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<<silently>>
<<set $sword = {
name: "Iron Sword",
desc: "A long iron blades.",
times: [1, 2, 10],
req: [[2, 5, "any"], [2, 3, "any"]], //never ask for a 0
dmg: [7, 11]
}>>
<<set $spellbook = {
name: "Magic Spellbook",
desc: "A magical book containing all of your known spells.",
times: [4, 8, 10],
req: [[2, 6, "any"], [2, 4, "any"]],
divert: ["Open up", "Spellbook", "CSpellbook"]
}>>
<</silently>>
<<set $tuners = [
[false, "x", 2, "s"],
[false, "+", 22, "s"],
[false, "+", 3, "s"]
]>><<silently>>
<<set $time = {
hr: 9,
min: 57, /*start 1 increment before desired time*/
day: 1,
increment: 3
}>>
<<set $i = []>>
<<set $useable_arts = []>>
<<set $targets = [[]]>>
<<set $pl = {
hp: [20, 20],
mp: [20, 20]
}>>
<<set $spells = []>>
<<set $strength = 0>>
<<set $courage = 0>>
<<set $loyalty = 0>>
<<set $justice = 0>>
<<set $empathy = 0>>
<<set $apathy = 0>>
<<set $malice = 0>>
<<set $deceit = 0>>
/*I could have certain words, e.g the Gate, Tuner, etc. be said with variables, which are first vague and then updated with the true name later in the story */
<<set $gate = "mysterious arch">>
<<set $tuner = "pocketwatch">>
<<set $city = "the town">>
<<set $sage = "figure">>
<<set $citadel = "tall structure">>
<<set $tutorial = true>>
<<set $sage_qs = []>>
<<set $seek_sage = false>>
<<set $tuner_q1 = false>>
<</silently>><<silently>>
<<set $dude = {
name: "Little Dude",
hp: [20, 20],
attacks: ["runs up and stabs you with a little shiv"],
dmg_min: [3],
dmg_max: [10]
}>>
<<set $sage_enemy = {
name: "Small Figure",
hp: [25, 30],
attacks: ["whacks you with their cane", "kicks you in the shin"],
dmg_min: [4, 2],
dmg_max: [6, 5]
}>>
/*Figure out how to return to correct passage. Hardcode in Enemies? Set $combat_out same time as $enemy */
<</silently>><<include Variables>>
<<include Arts>>
<<include Enemies>>
<<include Spells>>
<<set $spells = $default_spells>><<include Arts>>
<<include Enemies>>
<<include Spells>>
<<goto "Menu">><<if passage() == "Menu">><<link "Close" $curpass>><<if tags($curpass).includes("no-time") == false>><<set $time.min -= $time.increment>><</if>><<set $showSel = false>><</link>><<else>><<if $tutorial is false>>[[Menu|Menu]]<</if>><</if>><<silently>><<if tags().includes("no-time") is false>>
<<set $time.min += $time.increment>>
<<if $time.min >= 60>>
<<set $time.min -= 60>>
<<set $time.hr += 1>>
<</if>>
<<if $time.hr > 12>>
<<set $time.hr = 1>>
<<set $time.day += 1>>
<</if>>
<</if>>
<</silently>><<if tags().includes("no-display") is false and $discoverwatch is true>>!$time.hr:<<if $time.min.toString().length is 1>>0<</if>>$time.min<</if>><<silently>>
<<if tags().includes("no-update") is false>>
<<set $curpass to passage()>>
<</if>><</silently>><div style="text-align:center;"><span class="hp">$pl.hp[0] / $pl.hp[1] HP</span> <span class="mp">$pl.mp[0] / $pl.mp[1] MP</span></div>
In your pocket is a <<link $tuner "Tuner">><</link>>.
<<nobr>> Arts:
<<for _is = 0; _is < $i.length; _is++>>
<<capture _is>>
<<link $i[_is].name "Menu">>
<<set $selected = $i[_is]>>
<<set $showSel = true>>
<</link>><<if _is != $i.length - 1>>, <</if>>
<</capture>>
<</for>>
<</nobr>>
<<if $showSel == true>>
Selected Art: ''<<= $selected.name>>''
<<= $selected.desc>>
Can be used at the following times: <<nobr>><<for _is = 0; _is < $selected.times.length; _is++>>
<<= $selected.times[_is]>>:00<<if _is != $selected.times.length - 1>>, <</if>>
<</for>>
<</nobr>>
Requirements: <<nobr>> <<for _is = 0; _is < $selected.req.length; _is++>>
<<= $selected.req[_is][0]>> <<= $selected.req[_is][1]>>s in <<= $selected.req[_is][2]>> place<<if _is != $selected.req.length - 1>>, or <</if>>
<</for>>
<</nobr>>
<<if $selected.hasOwnProperty("divert")>><<link $selected.divert[0] $selected.divert[1]>><</link>><</if>>
<</if>>
Stats:
Strength: $strength
Ideals:
Courage: $courage
Loyalty: $loyalty
Justice: $justice
Empathy: $empathy
Apathy: $apathy
Malice: $malice
Deceit: $deceit
[[Refresh DB|DBRefresh]]<<set $sec = random(1, 59)>>
$enemy.name gets ready to attack.
