<div id="interface">
<div id="header" data-passage="Header"></div>
<div id="cathedral">
<div id="passages"></div>
</div>
<div id="menu">
<div id="menuButton" data-passage="Menu Button"></div>
</div>
</div>
<div id="menuLinks" data-passage="Menu Links"></div>// FOR SETTING STATS THAT NEED TO BE IN PLAY AT THE START OF THE STORY
<<set $firstname = " ">>
<<set $lastname = " ">>
<<set $nickname = " ">>
<<set $haveMetAH= false>>
<<set $AHRO to 0>>
<<set $AHFR to 0>>
<<set $haveMetCA= false>>
<<set $CARO to 0>>
<<set $CAFR to 0>>
<<set $haveMetCD= false>>
<<set $CDRO to 0>>
<<set $CDFR to 0>>
<<set $haveMetVA= false>>
<<set $VARO to 0>>
<<set $VAFR to 0>>
<<set $haveMetXI= false>>
<<set $XIRO to 0>>
<<set $XIFR to 0>>
<<set $haveMetYI= false>>
<<set $YIRO to 0>>
<<set $YIFR to 0>>
<<set $health to 100, $maxHealth to 100>>
<<set $sma = 0>>
<<set $maxsma = 100>>
<<set $can = 0>>
<<set $maxcan = 100>>
<<set $emo = 0>>
<<set $maxemo = 100>>
<<set $imp = 0>>
<<set $maximp = 100>>
<<set $ben = 0>>
<<set $maxben = 100>>
<<set $cal = 0>>
<<set $maxcal = 100>>
<<set $bol = 0>>
<<set $maxbol = 100>>
<<set $hum = 0>>
<<set $maxhum = 100>>
<<set $magi to false>>
<<set $magibad to false>>
<<set $choione to 0>>
<<set $touch to true>>
<<set $choitwo to 0>>
<<set $species to " ">>
<<set $trans to false>>
<<set $gender to " ">>
<<set $mctype to " ">>
<<set $hclr to " ">>
<<set $htxt to " ">>
<<set $hlen to " ">>
<<set $eclr to " ">>
<<set $sclr to " ">>
<<set $smrk to " ">>
<<set $height to " ">>
<<set $bdyt to " ">>
<<set $mscl to " ">>
<<set $tail to " ">>
<<set $hrn to " ">>
<<set $tusk to " ">>
<<set $clpref to " ">>
<<set $outop to " ">>
<<set $wings to false>>
<<set $hooves to false>>
<<set $weapon to "None, yet">>
<<newmeter 'smartass'$sma>>
<<colors 'purple' 'purple' 'var(--white)'>>
<<sizing '100%' '9px'>>
<</newmeter>>
<<newmeter 'candid'$can>>
<<colors 'pink' 'pink' 'var(--white)'>>
<<sizing '100%' '9px'>>
<</newmeter>>
<<newmeter 'emotional'$emo>>
<<colors 'orange' 'orange' 'var(--white)'>>
<<sizing '100%' '9px'>>
<</newmeter>>
<<newmeter 'impassive'$imp>>
<<colors 'grey' 'grey' 'var(--white)'>>
<<sizing '100%' '9px'>>
<</newmeter>>
<<newmeter 'benevolent'$ben>>
<<colors 'green' 'green' 'var(--white)'>>
<<sizing '100%' '9px'>>
<</newmeter>>
<<newmeter 'calculating'$cal>>
<<colors 'blue' 'blue' 'var(--white)'>>
<<sizing '100%' '9px'>>
<</newmeter>>
<<newmeter 'bold'$bol>>
<<colors 'red' 'red' 'var(--white)'>>
<<sizing '100%' '9px'>>
<</newmeter>>
<<newmeter 'humble'$hum>>
<<colors 'yellow' 'yellow' 'var(--white)'>>
<<sizing '100%' '9px'>>
<</newmeter>><h1>[[PEOPLE|Other Characters]]</h1>
----
<h1>[[PLACES|Map & Continents]]</h1>
----
<h1>[[SPECIES|Beastiary]]</h1>
----
<h1>[[GODS AND UNDERGODS|Gods]]</h1>
----
<h1>[[MAGIC|Magic]]</h1>
----<div class="box header">
<h1>$firstname $lastname</h1>
<center>''Weapon:''</center>
<center>
$weapon
</center>
</div>
<div class="box blank">
<h3>Health</h3>
<center><<if $health gt 0 and $health lte 5>>You're in dire straits.<<elseif $health gt 5 and $health lte 20>>You're not doing well.<<elseif $health gt 20 and $health lte 50>>Not the best, but you won't keel over yet.<<elseif $health gt 50 and $health lte 80>>You're hurt, but not excessively so.<<elseif $health gt 90 and $health lt 100>>A few scrapes, nothing serious.<<elseif $health is 100>>You're in peak condition.<<else>>YOU DIED<</if>></center>
</div>
<hr>
<div class="box blank">
<h3>Appearance</h3>
<i>You are a $height <<print $species.toUpperFirst()>> ?man, with $hlen, $hclr, $htxt, hair. Your eyes are $eclr, <<if $eclr is "heterochromatic">>-$leclr and $reclr-<</if>> your skin is $sclr, and you are $bdyt in body and are $mscl, and you tend to dress in $outop clothes.<<if $wings is true>> You have a functioning pair of wings at your back.<<elseif $hooves is true>> You have hooves in place of feet, making shoes unnessecary.<</if>></i>
</div>
<hr>
<div class="box blank">
<h3>Personality</h3>
<div class="stat-group">
<div class="stat">
<div class="stat-labels">
<span>Smartass</span>
</div>
<div class="newmeter">
<div class="stat-bar1"><<showmeter 'smartass' `$sma/$maxsma`>></div>
</div>
</div>
<div class="stat">
<div class="stat-labels">
<span>Candid</span>
</div>
<div class="newmeter">
<div class="stat-bar2"><<showmeter 'candid' `$can/$maxcan`>></div>
</div>
</div>
<div class="stat">
<div class="stat-labels">
<span>Emotional</span>
</div>
<div class="newmeter">
<div class="stat-bar3"><<showmeter 'emotional' `$emo/$maxemo`>></div>
</div>
</div>
<div class="stat">
<div class="stat-labels">
<span>Impassive</span>
</div>
<div class="newmeter">
<div class="stat-bar4"><<showmeter 'impassive' `$imp/$maximp`>></div>
</div>
</div>
<div class="stat">
<div class="stat-labels">
<span>Benevolent</span>
</div>
<div class="newmeter">
<div class="stat-bar5"><<showmeter 'benevolent' `$ben/$maxben`>></div>
</div>
</div>
<div class="stat">
<div class="stat-labels">
<span>Calculating</span>
</div>
<div class="newmeter">
<div class="stat-bar6"><<showmeter 'calculating' `$cal/$maxcal`>></div>
</div>
</div>
<div class="stat">
<div class="stat-labels">
<span>Bold</span>
</div>
<div class="newmeter">
<div class="stat-bar7"><<showmeter 'bold' `$bol/$maxbol`>></div>
</div>
</div>
<div class="stat">
<div class="stat-labels">
<span>Humble</span>
</div>
<div class="newmeter">
<div class="stat-bar8"><<showmeter 'humble' `$hum/$maxhum`>></div>
</div>
</div>
</div>
</div>
<hr>
<div class="box blank">
<h3>Skills</h3>
<<if $magi is true>>
You're adept at magic
<</if>>
</div>
<hr><!-- 🌸🌸🌸 Your title goes here 🌸🌸🌸 -->
<center><h1>The Valley of Luck</h1></center>
<!-- 🌸🌸🌸 🌸🌸🌸 -->
<div id="splashLinks">
[[Play|PRO1]]
<<if (Save.browser.size > 0)>>
<<link "Load">>
<<run UI.saves();>>
<</link>>
<</if>>
<<link "Settings">><<run UI.settings();>><</link>>
<<link "Credits">><<run Dialog.create("Credits").wikiPassage("Credits").open();>><</link>>
</div>!Heading 1
!!Heading 2
!!!Heading 3
Normal text. Normal text. Normal text. Normal text. Normal text. //emphasised text//. Normal text. Normal text. Normal text. Normal text. Normal text. Normal text. Normal text. ''strong text''. Normal text. Normal text. Normal text. Normal text. Normal text. Normal text. Normal text. Normal text. __underlined text__ Normal text. Normal text. Normal text. Normal text. Normal text.
