reed","Keilser"].contains($Luckyhouse2.Name)>> <<set $NobleHouse3 to $Luckyhouse2>> <</if>>\
<</if>>
The noble sector of the city, otherwise known as the highroads. People litter the street of marble paved roads, royal bastards stamper about causing trouble for lower class citizens. Golden towers replace the sand standard structures, Merchants charge twice as much but appear only in the most elaborate of carved domains and almost every other corner is an expensive bar filled with high paying mercenary bands and even more expensive whores.
@@.Blue;|@@ [[TheMistyMug|The Misty Mug]] @@.Blue;|@@ [[Hammer&Forge]] @@.Blue;|@@ [[The Square|TheCity]] @@.Blue;|@@ The tavern radiated with drunken banter and ludicrous prices. Tavern visitors traded secrets, jobs, and drinks as the money flowed between hands like the water which became apparently absent. You have been here off and on since arriving in alphis and while it may have been for the esteemed cold alcohol, veteran guild members would vouch for the expert jobs that can be offered. The bartender, Lourisse a stocky male dragonkin gave you a quick look over before passing you to serve another customer.
<<link "Back">> <<goto Thehighroads>> <</link>>The sand mounds crumble and fall like the waters of the deep, an unnatural rhythmic motion of moving earth. Appearing one moment only to disappear the next and then again reappear in the vast ocean of sand. The fact you made it here alive was bewildering to imagine, caravans go to and fro from the labyrinth of desert, day after day, seemingly unaffected by the changing tides. Yet the dangers are real.
The scenic view from atop the golden spires displays the merchant corner with every dark crevice. Noble houses send their lackeys to set up shop and sell merchandise, while in the alleys the real money is made. Dealers collecting debt, Noble thugs monitoring competition. The deceit behind the scenes, the real action. "Guild sire!" The aristocrat approached in hunched exasperation, no doubt tired from speeding past the second term crowd, but he is well past his prime for what comes next is....
"Ah! It's a-amazing to see you all here. The guild reputation precedes you a-and well, well out runs me." The guild hired you and party of at least 6 for muscle. The caravan will include it's own men, taking us to the next city over. Escort service, one for a noble who may as well be on death's door. The price, however, caught the eyes of the guild, and the captain isn't someone who kindly turns down that much wealth.
[["The dunes of asmier, eh?"|Asmier]]
[["..."|Quest2Pt2]]
[["Well, let's get going."|Quest2Pt2]]"Why asmier?" You inquire as he pokes around in his travel bag. The old man appeared stubby no taller than a dwarf but as bald as a shield; a thin line of hair rest on top of his lips with the signature gray of old age and his formal outfit wouldn't last long on the streets much less the road. "I've a wife there, a young lady not much older than yourself but twice as lovely if I can say. When I came to Alphs I had left behind for the life of aristocracy. Nobles can be very dangerous you know and I just couldn't risk pulling her into the center of it." He smiles at you with the look and enthusiasm of a child. "Though that isn't important I made this trip once when I was younger so I can sure do it again. The adventure, the thrills of battle and the comfort of the stars at night. Ha! I almost can't wait to get it started." The old man hefts a large travel sack over his shoulder with relative ease before running headlong into the market square. Lost within the crowds but no doubt on his way to rejoin the others at the carriage.
[[Okay|Quest2Pt2]]People piled in crates of goods, luggage and so forth into a dozen different carriages awaiting the next departure. Caravans came in and went with each season. Arriving at the beginning and only leaving at the end of the second term. Your guildmates awaited at caravan with the old noble, You only knew two whom you would consider an acquaintance Nisha the stubborn dwarf and the self-centered Hyena man Ragro. The rest of the so call guildsmen came only for the gold or for the job; after the influx of migrants joining the guild a number of people falsely claiming to be a member have been steadily climbing. While the others who are in the guild fight amongst themselves to stay in the golden halls for just a short longer. In this chaos jobs become scarce, bounties rise and a rare few individuals have enough skill to never be bothered with the city stress. "Ah! My brother, you are late whilst the noble has already arrived, your courtesy needs reprimanding." The hyena spoke with the thick accent of an Alhps local as he collapsed his arms around you in a drunken embrace. "Hicc, the damn cat can't hold his drink!" In between what sounds like a laugh and a hiccup, Nisha was sat in the caravan as drunk as Ragro must have been. "Sattel up you drunkards, we got somewhere to be!" The leader of your carriage threw in the last of the gear as the old noble climbed in alongside Nisha and two other guildsmen. "Ha, he's right brother off we shall go! To riches and bloodshed!" He made an empty toast to the air before hopping into the carriage as Nisha shot him an evil look. "Do we have to stick with him." Ragro mumbled a rude comment and the two began to bicker like old wives.