[[Strike First!|Combat]]<<set $Ctime = $time>><div style="text-align:center">
$pl.hp[0] / $pl.hp[1] HP
!!$tuner
<<nobr>>
<span id="c-time">
<<for $sec >= 60>>
<<set $sec -= 60>>
<<set $Ctime.min += 1>>
<</for>>
<<if $Ctime.min >= 60>>
<<set $Ctime.min -= 60>>
<<set $Ctime.hr += 1>>
<</if>>
<<if $Ctime.hr > 12>>
<<set $Ctime.hr = 1>>
<</if>>
$Ctime.hr:<<if $Ctime.min.toString().length is 1>>0<</if>>$Ctime.min:<<if $sec.toString().length is 1>>0<</if>>$sec
</span>
<</nobr>>
<<nobr>>
Tune: <<for _id = 0; _id < $tuners.length; _id++>>
<<capture _id>>
<<if $tuners[_id][0] == true>>
<<set _tunername = $tuners[_id][1] + $tuners[_id][2].toString() + $tuners[_id][3]>>
<<if $tuners[_id][3] == "s">>
<<if $tuners[_id][1] == "+">>
<<button _tunername>><<set $sec += $tuners[_id][2]>><<replace "#c-time">><<for $sec >= 60>><<set $sec -= 60>><<set $Ctime.min += 1>><</for>><<if $Ctime.min >= 60>><<set $Ctime.min -= 60>><<set $Ctime.hr += 1>><</if>><<if $Ctime.hr > 12>><<set $Ctime.hr = 1>><</if>>$Ctime.hr:<<if $Ctime.min.toString().length is 1>>0<</if>>$Ctime.min:<<if $sec.toString().length is 1>>0<</if>>$sec<</replace>><<set $useable_arts = []>><<set $Ctime_combined = $Ctime.hr.toString() + $Ctime.min.toString() + $sec.toString()>><<for _is = 0; _is < $i.length; _is++>><<capture _is>><<if $i[_is].times.includes($time.hr)>><<for _ix = 0; _ix < $i[_is].req.length; _ix++>><<if $i[_is].req[_ix][2] == "any">><<if $Ctime_combined.count($i[_is].req[_ix][1].toString()) >= $i[_is].req[_ix][0] and $useable_arts.includes($i[_is]) == false>>
<<= $useable_arts.push($i[_is])>><</if>><</if>><</for>><</if>><</capture>><</for>><<replace "#cactions">><<for _is = 0; _is < $useable_arts.length; _is++>><<capture _is>><<if $useable_arts[_is].hasOwnProperty("divert")>><<link $useable_arts[_is].name $useable_arts[_is].divert[2]>><</link>><<else>><<link $useable_arts[_is].name "Combat2">><<set $dmg_out = random($useable_arts[_is].dmg[0], $useable_arts[_is].dmg[1])>><</link>><</if>><<if _is != $useable_arts.length - 1>>, <</if>><</capture>><</for>><</replace>><</button>>
<</if>>
<<if $tuners[_id][1] == "x">>
<<button _tunername>><<set $sec *= $tuners[_id][2]>><<replace "#c-time">><<for $sec >= 60>><<set $sec -= 60>><<set $Ctime.min += 1>><</for>><<if $Ctime.min >= 60>><<set $Ctime.min -= 60>><<set $Ctime.hr += 1>><</if>><<if $Ctime.hr > 12>><<set $Ctime.hr = 1>><</if>>$Ctime.hr:<<if $Ctime.min.toString().length is 1>>0<</if>>$Ctime.min:<<if $sec.toString().length is 1>>0<</if>>$sec<</replace>><<set $useable_arts = []>><<set $Ctime_combined = $Ctime.hr.toString() + $Ctime.min.toString() + $sec.toString()>><<for _is = 0; _is < $i.length; _is++>><<capture _is>><<if $i[_is].times.includes($time.hr)>><<for _ix = 0; _ix < $i[_is].req.length; _ix++>><<if $i[_is].req[_ix][2] == "any">><<if $Ctime_combined.count($i[_is].req[_ix][1].toString()) >= $i[_is].req[_ix][0] and $useable_arts.includes($i[_is]) == false>>
<<= $useable_arts.push($i[_is])>><</if>><</if>><</for>><</if>><</capture>><</for>><<replace "#cactions">><<for _is = 0; _is < $useable_arts.length; _is++>><<capture _is>><<if $useable_arts[_is].hasOwnProperty("divert")>><<link $useable_arts[_is].name $useable_arts[_is].divert[2]>><</link>><<else>><<link $useable_arts[_is].name "Combat2">><<set $dmg_out = random($useable_arts[_is].dmg[0], $useable_arts[_is].dmg[1])>><</link>><</if>><<if _is != $useable_arts.length - 1>>, <</if>><</capture>><</for>><</replace>><</button>>