----
!!!Unordered List:
* List item 1
* List item 2
!!!Links
[[More Styles]]
[[More Styles]]
<<button "Button" "More Styles">><</button>>!!! Checkbox:
<<checkbox "$checkboxVar1" false true autocheck>> Checkbox option 1
<<checkbox "$checkboxVar2" false true autocheck>> Checkbox option 2
<<checkbox "$checkboxVar3" false true autocheck>> Checkbox option 3
!!! Cycle:
<<cycle "$cycleVar" autoselect>>
<<option "Option 1">>
<<option "Option 2">>
<<option "Option 3">>
<<option "Option 4">>
<<option "Option 5">>
<</cycle>>
!!! Listbox:
<<listbox "$listboxVar" autoselect>>
<<option "Option 1">>
<<option "Option 2">>
<<option "Option 3">>
<<option "Option 4">>
<<option "Option 5">>
<</listbox>>
!!! Radiobutton:
<<radiobutton "$radiobuttonVar" "option 1" autocheck>> Option 1
<<radiobutton "$radiobuttonVar" "option 2" autocheck>> Option 2
<<radiobutton "$radiobuttonVar" "option 3" autocheck>> Option 3
!!! Textarea:
<<textarea "$textareaVar" "Type text here..">>
!!! Textbox:
<<textbox "$textboxVar" "Type answer here">>
<<button "Autosave" "Autosave">><</button>><<set $haveMetAH = true>><<notify 3s>>NEW PROFILE ADDED<</notify>>
<<set $haveMetCA = true>><<notify 3s>>NEW PROFILE ADDED<</notify>>
<<set $haveMetCD = true>><<notify 3s>>NEW PROFILE ADDED<</notify>>
<<set $haveMetVA = true>><<notify 3s>>NEW PROFILE ADDED<</notify>>
<<set $haveMetXI = true>><<notify 3s>>NEW PROFILE ADDED<</notify>>
<<set $haveMetYI = true>><<notify 3s>>NEW PROFILE ADDED<</notify>>
This passage autosaves, and the next time the game opens the player will be able to resume from here. <div class="container">
<<if $haveMetAH == true>>
<div class="card">
<img src="https://i.imgur.com/5hrEBN9.png" style="width:100%">
<<link "AH">><<script>>
Dialog.setup("AH");
Dialog.wiki(Story.get("AH").processText());
Dialog.open();
<</script>><</link>>
</div>
<</if>>
<<if $haveMetCA == true>>
<div class="card">
<img src="https://i.imgur.com/hE1JcpB.png" style="width:100%">
<<link "CA">><<script>>
Dialog.setup("CA");
Dialog.wiki(Story.get("CA").processText());
Dialog.open();
<</script>><</link>>
</div>
<</if>>
<<if $haveMetCD == true>>
<div class="card">
<img src="https://i.imgur.com/0Lgzthp.png" style="width:100%">
<<link "CD">><<script>>
Dialog.setup("CD");
Dialog.wiki(Story.get("CD").processText());
Dialog.open();
<</script>><</link>>
</div>
<</if>>
<<if $haveMetVA == true>>
<div class="card">
<img src="https://i.imgur.com/DqaN1ED.png" style="width:105%">
<<link "VA">><<script>>
Dialog.setup("VA");
Dialog.wiki(Story.get("VA").processText());
Dialog.open();
<</script>><</link>>
</div>
<</if>>
<<if $haveMetXI == true>>
<div class="card">
<img src="https://i.imgur.com/C0jyrgD.png" style="width:100%">
<<link "XI">><<script>>
Dialog.setup("XI");
Dialog.wiki(Story.get("XI").processText());
Dialog.open();
<</script>><</link>>
</div>
<</if>>
<<if $haveMetYI == true>>
<div class="card">
<img src="https://i.imgur.com/251Q166.png" style="width:100%">
<<link "YI">><<script>>
Dialog.setup("YI");
Dialog.wiki(Story.get("YI").processText());
Dialog.open();
<</script>><</link>>
</div>
<</if>>
</div>
<span style="display: block; text-align: center;"><<link "◈ Return to game ◈" $return>><</link>></span>
<span style="display: block; text-align: center;"><<link "◈ Return to game ◈" $return>><</link>></span>Andrew Hartlyn. The current sovereign's personal guardian, He's been protecting them since they were a child and considers them family. Kind and level headed, He comes off as an uncomplicated and open man born from humble beginnings.
<center><<if $AHFR lte 4 and $AHRO lte 4>>You've just met<<elseif $AHFR gte 4 and $AHRO lte 0>>The two of you get on pretty well.<<elseif $AHFR gte 8 and $AHRO lte 0>>He's grown quite fond of you.<<elseif $AHFR gte 12 and $AHRO lte 0>>He considers you to be one of his closest friends<</if>></center>A descendant of the goddess Illumae, her angelic features contrasts sharply with her impudent demeanor. A known bar fly and gambler, this mercenary claims she's only in it for the coin nowadays, but she has plenty of history she isn't exactly keen on sharing, not while sober anyway. Is this divine paladin truly just done with valor and virtue, or can you prove to her that there is some goodness left to protect after all?
<center><<if $AHFR lte 4 and $AHRO lte 4>>You've just met<<elseif $AHFR gte 4 and $AHRO lte 0>>The two of you get on pretty well.<<elseif $AHFR gte 8 and $AHRO lte 0>>He's grown quite fond of you.<<elseif $AHFR gte 12 and $AHRO lte 0>>He considers you to be one of his closest friends<</if>></center>Cy is...an odd person by noble standards, from their blatant disdain for other houses of nobility, their extreme willfulness, to their oddly obfuscated noble parentage, they seem to be many contradictions bundled into one person. But the one thing you know they are, is the Ezrian council's head archivist. They've kept sensitive documents for the Council safe for years, but that can't be the only reason their frequent insubordination and flippant attitude is ignored, can it?
<center><<if $AHFR lte 4 and $AHRO lte 4>>You've just met<<elseif $AHFR gte 4 and $AHRO lte 0>>The two of you get on pretty well.<<elseif $AHFR gte 8 and $AHRO lte 0>>He's grown quite fond of you.<<elseif $AHFR gte 12 and $AHRO lte 0>>He considers you to be one of his closest friends<</if>></center>The ever charismatic merchant you stumbled upon by pure chance, Vylasia has her ear right at the pulse of the rumor mill. She and her trusty steed Diego have travelled far and wide in her caravan, she hocks her wares with an air of mystery and allure and barters her knowledge to the highest bidder, but she seems to keep people at arms length and always plays her persona of the mysterious merchant flawlessly. Will you be able to find out how this merchant really feels about you?