[[This is who you'r stuck with?|Quest2Pt3]]We parted from alphis in high spirits. A caravan of six or so carriages off to the city of polymer. The ride up to day 4 was more or less peaceful. Nisha had "Poisoned" a barrel of alcohol with an incredibly strong dwarven beer that left Ragro and many other drinkers incapable for the rest of the evening. The caravan men were visibly upset by this interruption but remained quiet if they had anything to say. The Noble "Tariq" as we came to know him read and told tales of his adventures to all who would listen. From epic rescues to political intrigue, if anyone were to believe him this short old noble would be an adept veteran from the ash and fire rebellion.
Every night one of our men is sat atop the caravan, an easy feat for men of the guild but an annoying one none the less. Yesterday it was Ragro who took the job with solemn acceptance, too taken aback by Nisha's prank to argue. Today was mine, it was a duty by the guild so I couldn't argue, or not argue and win. I found myself drifting to look at the stars in a sleep-like trance before the caravan ran another dune. Nearly knocking me off as it climbed the sand hill I noticed the a shadow in the distance a figure, maybe before it disappeared out of sight.
[[Notfinished|Quest2Pt4]]<<set $Enemy1 ={Name: "Drunkdwarf", Dnd:12, Life: random(15,20), Def:15, Exp: random(5,20), Pent:1}>>
<<set $Enemy2 ={Name: "Guild rookie", Dnd: random(10,15), Life: random(15,20), Def:10, Exp: random(5,20), Pent:2}>>
<<set $Enemy3 ={Name: "Thief", Dnd:8, Life: random:(30), Def:8, Exp: random(5,20), Pent:10}>>
<<set $Enemy4 ={Name: "Contraption", Dnd: random(15,20), Life: random(10,15), Def:30, Exp: 20, Pent:2}>>
<<set $Boss1 ={Name: "Grimlock The abomination", Dnd: 30, Life: 50, Def: 60, Exp: 60, Pent:0}>>
<<set $EnemyPool1 =[$Enemy1,$Enemy2,$Enemy3,$Enemy4]>>
<<set $Enemy5 ={Name: "Silvrwrm", Dnd: 20, Life: 60, Def:0, Pent:10, Exp: random(5,20)}>>
<<set $Enemy6 ={Name: "Hyena thief", Dnd:15, life:30, Def:10, Pent:12, Exp: random(5,15)}>>
<<set $Enemy7 ={Name: "Hyena Warbandit", Dnd:20, Life:30, Def:20, Pent:9, Exp random(5,15)}>>
<<set $Enemy8 ={Name: "Coal scrab", Dnd:15, LIfe:50, Def:15, Pent:11, Exp: random(5,15)}>>
<<set $Enemy9 ={Name: "Old contraption", Dnd:20, Life:40, Def:30, Pent:5, Exp: random(10,20})>>
<<set $EnemyPool2 =[$Enemy5,$Enemy6,$Enemy7,$Enemy8,$Enemy9]>>
$Bounty.Name | $Bounty.Dnd | $Bounty.Life | $Bounty.Def | $Bounty.Exp
<<goto Elibrary2>>
<<set $Reward to $Lootpool1.random()>>\
<<print $Reward.Material>> <<print $Reward.Name>> \
<<link "Replace">> <<set $PWeap to $Reward>> You picked up "<<print $Reward.Name>> <<goto TheCity>> <</link>>\
[[Ignore|TheCity]]<<set $Armor.Def to $Armor.MaxDef>>\
The hamme & forge is a dwarven factory built into the cavern walls of alphs. Screws and sparks can be seen everywhere as the reputation would imply. THF is Guild's blacksmith stop, renown in alphs for its remarkable craftman ship and amazing artisans. Among guild members, it is notorious for less than classy acts. Rouge machines, dangerous weapons, over board pranks and overpriced garbage are just a few of the feats you have heard other would claim that any accident that has existed in alphs is somehow connected to THF.