<</if>>
<<if $tuners[_id][1] == "-">>
<<button _tunername>><<set $sec -= $tuners[_id][2]>><<replace "#c-time">><<for $sec >= 60>><<set $sec -= 60>><<set $Ctime.min += 1>><</for>><<if $Ctime.min >= 60>><<set $Ctime.min -= 60>><<set $Ctime.hr += 1>><</if>><<if $Ctime.hr > 12>><<set $Ctime.hr = 1>><</if>>$Ctime.hr:<<if $Ctime.min.toString().length is 1>>0<</if>>$Ctime.min:<<if $sec.toString().length is 1>>0<</if>>$sec<</replace>><<set $useable_arts = []>><<set $Ctime_combined = $Ctime.hr.toString() + $Ctime.min.toString() + $sec.toString()>><<for _is = 0; _is < $i.length; _is++>><<capture _is>><<if $i[_is].times.includes($time.hr)>><<for _ix = 0; _ix < $i[_is].req.length; _ix++>><<if $i[_is].req[_ix][2] == "any">><<if $Ctime_combined.count($i[_is].req[_ix][1].toString()) >= $i[_is].req[_ix][0] and $useable_arts.includes($i[_is]) == false>>
<<= $useable_arts.push($i[_is])>><</if>><</if>><</for>><</if>><</capture>><</for>><<replace "#cactions">><<for _is = 0; _is < $useable_arts.length; _is++>><<capture _is>><<if $useable_arts[_is].hasOwnProperty("divert")>><<link $useable_arts[_is].name $useable_arts[_is].divert[2]>><</link>><<else>><<link $useable_arts[_is].name "Combat2">><<set $dmg_out = random($useable_arts[_is].dmg[0], $useable_arts[_is].dmg[1])>><</link>><</if>><<if _is != $useable_arts.length - 1>>, <</if>><</capture>><</for>><</replace>><</button>>
<</if>>
<<if $tuners[_id][1] == "/">>
<<button _tunername>><<set $sec /= $tuners[_id][2]>><<replace "#c-time">><<for $sec >= 60>><<set $sec -= 60>><<set $Ctime.min += 1>><</for>><<if $Ctime.min >= 60>><<set $Ctime.min -= 60>><<set $Ctime.hr += 1>><</if>><<if $Ctime.hr > 12>><<set $Ctime.hr = 1>><</if>>$Ctime.hr:<<if $Ctime.min.toString().length is 1>>0<</if>>$Ctime.min:<<if $sec.toString().length is 1>>0<</if>>$sec<</replace>><<set $useable_arts = []>><<set $Ctime_combined = $Ctime.hr.toString() + $Ctime.min.toString() + $sec.toString()>><<for _is = 0; _is < $i.length; _is++>><<capture _is>><<if $i[_is].times.includes($time.hr)>><<for _ix = 0; _ix < $i[_is].req.length; _ix++>><<if $i[_is].req[_ix][2] == "any">><<if $Ctime_combined.count($i[_is].req[_ix][1].toString()) >= $i[_is].req[_ix][0] and $useable_arts.includes($i[_is]) == false>>
<<= $useable_arts.push($i[_is])>><</if>><</if>><</for>><</if>><</capture>><</for>><<replace "#cactions">><<for _is = 0; _is < $useable_arts.length; _is++>><<capture _is>><<if $useable_arts[_is].hasOwnProperty("divert")>><<link $useable_arts[_is].name $useable_arts[_is].divert[2]>><</link>><<else>><<link $useable_arts[_is].name "Combat2">><<set $dmg_out = random($useable_arts[_is].dmg[0], $useable_arts[_is].dmg[1])>><</link>><</if>><<if _is != $useable_arts.length - 1>>, <</if>><</capture>><</for>><</replace>><</button>>
<</if>>
<</if>>
<</if>>
<</capture>>
<</for>>
<</nobr>>
<span id="cactions"></span>
/*<<button "Refresh">>
<<set $useable_arts = []>>
<<set $Ctime_combined = $Ctime.hr.toString() + $Ctime.min.toString() + $sec.toString()>>
<<for _is = 0; _is < $i.length; _is++>>
<<capture _is>>
<<if $i[_is].times.includes($time.hr)>>
<<for _ix = 0; _ix < $i[_is].req.length; _ix++>>
<<if $i[_is].req[_ix][2] == "any">>
<<if $Ctime_combined.count($i[_is].req[_ix][1].toString()) >= $i[_is].req[_ix][0] and $useable_arts.includes($i[_is]) == false>>
<<= $useable_arts.push($i[_is])>>