<center><<if $AHFR lte 4 and $AHRO lte 4>>You've just met<<elseif $AHFR gte 4 and $AHRO lte 0>>The two of you get on pretty well.<<elseif $AHFR gte 8 and $AHRO lte 0>>He's grown quite fond of you.<<elseif $AHFR gte 12 and $AHRO lte 0>>He considers you to be one of his closest friends<</if>></center>Xandin Ivory. The village doctor and resident warlock. He largely comes off as aloof on a good day and down right cold on others. He expects your absolute very best on the tasks he sets you on, but he doesn't come across as unfair. There are no shortage of rumours about the man, ranging from completely banal to down right terrifying. Certainly, a warlock acting as a village doctor couldn't be as cruel as he's rumoured to be....could he?
<center><<if $XIFR lte 4 and $XIRO lte 4>>He patched you up<<elseif $XIFR gte 4 and $XIRO lte 0>>He's warming up to you<<elseif $XIFR gte 8 and $XIRO lte 0>>He's invested in your survival.<<elseif $XIFR gte 12 and $XIRO lte 0>>He considers you a friend<</if>></center>A playful, cheery bard that seemingly everyone knows, who apparently knows everyone. Everyone but you, that is. He seems keen on remedying that with his uncanny ability to show up in the most unlikely of places, as he's taken an interest in you and your quest. There are rumours that he's immortal, that he's been around for decades, that he knows where The Valley is, but keeps it a secret. Is he really just a friendly face, or is there something deeper behind his charming demeanor?
<center><<if $YIFR lte 4 and $YIRO lte 4>>You've just met<<elseif $YIFR gte 4 and $YIRO lte 0>>The two of you get on pretty well.<<elseif $YIFR gte 8 and $YIRO lte 0>>He's grown quite fond of you.<<elseif $YIFR gte 12 and $YIRO lte 0>>He considers you to be one of his closest friends<</if>></center>You are in a shapeless, formless, nexus of space. You can't feel, you know nothing, you are nothing, but, you are able to think.
so this must mean-
<hr>
<div class="choice">
[[You must be something, if you can experience thought.|PRO2][$cal += 5]]
[[You have to be something. You can't just be nothing. You can't.|PRO2][$emo += 5]]
[[Obviously, you must be a god.|PRO2][$sma += 5]]
[[That this is odd. Things like this don't just happen for no reason.|PRO2][$imp += 5]]
</div><<if $cal >= 5>>
Actually, the fact that you can experience this AT ALL and can make a judgement that this entire situation is odd is.....
Well, you don't know what it is, exactly.
<hr>
<div class="choice">
[[But you have a feeling that you're about to find out.|PRO3]]
</div>
<<elseif $emo >= 5>>
If you're being completely honest with yourself, this void, not being able to see or feel your limbs, not knowing if you're even //breathing// or not, -because you honestly can not tell-
It's all getting to be....unnerving.
You really hope this ends soon.
<hr>
<div class="choice">
[[Or at least, that SOMETHING happens|PRO3]]
</div>
<<elseif $sma >= 5>>
Of course! It's so obvious! You are the God of this vast emptiness and it's your duty to create the world anew!
Well, better get crackin'!
...
<hr>
<div class="choice">
[[Eh, maybe scratch that, being a God sounds like way too much work.|PRO3]]
</div>
<<elseif $imp >= 5>>
All you need to do is keep calm and wait. Though you're not sure you could do anything rash in this void, even if you particularly wanted to.
...
<hr>
<div class="choice">
[[It's probably a good thing you can't feel any passage of time here|PRO3]]
</div>
<</if>>At this thought, your body starts tingling, and the darkness above you becomes cracked with golden lights, under you, you see that you're standing in a golden field of wheat.
You see a black pinprick of a humanoid figure in the distance walking away towards the horizon. You feel compelled to follow-
<hr>
<div class="choice">
[[You crouch down in the wheat, hiding as you trail behind the figure|PRO4][$hum += 5]]
[[run at full speed, trying to catch up|PRO4][$bol += 5]]
[[call out to the figure|PRO4][$can += 5]]
[[try to parse if the figure is going towards somewhere safer(?)|PRO4][$ben += 5]]
</div>You try to make your way over to the figure, but the field, this sea of gold feels endless, infinite.
You loose track of the figure.
You're in the middle of the field.
completely alone.
<div class="choice">
[[look at your surroundings|Golden Fields]]
[[look at yourself|Nobody]]
[[look to the sky|Cracking Void]]
[[Continue|PRO5]]
</div>A field that stretches far beyond your sight, vague shapes in the distance, too far to ever possibly know what they are. Tall, wild growing wheat the colour of molten gold surrounds you
<div class="choice">
[[Again|PRO4]]
</div>You try to look at you hands, your body, your legs- anything. You can feel your form, your limbs, your face, your breath. But you see nothing.
Like you're not even there.
<div class="choice">
[[Again|PRO4]]
</div>The sky is black, blacker than the darkest night. But, breaking up the forever expanding void are cracks, shiny and golden, but it doesn't seem like the light which makes it possible to see your surroundings emanates from there at all.
<div class="choice">
[[Again|PRO4]]
</div>You get the urge to walk forward, to not stay stationary, a pulling feeling in the place your chest should be. It's not a hurried, nor a panicked feeling. No, somewhere, deep within yourself, you feel like this place is not one to be feared, nor is it a place to feel fear, but it isn't a place of comfort, and it certainly isn't a place you belong right now.
No time for dilly dallying, you suppose.
<div class="choice">
[[You walk|PRO6]]
</div>The golden wheat surrounding you on all sides gently sways around you, like a glittering sea of spun gold as you amble through, yet you feel no wind.
<div class="choice">
[[You walk|PRO7]]
</div>You don't know where you're going or why.
<div class="choice">
[[You walk.|PRO8]]
</div>
...
You hope, at the end of this, if there is one, that-
<div class="choice">
[[This has to be just some odd dream|PRO9][$emo += 5]]
[[Something fucking weird isn't about to happen to you. Again.|PRO9][$sma += 5]]
[[You can finally get some answers.|PRO9][$imp += 5]]
</div><<if $emo >= 5>>
This has to be a dream! Weird stuff like this can't be real, right? Weird, creepy, ominous stuff like this only ever happens in dreams!
...
Right?
<div class="choice">
[[You stop walking.|PRO10]]
</div>
<<elseif $sma >= 5>>
Wouldn't that just be peachy? Even more weird shit to pile on top of already weird shit. Any more, and you'll be able to make you a weird shit sandwich!
...
Gross.
<div class="choice">
[[You stop walking.|PRO10]]
</div>
<<elseif $imp >= 5>>
You //hope// that there's someone at the end of all this that can tell you what the hell just happened, And //hopefully// you'll be able to see your body again.
...
If you ever even had one to begin with, that is.
<div class="choice">
[[You stop walking.|PRO10]]
</div>
<</if>>You don't really know //why// you stop. the scenery hasn't changed, in fact, if you didn't know better, you'd think you hadn't moved from the place you started in.
And yet.