A Dwarf waves you down from across a new batch of seintenels suits. "Your're wasting time Gold boy" Murphius, a veteran instructor of THF and a guild captain. "We ain't got all day, if you need repairs we can fix em, else, get out." The man half your size with a beard two times as thick as all your body hair combined. Stares you down with an annoyed glare eager to get rid of you and resume his business.
<<return>>The awkward gaze lasts a whole few minutes before she finally breaks away to attend to the door. "I sense hesitation or maybe fear. Hmp your eyes are indeed that of the gray but you are far too young." The door looks ancient, a masterpiece of boiled stone that displays an almost intend pattern of gray, white, and blue. "I would love for you to join us one, maybe when you become more experienced through you guild journeys." The odd priestess embraces you in a hurry and then quickly slips behind the door. Strange as you have never seen her open it.The City of aismer is only a few more days out, with the exception of the occasional cave wyrm the ride has been gentle. Ragro has started to keep track of their wyrm kills alongside Nisha with the ladder losing in the competitive kill streak. The rest of the guild's men have kept to their own inner circles, occasionally coming together to discuss guild work. Nisha has been bringing you more and more drinks as the days have gone on with Ragro becoming ever more aggressive in proving his battle "valor". You are starting to think that even being friends with you has become a competition between two forces. This could potentially escalate fast if left unconfronted, mayhaps you should speak to them and try to cool it down.
[[Speak with Nisha]]
[[Speak with Ragro]]
[[Ignore them both|Quest2Pt5]]<<if $kh < 0>> Caravans go missing in the night while Guild heroes seek out the cause. <<else>> New caravans have brung goods for the upcoming market term. <</if>><<link"Notfinshed">> <<goto "YourRoom">> <</link>><<link"Notfinshed">> <<goto "YourRoom">> <</link>><<link"Notfinshed">> <<goto "YourRoom">> <</link>>The thief nimbly maneuvered through the crowd pushing the occasional street cart in an attempt to throw off your pursuit. She was agile, that was a given. No one in or outside the guild had been able to catch her. The occasional tactician has managed to get close through cheap tactics, but no matter what. She was always one ahead of the game. Many of the guild's men have claimed her abilities stem from a highly skilled crime organization, targeting nobles and the high road merchants. Your job is to catch her through any means necessary. The guild is fed up, the bounty is out for anyone, and you wouldn't just pass up good rep.
[[chase]]<<set $Luck to random(1,50)>>
<<set $Luck to $Luck + $Stre>>
<<if $Luck >= 70>> You threw in high gear jumping on top the merchant stalls of the square and breaking into a rhythmic sprint. Red hood as her reputation has given her, ran through the sea of people with the least of concern. The chase continued for a good few miles or so into the depths of the city before it came to a crashing end when the carts ran out and you fell face forward with the momentum of a diving eagle. "Nice landing wyrm face!" Your bounty stopped and strolled over to your side. Her face wrapped in a veil of black cloth and further obscured by the red hood and leather garment which makes up her attire. "Pro tip, you are not a pro. Try again some other day if you like, but get better." Red hood helped you up before climbing up a sand cement house with incredible fashion. <<link "return">> <<set $LvlP to $LvlP + 30>> <<goto TheCity>> <</link>> <<else>> The thief blends into the swarm of oncoming people before dissapering completely into the city depths. I guess today is just not your day. <</if>>
<<set $Enemy5 ={Name: "Silvrwrm", Dnd: 20, Life: 60, Def:0, Pent:10, Exp: random(5,20)}>>
<<set $Enemy6 ={Name: "Hyena thief", Dnd:15, Life:30, Def:10, Pent:12, Exp: random(5,15)}>>
<<set $Enemy7 ={Name: "Hyena Warbandit", Dnd:20, Life:30, Def:20, Pent:9, Exp random(5,15)}>>
<<set $Enemy8 ={Name: "Coal scrab", Dnd:15, Life:50, Def:15, Pent:11, Exp: random(5,15)}>>
<<set $Enemy9 ={Name: "Old contraption", Dnd:20, Life:40, Def:30, Pent:5, Exp: random(10,20})>>
<<set $EnemyPool2 =[$Enemy5,$Enemy6,$Enemy7,$Enemy8,$Enemy9]>>
<<print $EnemyPool2>>
<<goto MainMenu>>