<</if>>
<</if>>
<</for>>
<</if>>
<</capture>>
<</for>>
<<replace "#cactions">><<for _is = 0; _is < $useable_arts.length; _is++>><<capture _is>><<if $useable_arts[_is].hasOwnProperty("divert")>><<link $useable_arts[_is].name $useable_arts[_is].divert[2]>><</link>><<else>><<link $useable_arts[_is].name "Combat2">><<set $dmg_out = random($useable_arts[_is].dmg[0], $useable_arts[_is].dmg[1])>><</link>><</if>><<if _is != $useable_arts.length - 1>>, <</if>><</capture>><</for>><</replace>><</button>>*/
</div>
<<link "Struggle" "Combat2">><<set $dmg_out = random(1, 5)>><</link>>You deal $dmg_out damage. <<set $enemy.hp[0] -= $dmg_out>>
<<if $enemy.hp[0] <= 0>>[[Continue|CombatWin]]<<else>><<set $sel_atk = random(0, $enemy.attacks.length - 1)>><<set $sel_atk_dmg = random($enemy.dmg_min[$sel_atk], $enemy.dmg_max[$sel_atk])>>
The <<= $enemy.name>> <<= $enemy.attacks[$sel_atk]>>, dealing <<=$sel_atk_dmg>> damage. <<set $pl.hp[0] -= $sel_atk_dmg>>
<<if $pl.hp[0] <= 0>>[[Continue|CombatFail]]<<else>>[[Continue|Combat][$sec to random(1, 59)]]<</if>><</if>>You have lost...You have won!You crack open the spellbook, and see a list of all your learned spells:
<<nobr>><<for _is = 0; _is < $spells.length; _is++>>
<<capture _is>>
<<link $spells[_is].name "Spellbook">>
<<set $selectedSpell = $spells[_is]>>
<<set $showSpellSel = true>>
<</link>><<if _is != $spells.length - 1>>, <</if>>
<</capture>>
<</for>><</nobr>>
<<if $showSpellSel == true>>
Selected Spell: ''<<= $selectedSpell.name>>''
<<= $selectedSpell.desc>>
<<nobr>>
<<if $selectedSpell.type == "damage">>
This is a damage-type spell, and can only be cast during combat.
<<elseif $selectedSpell.type == "field">>
<<for _is = 0; _is < $targets.length; _is++>>
<<capture _is>>
<<if $targets[_is][0] == $selectedSpell.affects>>
<<set $active_target = $targets[_is]>>
<<link "Cast Spell!" "Cast">><</link>>
<<set $foundtargetforspell = true>>
<</if>>
<</capture>>
<</for>>
<<if $foundtargetforspell != true>>There are no relevant targets here.<</if>>
<</if>>
<</nobr>>
<</if>>You crack open the spellbook, and see a list of all your learned spells:
<<nobr>><<for _is = 0; _is < $spells.length; _is++>>
<<capture _is>>
<<link $spells[_is].name "CSpellbook">>
<<set $selectedSpell = $spells[_is]>>
<<set $showSpellSel = true>>
<</link>><<if _is != $spells.length - 1>>, <</if>>
<</capture>>
<</for>><</nobr>>
<<if $showSpellSel == true>>
Selected Spell: ''<<= $selectedSpell.name>>''
<<= $selectedSpell.desc>>
<<nobr>>
<<if $selectedSpell.type == "damage">>
<<if $pl.mp[0] >= $selectedSpell.cost>>
<<link "Cast Spell!" "Combat2">>
<<set $dmg_out = random($selectedSpell.dmg[0], $selectedSpell.dmg[1])>>
<</link>>
<<else>>
You don't have enough MP.
<</if>>
<<elseif $selectedSpell.type == "field">>
This is a field-type spell, and can not be cast during combat.
<</if>>
<</nobr>>
<</if>>Reaching into your pocket, you find a $tuner. The clock face is a harsh white, and the body is made of brass, or perhaps gold. Three small dials are next to 12, 3, and 9 respectively. <<set $discoverwatch = true>>
The $tuner has two hands, the longest of which is pointed to $time.hr, and the shorter one is pointed to $time.min. <<if $tuner_q1 is true>>Maybe someone knows something about it?<</if>>
[[Turn the dials|TunerJiggle]]
[[Put Away|Menu]]You try each of the dials in turn, but they seem to be stuck for some reason.