And yet....
This spot. It feels...different. Like the air is charged with energy.
<hr>
<div class="choice">
[[It feels...familiar. Achingly familiar, even.|PRO11][$magi to true]]
[[It feels...vaguely familiar? It's hard to place.|PRO11][$magibad to true]]
[[It feels completely alien to you.|PRO11]]
</div>Suddenly.
Everything gets bright.
Too bright. It //hurts.//
The golden cracks in the sky are shining and it //burns//
A voice whispers through the pain.
//Pool....Gods....under....seal it....//
You scream.
<div class="choice">
[[Darkness befalls you once again|CH1]]
</div><<set $health -= 5>>
Slowly, you regain conciousness to the sound of birdsong, and the gentle warmth of the sun on your face. You lay face up on the ground, in a bed of over grown grass. Your body feels sore all over.
<hr>
<div class="choice">
[[You close your eyes and just listen, trying to gain your bearings|1.1]]
[[You grit your teeth and force yourself to sit up, bracing yourself against the vertigo that grips you|1.2]]
[[You close your eyes and try to assess what injuries you might have|1.3]]
</div>You close your eyes and breathe deeply, despite the slight pain of doing so, and focus
The sound of nature, birds, the rustling of the trees in the wind, listening a bit harder, you can make out the sounds of civilization, people, nearby.
<<if $magi is true>> You also feel a sort of...charge in the air. Traces of energy that is dissappating as time goes on. You can feel it on your skin, the prickle of magic<</if>>
<<if $magibad is true>> Your skin also feels kinda...tingly? The air has this odd faint buzz to it. You aren't....entirely sure what that means.<</if>>
Eventually, you hear the sounds of several sets of footsteps coming closer, and voices.
//".....Are you sure.....edge......forest isn't...."//
//"......-ositive.......magic.......fell from......"//
The warmth from the sunlight on your eyelids is suddenly blocked.
<hr>
<div class="choice">
[[Open your eyes|2]]
</div><<set $health -= 10>>
You feel nauseous as you brace yourself against the tree behind you, the back of your head is throbbing, your ribs are screaming at you even louder than your sore back is.
You're //definitely// bruised. The pain in your side says somthing might've cracked as well.
Through the pain you notice the sound of footsteps approaching
<hr>
<div class="choice">
[[You head snaps up towards the sound|2]]
</div>You take a slow deep breath, -which very slightly hurts to do- and try to assess the damage to your body without moving too much.
You're definitely bruised, but you don't feel anything //leaking//, which is a good sign. Your back and the back of your head throbs dully in pain, and your legs sting.
Forcing yourself up right now would probably be a bad idea.
<<if $magi is true>> You feel the dissapating buzz of magic on your skin, You're too disoriented to tell what kind before it disappears completely<</if>>
<<if $magibad is true>>Your skin feels weird and tingly, but the feeling is quickly fading before you can grasp hold on it<</if>>
interrupting your introspection, you hear the sounds of footsteps approaching you.
<hr>
<div class="choice">
[[Open your eyes|2]]
</div><<set $haveMetAH = true>><<notify 3s>>NEW PROFILE ADDED<</notify>>
"Hello? are you alright?"
in front of you stands a man with a concerned expression on his face, his short golden hair is spiked and coiffed with sideburns connecting to the light beginnings of a beard at his chin, matching his equally golden hazel eyes. His pale skin sports a light tan, excentuating the smattering of freckles on his face and the small scar on the bridge of his nose and corner of his lip.
Furthering your inspection of the man, he wears extremely fine armor. A leather breastplate and pauldrons cover his chest and shoulders, partially covered with a rich red cape, while steel scale armor covers his torso and steel greaves covering his shins and legs. On his right hand he wears a gold and leather gauntlet
You end your examination and answer the man
<hr>
<div class="choice">
[["Oh yes, besides the concussion and possible broken bones, I feel peachy."|3][$choione to 1 ; $sma += 2]]
[["I'm....not doing too well if I'm being honest."|3][$choione to 2 ; $can += 2]]
[["I am injured."|3][$choione to 3 ; $imp += 2]]
[["I'm really hurt, please, can you help me?"|3][$choione to 4 ; $emo += 2]]
[[You shake your head|3]]
</div><<if $choione is 1>>
He smiles despite the stitch of concern between his brows, huffing air from his nose in a small laugh
"Well, if you're well enough to make jokes then you're probably not too worse for wear."
<<elseif $choione is 2>>
He furrows his brows, giving you a serious look as he gets closer to you.
"It'll be okay. We'll get you up and get you some help, alright?"
<<elseif $choione is 3>>
He gives you a simple nod, getting a bit closer.
"Got it. Are you good to stand?"
<<elseif $choione is 4>>
His brows furrow and his eyes soften as he carefully moves closer to you.
"It'll be okay, we'll get you on your feet and get you some help, alright?"
<<else>>
His brows furrow and he gives you a nod, getting closer to you
"I see. We'll lift you up and get you some help, okay?"
<</if>>
He comes to a stop next to you and kneels down to the ground, and beacons another man towards the both of you, you're not entirely sure how you missed him before, the man is a mountain. Barrel chested with somewhat fatty workers muscles, he has dark brown skin, short, coiled hair and deep brown eyes lightly framed with crows feet. He wears a simple linen shirt and rough trousers with a pair of working boots.
He snaps you out of your appraisal with a deep and gentle voice.
"My name is George, and I am known by He and Him, and the knight next to you is Andrew, who is known as He as well. We have a doctor in the village nearby, that we can take you to. Do you think you're well enough to stand?"
<hr>
<div class="choice">
[[You shake your head, you don't think you can get up on your own and you're fine with touch.|4][$choitwo to 1]]
[[You nod, You're fine with touch but you want to try to get up on your own.|4][$choitwo to 2]]
[[You shake your head, you don't like being touched but you need the help.|4][$choitwo to 3 ; $touch to false]]
[[You nod, you don't like touch and want to get up on your own.|4][$choitwo to 4 ; $touch to false]]
</div><<if $choitwo is 1>>
Andrew nods
"Okay. I'll get your arms, George, you get the feet. On three, we're gonna pick you up."
You feel his arms wrap around yours and more hands grabbing your legs.
"One, two, three- //hup//"
a shock of pain goes through your body as they lift you, but eventually numbs back to a dull pain as you're carried away.
<<elseif $choitwo is 2>>
Andrew nods
"Alright, I'll help you up, if you start feeling bad we'll both be here to help you out, okay? Lets get you up on three."
"One, two, three-"
You feel his hands on your back and arm as he helps you up, a shock of pain shoots through your body as you stand up, but you persist until you're standing.
George hovers worriedly nearby and Andrew shoots you a small smile, hand still gently on your back.
"You're doing great, let's get you to the doc."
<<elseif $choitwo is 3>>
Andrew nods, noticing your apprehension
"Okay. I'll get your arms, George, you get the feet. On three, we're gonna pick you up. We'll try to go quick, okay?"
You feel his hands wrap around your arms and more hands grabbing your legs.
"One, two, three- //hup//"
A shock of pain goes through your body as they lift you, but eventually numbs back to a dull pain as you're carried away.
<<elseif $choitwo is 4>>
Andrew nods, noticing your apprehension
"Alright, I'll help you up, if you start feeling bad we'll both be here to help you out, okay? Lets get you up on three."
"One, two, three-"
His hands hover near your back, a shock of pain shoots through your body as you stand up, but you persist until you're standing.
George hovers worriedly nearby and Andrew shoots you a small smile, hands hovering near your back just in case.
"You're doing great, let's get you to the doc."
<</if>>
You survey your surroundings the best you can, it seems you were laying in an empty patch of field just outside the edge of a forest, a bit of a ways from the boundry of the approaching village.
<hr>
<div class="choice">
[[You enter the village|5]]
</div>As your little posse makes its way through the village, you take notice of two things,
One, that this is a fairly mid sized village. Mostly wooden buildings, yet the roads are simple and dirt. It feels modestly well off but not excessively rich. Most houses seem to keep small gardens, most houses seeming to be small single homes with a few larger family homes interspersed. You seem to be in a more residential side of the village.
And two, that people are definitely staring. The stares you see don't feel fearful or mistrustful, but rather, curiousity mixed with conern. The inhabitants are a mix of many different types, young and old, children and teens, and a tapestry of different species, though many that you see are mostly human.
Interesting.
Eventually you approach a house that is quite different from the rest, somewhat separated away from the rest of the homes, closer to the boundries of the village,
unlike the rest of the homes, this one is entirely made of cobbled stones and framed in dark wood, more oval in shape with an arched roof. Interestingly, there are two small windows at the front made of stained glass of various colours.
<hr>
<div class="choice">
[[Surprisingly, the door opens on its own.|6]]
</div>You're shuffled inside what you assume is the doctors office, to your immediate left you see a sort of nook with a cushy looking couch, a black cat dozing on top lazily opens its eyes upon your entrance, it's silvery eyes assessing you. Looking forward, you see a dark wood dining table with a few chairs, you can see that there's more to the house further in to the right of the dining table, but your immediate attention is taken to the white curtain on your left that you're being lead towards.
Behind the curtain is an infirmary, a row of beds, each with their own privacy curtain line the back wall, while a doctors station with two wooden chairs at the front of the room, next to the entrance, a large cabinent right above it.
You're led to one of the open beds
George crouches down as the black cat waltzes into the room.
"Sterling, can you get Xandin? He has a patient, they're hurt."
The cat's eyes drag over to you once again, judging you, sighs and walks out of the room again.
That's about the limit of your conciousness, you pass out, the infirmary bed a comfort compaired to the ground you were laying on previously.
<hr>
<div class="choice">
[[You don't dream|7]]
</div>Your conciousness slowly fades back in as you hear a conversation just outside of the infirmary.
//"So you just decided to bring a stranger into the village, who was swathed in strong unknown magic, who suddenly appeared out of nowhere at the edge of the forest, and proceeded to plop them down into my clinic. Am I hearing this correctly?"//
//"Xandin, I know it looks bad but-"//
//"No, I don't believe you do know, Mr. Hartlyn. You did this while the Monarch, who is under YOUR care may I add, is in Luphen right now. When they wake up, and if they have ill intentions, the consequenses will be extreme for not only yourself, but everyone."//
//"Pitrio is with Layla, and we both know they are more than safe with her. I'd rather take a chance on a stranger than have their blood on my hands, and I know you would do the same Xandin."//
//".......Fine. But if they end up as a liability that is your responsibility. Not mine."//
//"Wouldn't have it any other way sir."//
You feel tired, and numb, you don't exactly feel any better, but you aren't in pain, at least.
You look over on your left, the black cat is back, sitting on the small side table next to your bed and is staring at you.
It opens its mouth and speaks
"Y'look like shit."
<hr>
<div class="choice">
[[Charming|8]]
</div>The cat, -Sterling, you assume- jumps down from the table
and immediately starts yelling.
"XANDIN THE WEIRDO WOKE UP"
...
......At least it didn't yell next to your face.
<hr>
<div class="choice">
[[The curtain is pulled aside|9]]
</div><<set $haveMetXI = true>><<notify 3s>>NEW PROFILE ADDED<</notify>>
The individual that appears from behind the curtain is one that is completely covered from head to toe in dark purple robes, there are no distinguishing features you can make out, besides the fact that they are //very// tall, and the long, powder blue hair spilling out of the black void of their hood in a ponytail, and the light pink, bone-like tail that trails behind them.
"Hm. so you have awoken. Excuse Sterling, he lacks basic manners."
They pull a chair closer to your bed and sit, crossing their legs.
"I am Xandin Ivory. I am know by He and Him. As you most likely have noticed, you are feeling numb. That is because I have not healed you as of yet. I have given you a pain blocking concoction made of basic materials, for me to administer any treatment I will require you to fill out this form with your basic information, as to prevent any mishaps in your healing due to any allergies or general incompatibilities with various healing magic."
As he says this, he sets a wooden board with a piece of paper and a writing quill next to you on the side table.
"Take your time to ensure you are giving accurate and sussinct answers. Once you have completed the form you will give it to Sterling."
The cat in question scoffs
"I ain't yer bleedin' secretary-"
Xandin ignores him to stand up and leave the room.
<hr>
<div class="choice">
[[Your limbs feel heavy as you pick up the quill|10]]
</div><h2>NAME</h2>
<<textbox "$firstname" "First Name">><<textbox "$lastname" "Last Name">>
<hr>
<h2>GENDER</h2>
<label><<radiobutton "$gender" "man">> Man</label>
<label><<radiobutton "$gender" "woman">> Woman</label>
<label><<radiobutton "$gender" "friend">> <<link "Friend of Luphrie">><<script>>Dialog.setup("friend");Dialog.wiki(Story.get("friend").processText());Dialog.open();<</script>><</link>></label>