<<set $tuner_q1 = true>>
[[Put Away|Menu]]<<silently>>
<<set $fire = {
name: "Fireball",
desc: "Hurl a ball of fire at your enemy.",
type: "damage",
cost: 3,
dmg: [12, 13]
}>>
<<set $burn = {
name: "Burn",
desc: "Set the target on fire.",
type: "field",
cost: 6,
affects: "flammable"
}>>
<<set $default_spells = [$fire, $burn]>>
<</silently>><<if $selected.times.includes($time.hr) && $pl.mp[0] >= $selectedSpell.cost>>You cast the <<= $selectedSpell.name>> spell on the <<= $active_target[1]>>.
<<link "Continue" $active_target[2]>><<set $targets = [[]]>><</link>><<elseif $pl.mp[0] < $selectedSpell.cost>>You don't have enough MP.
<<link "Continue" $curpass>><</link>><<else>>You try to cast the spell, but the time isn't right.
<<link "Continue" $curpass>><</link>><</if>><div style="text-align:center;">[[Start the Game|StartTrue]]
[[Skip the Intro (For Testing Purposes)|Gate][$name = "Sam"]]
[[Test the Combat|Begin][$i.push($sword)]]</div>As you walk through the forest, you notice a sword lain on the ground. //You pick up a Sword.// <<set $tutorial = false>>
[[Continue|Morning][$i.push($spellbook)]]And what's this? There's more. //Acquired a Spell Book and some Tuning Stones.// <<set $tuners[0][0] = true>> <<set $tuners[1][0] = true>> <<set $tuners[2][0] = true>>
All of a sudden, a little dude runs towards you, brandishing a shiny shiv.
[[Confront|Approach]]
[[Flee to Town|Town]]<<silently>><<set $targets = [["flammable", "fallen tree", "ClearedTown"]]>>
<<if $isTownOpen == true>><<goto "ClearedTown">><<set $time.min -= $time.increment>><</if>>
<</silently>>You stand at the town gates.
However, a felled tree blocks the path. It is too heavy to lift, so how else can you clear it away...?<<set $isTownOpen = true>>You stand at the town gates.
The path into town is clear. You can [[head in|TownSquare]].Center 'o town.
[[Leave|Town]]He's not happy. Prepare to fight!
[[Fight|PreCombat][$enemy to $dude]]It is [[dark|ST2]].It pierces every part of your soul. You are a [[tiny light|ST3]], in an endless sea of darkness.You focus on yourself, your own light. It is warm, and comforting. You [[focus|ST4]] deeper.Your hearing gradually returns, and a deep voice penetrates the darkness, emanating from your own light.
"Who are you?"
<<textbox "$name" "Sam" "Q1" autofocus>>
[[Speak|Q1]]Becoming aware of your own vocal chords, you speak your true name, $name.
The voice says, "I will ask you some questions. Speak truly.
"You come across a childhood friend, who you've lost touch with in recent years. He's being hurt by a group of three people, each much taller and stronger than yourself. Do you intervene, or mind your own business?"
<<link "Help them" "Q2">><<set $justice += 1>><<set $loyalty += 1>><</link>> or [[Do Nothing|Q2][$apathy += 1]] or <<link "Join in" "Q2">><<set $loyalty -= 1>><<set $malice += 1>><</link>>
/*Butt in ^^^ ? */After a moment, you hear, "You stand on the top of a building. A man is standing on the edge, seemingly pondering suicide. No one knows that you are up there. Do you talk him down, wait and see what happens, or push him?"
[[Help Him|Q3][$empathy += 1]] or [[Do Nothing|Q3][$apathy += 1]] or [[Push Him|Q3][$malice += 1]]After another moment, you hear, "You are discussing something trivial with a colleague from your work. They invite you to social gathering. You have no interest in going. Do you apologize, making a vague excuse, come up with a convincing reason why you can't (lie), or express your disinterest frankly?"
[[Apologize|Q4][$empathy += 1]] or [[Lie|Q4][$deceit += 1]] or [["I don't like you."|Q4][$apathy += 1]]After what feels like an eternity, you hear, "You are asked by your boss to stay after-hours to work on something that they were supposed to do themselves. You have no legitimate reason to refuse. Do you do the work, tell them to do it themselves, as they were supposed to, or do you say you will but don't?"
[[Do it|Q5][$diligence += 1]] or [[Shame them|Q5][$apathy += 1]] or [[Lie|Q5][$deceit += 1]]Barely a moment after you finish speaking, you hear, "Walking down the city streets, you notice a commotion occurring in an alleyway on your left. Turning the corner, you see your friend, who appears to be relieving an older woman of her valuables. Do you intervene and stop your friend, keep walking, and pretend you didn't see anything, or offer your friend help?"