<hr>
<h2>PRONOUNS</h2>
<<link 'Please fill in your pronouns.'>>
<<pronouns>>
<</link>>
<hr>
<h2>SPECIES</h2>
<label><<radiobutton "$species" "human">> Human</label>
<label><<radiobutton "$species" "elven">> Elf</label>
<label><<radiobutton "$species" "fiend-born">> Fiendish</label>
<label><<radiobutton "$species" "orcish">> Orc</label>
<<if ndef $species>><<set $species = either("human", "elven", "fiend-born","orcish",)>><</if>>
<<if ndef $gender>><<set $gender = either("man", "woman", "friend",)>><</if>>
<hr>
<center><<button "◈ Confirm ◈" "11">><</button>></center><<if $species is "human">>
<h2>Origin</h2></p>
<label><<radiobutton "$mctype" "altrien">> <<link "Altrien">><<script>>Dialog.setup("altrien");Dialog.wiki(Story.get("altrien").processText());Dialog.open();<</script>><</link>></label>
<label><<radiobutton "$mctype" "ezrus">> <<link "Ezrus">><<script>>Dialog.setup("ezrus");Dialog.wiki(Story.get("ezrus").processText());Dialog.open();<</script>><</link>></label>
<label><<radiobutton "$mctype" "cazuall">> <<link "Cazuall">><<script>>Dialog.setup("cazuall");Dialog.wiki(Story.get("cazuall").processText());Dialog.open();<</script>><</link>></label>
<label><<radiobutton "$mctype" "seyrenas">> <<link "Seyrenas">><<script>>Dialog.setup("seyrenas");Dialog.wiki(Story.get("seyrenas").processText());Dialog.open();<</script>><</link>></label>
<hr>
<h2>Hair Colour</h2>
<label><<radiobutton "$hclr" "black">> Black</label>
<label><<radiobutton "$hclr" "brown">> Brown</label>
<label><<radiobutton "$hclr" "blonde">> Blonde</label>
<label><<radiobutton "$hclr" "ginger">> Ginger</label>
<label><<radiobutton "$hclr" "auburn">> Auburn</label>
<label><<radiobutton "$hclr" "grey">> Grey</label>
<label><<radiobutton "$hclr" "white">> White</label>
<hr>
<h2>Hair Texture</h2>
<label><<radiobutton "$htxt" "straight">> Straight</label>
<label><<radiobutton "$htxt" "wavy">> Wavy</label>
<label><<radiobutton "$htxt" "tousled">> Tousled</label>
<label><<radiobutton "$htxt" "curly">> Curly</label>
<label><<radiobutton "$htxt" "coiled">> Coiled</label>
<hr>
<h2>Hair Length</h2>
<label><<radiobutton "$hlen" "short">> Short</label>
<label><<radiobutton "$hlen" "chin length">> Chin length</label>
<label><<radiobutton "$hlen" "shoulder length">> Shoulder length</label>
<label><<radiobutton "$hlen" "long">> Long</label>
<hr>
<h2>Eye Colour</h2>
<label><<radiobutton "$eclr" "black">> Black</label>
<label><<radiobutton "$eclr" "brown">> Brown</label>
<label><<radiobutton "$eclr" "green">> Green</label>
<label><<radiobutton "$eclr" "hazel">> Hazel</label>
<label><<radiobutton "$eclr" "grey">> Grey</label>
<label><<radiobutton "$eclr" "blue">> Blue</label>
<label><<radiobutton "$eclr" "pink">> Pink</label>
<label><<radiobutton "$eclr" "heterochromatic">> Heterochromatic</label>
<hr>
<h2>Skin Colour</h2>
<label><<radiobutton "$sclr" "pale">> Pale</label>
<label><<radiobutton "$sclr" "beige">> Beige</label>
<label><<radiobutton "$sclr" "tan">> Tan</label>
<label><<radiobutton "$sclr" "olive">> Olive</label>
<label><<radiobutton "$sclr" "brown">> Brown</label>
<label><<radiobutton "$sclr" "black">> Black</label>
<hr>
<h2>Skin Markings</h2>
<p><<checkbox "$frkl" false true>> Freckles</p>
<p><<checkbox "$mole" false true>> Moles</p>
<p><<checkbox "$viti" false true>> Vitiligo</p>
<p><<checkbox "$scar" false true>> Scars</p>
<hr>
<p><h2>Height</h2></p>
<p><label><<radiobutton "$height" "short">> Short</label></p>
<p><label><<radiobutton "$height" "average height">> Average</label></p>
<p><label><<radiobutton "$height" "tall">> Tall</label></p>
<p><label><<radiobutton "$height" "very tall">> Very tall</label></p>
<hr>
<p><h2>Body Type</h2></p>
<p><label><<radiobutton "$bdyt" "slight">> Slight</label></p>
<p><label><<radiobutton "$bdyt" "slender">> Slender</label></p>
<p><label><<radiobutton "$bdyt" "middling">> Middling</label></p>
<p><label><<radiobutton "$bdyt" "chubby">> Chubby</label></p>
<p><label><<radiobutton "$bdyt" "plump">> Plump</label></p>
<p><label><<radiobutton "$bdyt" "thickset">> Thickset</label></p>
<p><label><<radiobutton "$bdyt" "stout">> Stout</label></p>
<hr>
<p><h2>Musculature</h2></p>
<p><label><<radiobutton "$mscl" "soft">> Soft</label></p>
<p><label><<radiobutton "$mscl" "lithe">> Lithe</label></p>
<p><label><<radiobutton "$mscl" "lean">> Lean</label></p>
<p><label><<radiobutton "$mscl" "toned">> Toned</label></p>
<p><label><<radiobutton "$mscl" "athletic">> Athletic</label></p>
<p><label><<radiobutton "$mscl" "burly">> Burly</label></p>
<p><label><<radiobutton "$mscl" "built">> Built</label></p>
<<elseif $species is "elven">>
<p><h2>Ancestry</h2></p>
<p><label><<radiobutton "$mctype" "sun">> <<link "Sun Elf">><<script>>Dialog.setup("sun");Dialog.wiki(Story.get("sun").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "moon">> <<link "Moon Elf">><<script>>Dialog.setup("moon");Dialog.wiki(Story.get("moon").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "wood">> <<link "Wood Elf">><<script>>Dialog.setup("wood");Dialog.wiki(Story.get("wood").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "dark">> <<link "Dark Elf">><<script>>Dialog.setup("dark");Dialog.wiki(Story.get("dark").processText());Dialog.open();<</script>><</link>></label></p>
<hr>
<p><h2>Hair Colour</h2></p>
<p><label><<radiobutton "$hclr" "black">> Black</label></p>
<p><label><<radiobutton "$hclr" "brown">> Brown</label></p>
<p><label><<radiobutton "$hclr" "blonde">> Blonde</label></p>
<p><label><<radiobutton "$hclr" "ginger">> Ginger</label></p>
<p><label><<radiobutton "$hclr" "auburn">> Auburn</label></p>
<p><label><<radiobutton "$hclr" "grey">> Grey</label></p>
<p><label><<radiobutton "$hclr" "white">> White</label></p>
<p><label><<radiobutton "$hclr" "silver">> Silver</label></p>
<p><label><<radiobutton "$hclr" "blue">> Blue</label></p>
<p><label><<radiobutton "$hclr" "red">> Red</label></p>
<p><label><<radiobutton "$hclr" "green">> Green</label></p>
<p><label><<radiobutton "$hclr" "purple">> Purple</label></p>
<hr>
<p><h2>Hair Texture</h2></p>
<p><label><<radiobutton "$htxt" "straight">> Straight</label></p>
<p><label><<radiobutton "$htxt" "wavy">> Wavy</label></p>
<p><label><<radiobutton "$htxt" "tousled">> Tousled</label></p>
<p><label><<radiobutton "$htxt" "curly">> Curly</label></p>