<<link "Stop them" "Q6">><<set $justice += 1>><<set $courage += 1>><<set $loyalty -= 1>><</link>> or [[Ignore them|Q6][$apathy += 1]] or <<link "Help them" "Q6">><<set $malice += 1>><<set $loyalty += 1>><</link>>After a short pause you hear the voice once again say, "I have one last question for you: What happened?"
[["I don't know."|QEnd]] or [["I don't care."|QEnd][$apathy += 1]] or [["I'll find out."|QEnd][$courage += 1]]Silence, again.
/*Add more questions, probably. */
[[...|ST6]]Slowly, things come to you. You become aware of the horizontal position of your body. Of cold, rough brickwork beneath you. The distant sound of crowds.
[[Open your eyes|GateStart]]You see a kind of dark mist, covering what you'd assume to be the sky directly in front of you and in your peripheral vision.
[[Stand Up|Gate]]<<set $tutorial = false>>
You stand before the $gate. Like a tunnel, it seems to lead somewhere. However, everything after the first six feet or so is completely obscured by the dark mist. On either side of the arch, as well as above it, the mist extends in all directions. A chill goes down your spine.
Below you is a cobbled, stone path, leading right up to the edge of the $gate. Where the path leads is obscured by mist, of the regular kind.
<<set $temp_passage_name = "Go into the " + $gate>>
[[Go down the path|RoadToPlaza]]
<<link $temp_passage_name "GateError">><</link>>You walk into the $gate, up to the edge of the dark mist. You raise your hand up to it, but are stopped by some unknown force, like two magnets repelling each other.
[[Step away|Gate]]You go down the cobbled road. The mist gradually fades, and you can see that on either side of the path is nothing but dirt and gravel, but ahead of you the path becomes bordered by disheveled wooden buildings. Behind you, you can see the $gate.
<<set $temp_passage_name = "Go to the " + $gate>>
[[Go towards the buildings|PlazaEnter]]
<<link $temp_passage_name "Gate">><</link>>You move past the buildings, and the path widens into a large Plaza. Looking around, the shape is of two intersecting ovals, with a large clock tower at its center. On each of the four tips are paths that extend further into $city.
There are a wide variety of people here, including some bizarre ones. In one corner, you see what appears to be a large, bird-like figures, humanoid but with wings, talking to a short, boxy mechanical man.
[[Approach|TowerBottom]] the tower.
[[Go North|RoadToPlaza]], towards the $gate.
[[Go West|RoadToCitadel]], towards the $citadel.You stand in the large Plaza, shaped like two intersecting ovals, with a large clock tower in the center. On each of the four tips are paths that extend further into $city.
There are a wide variety of people here, including some bizarre ones. In one corner, you see what appears to be a large, bird-like figures, humanoid but with wings, talking to a short, boxy mechanical man.
[[Approach|TowerBottom]] the tower. <<if $seek_sage = true>>The Guard said you could meet the //Sage// here.<</if>>
[[Go North|RoadToPlaza]], towards the $gate.
[[Go West|RoadToCitadel]], towards the $citadel.You follow the cobbled road. To the west, you can see the $citadel. To the east, you can go back to the Plaza.
<<set $temp_passage_name = "Go to the " + $citadel>>
<<link $temp_passage_name "Citadel">><</link>>
[[Go to the Plaza|Plaza]]You approach the $citadel. It is large, similar in structure to what you imagine a castle would look like. with an outer wall, about 40 feet tall, in the center of which is a portcullis (currently lowered). On the left side of the gate is a small shack, in which is seated a <b>Guard</b> of almost comically large proportions. He watches you with half-closed eyes, but has not made a move to stand or speak a word.
[[Approach|CitadelApproach]]
[[Flee|Plaza]], to the PlazaAs you get close, the guard suddenly yells, "STOP right there! Identify yourself."
<<set $temp_passage_name = '"' + $name + '"'>>
<<link $temp_passage_name "CitadelName">><</link>>
[[Run away|CitadelFlee]]You speak your name. "Oh yeah?" the guard says, "And what do you want?"
[['"To go in"'|CitadelAskIn]]
[['"What's this place?"'|CitadelAskPlace]]
[['"Just exploring"'|CitadelAskLeave]]
[['"Nothing"'|CitadelAskLeave]]"You a new Travela? This here's the <b>Citadel</b>, where our glorious <b>Lord</b> lives," he explains, a sense of pride in his voice. <<set $citadel = "Citadel">>
[['"Like, God?"'|CitadelAskLordGod]]
[['"Can I go in?"'|CitadelAskIn]]
[['"Thanks for the info"'|CitadelAskLeave]]"Oh, no. he's no god. But he is immortal and all-powerful. He's the first ever Traveler, who founded our grand City."
[['"Traveler?"'|CitadelAskTraveler]]
[['"Thanks for the info"'|CitadelAskLeave]]"Jeez, I guess you really are new. //You// are a Traveler. All of us are Travelers. People from other realities."
[['"Realities?"'|CitadelAskSage]]
[['"Thanks for the info"'|CitadelAskLeave]]"What do I look like? An encylopedia? Go see the //Sage//, he's in the clocktower." <<set $seek_sage = true>>
[['"Thanks for the info"'|CitadelAskLeave]]"Oh? And why should I let you in?" he says.
[['"I'm special"'|CitadelAskInSpecial]]
[['"I'm lost"'|CitadelAskInLost]]
[['"I'm curious"'|CitadelAskLeave]]
[['"Nevermind"'|CitadelAskLeave]]"Oh? What makes you so special?"
[['"I don't know"'|CitadelAskLeave]]"Well, you don't need to get in here. Scram," he says.
[[Go back|Plaza]] to the Plaza."Get outta hear. Surely there's someone else you can annoy," he says.
[[Go back|Plaza]] to the Plaza.You run away, back to the Plaza.
[[Continue|Plaza]]You walk towards to the base of the clock tower. You move around it, and find a small, oak door, barely three feet tall. The tower by contrast rises dozens of stories above you, and the polished marble reflects what little light is present.
[[Squeeze through the door|TowerFoyer]]
[[Back away|Plaza]]Crouching low, you open the door. The rusty hinges creak menacingly, and you squeeze through. Lit by candles lining the walls, you see a rickety, wooden spiral staircase rising up and up to the top of the tower, whatever it may contain.
[[Climb|TowerClimb]]
[[Squeeze back out|Plaza]], into the Plaza.Up and up and up, you climb. The stairs show considerable age, and your heart leaps out of your chest with every creak.
You [[reach the top|TowerTop]].You round the last bend of the stairs, and come up to the top. The room opens up. Along the far wall is the other side of the clock, it's gears and wires exposed to the air. Above you, more gears and cranks, all connected to the clock, move in sync.
In the center of the room is a low, circular table, upon which is a small diorama, with two concentric circles. The inner circle has mountains and miniature structures, including what appears to be a miniature clocktower. Upon closer inspection, you see that the outermost ring of the table is slowly rotating around the center.
In between the clock and the table, a small figure, the as tall as the door down below, clothed in an blue silk robe, sits atop a small stool, facing towards the clock. The sound of snoring is just barely audible.
[[Approach him|MeetSage]]
[[Leave quietly|Plaza]], returning to the Plaza.You approach the $sage, moving in between themselves and the clock.
[[Cough politely|SageCough]]
[[Scream|SageScream][$malice += 1]]You give a short cough, and the $sage jumps a little, interrupting their snoring. With a slightly confused groan, their eyes open up. They look way up towards you, and they give a sudden hacking cough.
"Oh, hello again. Need some help?" they say.
[['"Yes"'|SageQuestion]]
[['"No"'|ByeSage]]<<if $MetSage is true>><<goto "Sage">><</if>><<set $MetSage = true>>You give a short cough, and the $sage jumps a little, interrupting their snoring. With a slightly confused groan, their eyes open up. They look way up towards you, and they give a sudden hacking cough.
"Mm, you startled me there," they say. "I haven't seen the likes of you before. Did you just arrive?"
[['"Yes, I'm new"'|NeedHelp]]
[['"No, I'm not"'|NoNeedHelp]]"I see", they nod, "Well, then is there something you need of me?"
[['"What is this place?"'|HelpPlace]]
[['"No, nothing."'|ByeSage]]"Well, if you don't mind then..." They drift back off to sleep.
[[Leave quietly|Plaza]], returning to the Plaza.You open your mouth and let out a shrill scream, as loud as you possibly can. The $sage jumps up, grabbing a cane that was leaning against his knee, yelling in fear in confusion.
"Who are you? Whadda you want?!"
[[Stop Screaming|StopScreaming]]
[[Don't Stop Screaming|ContinueScreaming]]
[[Run Away|RunAwayFromSage]]You continue to scream, as loud as you can.
"You asked for it!" The $sage runs toward you, giving a war cry.
[[Fight|PreCombat][$enemy to $sage_enemy]]You stop screaming. The $sage looks at you, you can still see panic and confusion in their eyes.
[['"You awake now?"'|StopScreamingSarcastic][$apthy += 1]]
[[Apologize|StopScreamingGood][$empathy += 1]]
[[Run Away|RunAwayFromSage]]"By Grod, what is wrong with you? There are better, less life-shortening methods of waking one up. Whadda you want?" The $sage looks very annoyed.