<p><label><<radiobutton "$htxt" "coiled">> Coiled</label></p>
<hr>
<p><h2>Hair Length</h2></p>
<p><label><<radiobutton "$hlen" "short">> Short</label></p>
<p><label><<radiobutton "$hlen" "chin length">> Chin length</label></p>
<p><label><<radiobutton "$hlen" "shoulder length">> Shoulder length</label></p>
<p><label><<radiobutton "$hlen" "long">> Long</label></p>
<hr>
<p><h2>Eye Colour</h2></p>
<p><label><<radiobutton "$eclr" "black">> Black</label></p>
<p><label><<radiobutton "$eclr" "brown">> Brown</label></p>
<p><label><<radiobutton "$eclr" "green">> Green</label></p>
<p><label><<radiobutton "$eclr" "hazel">> Hazel</label></p>
<p><label><<radiobutton "$eclr" "grey">> Grey</label></p>
<p><label><<radiobutton "$eclr" "blue">> Blue</label></p>
<p><label><<radiobutton "$eclr" "pink">> Pink</label></p>
<p><label><<radiobutton "$eclr" "silver">> Silver</label></p>
<p><label><<radiobutton "$eclr" "gold">> Gold</label></p>
<p><label><<radiobutton "$eclr" "red">> Red</label></p>
<p><label><<radiobutton "$eclr" "purple">> Purple</label></p>
<p><label><<radiobutton "$eclr" "yellow">> Yellow</label></p>
<p><label><<radiobutton "$eclr" "heterochromatic">> Heterochromatic</label></p>
<hr>
<p><h2>Skin Colour</h2></p>
<p><label><<radiobutton "$sclr" "pale">> Pale</label></p>
<p><label><<radiobutton "$sclr" "beige">> Beige</label></p>
<p><label><<radiobutton "$sclr" "tan">> Tan</label></p>
<p><label><<radiobutton "$sclr" "olive">> Olive</label></p>
<p><label><<radiobutton "$sclr" "brown">> Brown</label></p>
<p><label><<radiobutton "$sclr" "black">> Black</label></p>
<hr>
<p><h2>Skin Markings</h2></p>
<p><<checkbox "$frkl" false true>> Freckles</p>
<p><<checkbox "$mole" false true>> Moles</p>
<p><<checkbox "$viti" false true>> Vitiligo</p>
<p><<checkbox "$scar" false true>> Scars</p>
<p><<checkbox "$limb" false true>> Tinted limbs</p>
<hr>
<p><h2>Height</h2></p>
<p><label><<radiobutton "$height" "average">> Average</label></p>
<p><label><<radiobutton "$height" "tall">> Tall</label></p>
<p><label><<radiobutton "$height" "very tall">> Very Tall</label></p>
<hr>
<p><h2>Body Type</h2></p>
<p><label><<radiobutton "$bdyt" "slight">> Slight</label></p>
<p><label><<radiobutton "$bdyt" "slender">> Slender</label></p>
<p><label><<radiobutton "$bdyt" "middling">> Middling</label></p>
<p><label><<radiobutton "$bdyt" "chubby">> Chubby</label></p>
<p><label><<radiobutton "$bdyt" "plump">> Plump</label></p>
<p><label><<radiobutton "$bdyt" "thickset">> Thickset</label></p>
<p><label><<radiobutton "$bdyt" "stout">> Stout</label></p>
<hr>
<p><h2>Musculature</h2></p>
<p><label><<radiobutton "$mscl" "soft">> Soft</label></p>
<p><label><<radiobutton "$mscl" "lithe">> Lithe</label></p>
<p><label><<radiobutton "$mscl" "lean">> Lean</label></p>
<p><label><<radiobutton "$mscl" "toned">> Toned</label></p>
<p><label><<radiobutton "$mscl" "athletic">> Athletic</label></p>
<p><label><<radiobutton "$mscl" "burly">> Burly</label></p>
<p><label><<radiobutton "$mscl" "built">> Built</label></p>
<<elseif $species is "fiend-born">>
<p><h2>Ancestry</h2></p>
<p><label><<radiobutton "$mctype" "imp">> <<link "Imp">><<script>>Dialog.setup("imp");Dialog.wiki(Story.get("imp").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "pit">> <<link "Pit Fiend">><<script>>Dialog.setup("pit");Dialog.wiki(Story.get("pit").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "furie">> <<link "Furie">><<script>>Dialog.setup("furie");Dialog.wiki(Story.get("furie").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "concubi">> <<link "Concubi">><<script>>Dialog.setup("concubi");Dialog.wiki(Story.get("concubi").processText());Dialog.open();<</script>><</link>></label></p>
<hr>
<p><h2>Hair Colour</h2></p>
<p><label><<radiobutton "$hclr" "black">> Black</label></p>
<p><label><<radiobutton "$hclr" "brown">> Brown</label></p>
<p><label><<radiobutton "$hclr" "blonde">> Blonde</label></p>
<p><label><<radiobutton "$hclr" "ginger">> Ginger</label></p>
<p><label><<radiobutton "$hclr" "auburn">> Auburn</label></p>
<p><label><<radiobutton "$hclr" "grey">> Grey</label></p>
<p><label><<radiobutton "$hclr" "white">> White</label></p>
<p><label><<radiobutton "$hclr" "silver">> Silver</label></p>
<p><label><<radiobutton "$hclr" "blue">> Blue</label></p>
<p><label><<radiobutton "$hclr" "red">> Red</label></p>
<p><label><<radiobutton "$hclr" "green">> Green</label></p>
<p><label><<radiobutton "$hclr" "purple">> Purple</label></p>
<hr>
<p><h2>Hair Texture</h2></p>
<p><label><<radiobutton "$htxt" "straight">> Straight</label></p>
<p><label><<radiobutton "$htxt" "wavy">> Wavy</label></p>
<p><label><<radiobutton "$htxt" "tousled">> Tousled</label></p>
<p><label><<radiobutton "$htxt" "curly">> Curly</label></p>
<p><label><<radiobutton "$htxt" "coiled">> Coiled</label></p>
<hr>
<p><h2>Hair Length</h2></p>
<p><label><<radiobutton "$hlen" "short">> Short</label></p>
<p><label><<radiobutton "$hlen" "chin length">> Chin length</label></p>
<p><label><<radiobutton "$hlen" "shoulder length">> Shoulder length</label></p>
<p><label><<radiobutton "$hlen" "long">> Long</label></p>
<hr>
<p><h2>Eye Colour</h2></p>
<p><label><<radiobutton "$eclr" "black">> Black</label></p>
<p><label><<radiobutton "$eclr" "brown">> Brown</label></p>
<p><label><<radiobutton "$eclr" "green">> Green</label></p>
<p><label><<radiobutton "$eclr" "hazel">> Hazel</label></p>
<p><label><<radiobutton "$eclr" "grey">> Grey</label></p>
<p><label><<radiobutton "$eclr" "blue">> Blue</label></p>
<p><label><<radiobutton "$eclr" "pink">> Pink</label></p>
<p><label><<radiobutton "$eclr" "silver">> Silver</label></p>
<p><label><<radiobutton "$eclr" "gold">> Gold</label></p>
<p><label><<radiobutton "$eclr" "red">> Red</label></p>
<p><label><<radiobutton "$eclr" "purple">> Purple</label></p>
<p><label><<radiobutton "$eclr" "yellow">> Yellow</label></p>
<p><label><<radiobutton "$eclr" "heterochromatic">> Heterochromatic</label></p>
<hr>
<p><h2>Skin Colour</h2></p>
<p><label><<radiobutton "$sclr" "pale">> Pale</label></p>
<p><label><<radiobutton "$sclr" "beige">> Beige</label></p>
<p><label><<radiobutton "$sclr" "tan">> Tan</label></p>
<p><label><<radiobutton "$sclr" "olive">> Olive</label></p>
<p><label><<radiobutton "$sclr" "brown">> Brown</label></p>
<p><label><<radiobutton "$sclr" "black">> Black</label></p>