[["Who are you?"'|SageIdentify]]
[["What is this place?"'|HelpPlace]]"Grod, there are better, less life-shortening methods of waking one up. Is there something you need?" The $sage looks annoyed.
[['"Who are you?"'|SageIdentify]]
[['"What is this place?"'|HelpPlace]]You run wildly away from the $sage, back down the steps and into the Plaza.
[[Continue|Plaza]]The $sage coughs tersely. "I am the //Sage//. People come to me for guidance. Are you in need of guidance?"<<set $sage = "Sage">>
[[Ask a question|SageQuestion]]
[['"No thanks."'|ByeSage]]The $sage nods solemnly, "Ah, well, you've come to the right place. I am the //Sage//. I can answer any question you may have."<<set $sage = "Sage">>
[[Ask a question|SageQuestion]]What do you want to ask about?
[['"Nevermind"'|ByeSage]]
[['"What is this place?"'|HelpPlace]]
<<if $sage_qs.includes("Travelers")>>[['"What are Travelers?"'|HelpTravelers]]<</if>>
<<if $sage_qs.includes("Realities")>>[['"What are Realities?"'|HelpRealities]]<</if>>
<<if $sage_qs.includes("Time")>>[['"How do we tell Time?"'|HelpTime]]
[["Show " + $tuner|HelpTuner]]<</if>>"That depends, do you mean this tower, this city, or this world?," they ask.
[['"What is this tower?"'|HelpTower]]
[['"What is this city?"'|HelpCity]]
[['"What is this world?"'|HelpWorld]]"This Clock Tower is my place of residence. It also serves to keep the people of the City informed of the time, no matter where they are," they say.
[[Ask another question|SageQuestion]]
[['"What is this city?"'|HelpCity]]
[['"What is this world?"'|HelpWorld]]"This City Without a Name, is where all Travelers end up when they pass through the Gate," they say, "Most people just call it the City." <<set $city = "City">> <<if !$sage_qs.includes("Travelers")>><<set $sage_qs.push("Travelers")>><</if>>
[[Ask another question|SageQuestion]]
[['"What are Travelers?"'|HelpTravelers]]
[['"What is this tower?"'|HelpTower]]
[['"What is this world?"'|HelpWorld]]"This world is known as //Middleworld//, a place serving as a nexus between all other known realities," they say, "occassionally, someone or something ends up here instead of their original reality."<<if !$sage_qs.includes("Realities")>><<set $sage_qs.push("Realities")>><</if>>
[[Ask another question|SageQuestion]]
[['"Realities?"'|HelpRealities]]
[['"What is this tower?"'|HelpTower]]
[['"What is this city?"'|HelpCity]]The $sage points to the model in the center of the room. "You see, the universe consists of 12 different realities. You came from one of them. Everyone you see in the City is a Traveler from one of these realities. Every reality is very different from the one you know. For instance, Reality 10 operates on its own set of logic and physics, being one inhabited by two-dimensional, monochromatic beings. They hardly need to eat or sleep, and they can morph their body's shape at will. Many are immortal too."
[[Ask another question|SageQuestion]]
[['"Sounds strange."'|SageQuestion]]
[['"Like a cartoon?"'|HelpRealities2]]
[['"Reality...10?"'|HelpTime]]"A cartoon?" the Sage pauses for a moment. "Oh! Like on televisions in your reality, right? Yes, much like if they were to walk around outside of those metal boxes."
[[Ask another question|SageQuestion]]"You see," they point again at the model, "The 12 realities, of infinite size, each exist in a defined space that slowly orbits Middleworld. So, we have developed a system of tracking time, since there is no such thing as a 'Sun' or 'Moon', based on when in this cycle is happening. Each reality is open for exactly one hour, giving us a 12 hour day. It also lets us give identifying names to these realities. Relaity 10, for example, is the one open from 10:00 to 10:59." <<if !$sage_qs.includes("Time")>><<set $sage_qs.push("Time")>><</if>>
[[Ask another question|SageQuestion]]
[['"Makes sense"'|SageQuestion]]
[[Show them your watch|HelpTuner]]You show the //Sage// your $tuner.
"Well, this is a curious little artifact. Where did you get it?"
[['"I'm not sure."'|HelpTuner2]]"Hmm. I take it this was not in your possesion prior to arriving in Middleworld? Well, perhaps this is your <b>//Gift//</b>"
The word echoes in your ears, like the name of a dear friend you had once forgotten, now remembered. //Gift//.
[['"Gift?"'|HelpTuner3]]Gifts are..."Why, someone like yourself," they explain, "a person from another reality, who has crossed over into Middleworld."
[[Ask another question|SageQuestion]]
[['"What is Middleworld"'|HelpWorld]]