<p><label><<radiobutton "$sclr" "red">> Red</label></p>
<p><label><<radiobutton "$sclr" "blue">> Blue</label></p>
<p><label><<radiobutton "$sclr" "grey">> Grey</label></p>
<p><label><<radiobutton "$sclr" "pink">> Pink</label></p>
<p><label><<radiobutton "$sclr" "green">> Green</label></p>
<p><label><<radiobutton "$sclr" "purple">> Purple</label></p>
<p><label><<radiobutton "$sclr" "white">> White</label></p>
<hr>
<p><h2>Skin Markings</h2></p>
<p><<checkbox "$frkl" false true>> Freckles</p>
<p><<checkbox "$mole" false true>> Moles</p>
<p><<checkbox "$viti" false true>> Vitiligo</p>
<p><<checkbox "$scar" false true>> Scars</p>
<hr>
<p><h2>Height</h2></p>
<p><label><<radiobutton "$height" "short">> Short</label></p>
<p><label><<radiobutton "$height" "average">> Average</label></p>
<p><label><<radiobutton "$height" "tall">> Tall</label></p>
<p><label><<radiobutton "$height" "very tall">> Very Tall</label></p>
<hr>
<p><h2>Body Type</h2></p>
<p><label><<radiobutton "$bdyt" "slight">> Slight</label></p>
<p><label><<radiobutton "$bdyt" "slender">> Slender</label></p>
<p><label><<radiobutton "$bdyt" "middling">> Middling</label></p>
<p><label><<radiobutton "$bdyt" "chubby">> Chubby</label></p>
<p><label><<radiobutton "$bdyt" "plump">> Plump</label></p>
<p><label><<radiobutton "$bdyt" "thickset">> Thickset</label></p>
<p><label><<radiobutton "$bdyt" "stout">> Stout</label></p>
<hr>
<p><h2>Musculature</h2></p>
<p><label><<radiobutton "$mscl" "soft">> Soft</label></p>
<p><label><<radiobutton "$mscl" "lithe">> Lithe</label></p>
<p><label><<radiobutton "$mscl" "lean">> Lean</label></p>
<p><label><<radiobutton "$mscl" "toned">> Toned</label></p>
<p><label><<radiobutton "$mscl" "athletic">> Athletic</label></p>
<p><label><<radiobutton "$mscl" "burly">> Burly</label></p>
<p><label><<radiobutton "$mscl" "built">> Built</label></p>
<hr>
<p><h2>Tail</h2></p>
<p><label><<radiobutton "$tail" "long">> Long</label></p>
<p><label><<radiobutton "$tail" "short">> Short</label></p>
<p><label><<radiobutton "$tail" "none">> None</label></p>
<hr>
<p><h2>Horns</h2></p>
<p><label><<radiobutton "$hrn" "sc">> Short</label></p>
<p><label><<radiobutton "$hrn" "lc">> Long</label></p>
<p><label><<radiobutton "$hrn" "ram">> Ram-like</label></p>
<p><label><<radiobutton "$hrn" "crn">> Crown</label></p>
<p><label><<radiobutton "$hrn" "cskull">> Curved along the skull</label></p>
<<elseif $species is "orcish">>
<p><h2>Origin</h2></p>
<p><label><<radiobutton "$mctype" "costal">> <<link "Costal">><<script>>Dialog.setup("costal");Dialog.wiki(Story.get("costal").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "woodland">> <<link "Woodland">><<script>>Dialog.setup("woodland");Dialog.wiki(Story.get("woodland").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "mountain">> <<link "Mountain">><<script>>Dialog.setup("mountain");Dialog.wiki(Story.get("mountain").processText());Dialog.open();<</script>><</link>></label></p>
<p><label><<radiobutton "$mctype" "marsh">> <<link "Marsh">><<script>>Dialog.setup("marsh");Dialog.wiki(Story.get("marsh").processText());Dialog.open();<</script>><</link>></label></p>
<hr>
<p><h2>Hair Colour</h2></p>
<p><label><<radiobutton "$hclr" "black">> Black</label></p>
<p><label><<radiobutton "$hclr" "brown">> Brown</label></p>
<p><label><<radiobutton "$hclr" "blonde">> Blonde</label></p>
<p><label><<radiobutton "$hclr" "ginger">> Ginger</label></p>
<p><label><<radiobutton "$hclr" "auburn">> Auburn</label></p>
<p><label><<radiobutton "$hclr" "grey">> Grey</label></p>
<p><label><<radiobutton "$hclr" "white">> White</label></p>
<p><label><<radiobutton "$hclr" "red">> Red</label></p>
<hr>
<p><h2>Hair Texture</h2></p>
<p><label><<radiobutton "$htxt" "straight">> Straight</label></p>
<p><label><<radiobutton "$htxt" "wavy">> Wavy</label></p>
<p><label><<radiobutton "$htxt" "tousled">> Tousled</label></p>
<p><label><<radiobutton "$htxt" "curly">> Curly</label></p>
<p><label><<radiobutton "$htxt" "coiled">> Coiled</label></p>
<hr>
<p><h2>Hair Length</h2></p>
<p><label><<radiobutton "$hlen" "short">> Short</label></p>
<p><label><<radiobutton "$hlen" "chin length">> Chin length</label></p>
<p><label><<radiobutton "$hlen" "shoulder length">> Shoulder length</label></p>
<p><label><<radiobutton "$hlen" "long">> Long</label></p>
<hr>
<p><h2>Eye Colour</h2></p>
<p><label><<radiobutton "$eclr" "black">> Black</label></p>
<p><label><<radiobutton "$eclr" "brown">> Brown</label></p>
<p><label><<radiobutton "$eclr" "green">> Green</label></p>
<p><label><<radiobutton "$eclr" "hazel">> Hazel</label></p>
<p><label><<radiobutton "$eclr" "grey">> Grey</label></p>
<p><label><<radiobutton "$eclr" "blue">> Blue</label></p>
<p><label><<radiobutton "$eclr" "pink">> Pink</label></p>
<p><label><<radiobutton "$eclr" "red">> Red</label></p>
<p><label><<radiobutton "$eclr" "yellow">> Yellow</label></p>
<p><label><<radiobutton "$eclr" "heterochromatic">> Heterochromatic</label></p>
<hr>
<p><h2>Skin Markings</h2></p>
<p><<checkbox "$frkl" false true>> Freckles</p>
<p><<checkbox "$mole" false true>> Moles</p>
<p><<checkbox "$viti" false true>> Vitiligo</p>
<p><<checkbox "$scar" false true>> Scars</p>
<hr>
<p><h2>Height</h2></p>
<p><label><<radiobutton "$height" "short">> Short</label></p>
<p><label><<radiobutton "$height" "average">> Average</label></p>
<p><label><<radiobutton "$height" "tall">> Tall</label></p>
<p><label><<radiobutton "$height" "very tall">> Very Tall</label></p>
<p><label><<radiobutton "$height" "towering">> Towering</label></p>
<hr>
<p><h2>Body Type</h2></p>
<p><label><<radiobutton "$bdyt" "middling">> Middling</label></p>
<p><label><<radiobutton "$bdyt" "chubby">> Chubby</label></p>
<p><label><<radiobutton "$bdyt" "plump">> Plump</label></p>
<p><label><<radiobutton "$bdyt" "thickset">> Thickset</label></p>
<p><label><<radiobutton "$bdyt" "stout">> Stout</label></p>
<hr>
<p><h2>Musculature</h2></p>
<p><label><<radiobutton "$mscl" "soft">> Soft</label></p>
<p><label><<radiobutton "$mscl" "toned">> Toned</label></p>
<p><label><<radiobutton "$mscl" "athletic">> Athletic</label></p>
<p><label><<radiobutton "$mscl" "burly">> Burly</label></p>
<p><label><<radiobutton "$mscl" "built">> Built</label></p>
<hr>
<p><h2>Tusks</h2></p>
<p><label><<radiobutton "$tusk" "long">> Long</label></p>
<p><label><<radiobutton "$tusk" "short">> Short</label></p>
<p><label><<radiobutton "$tusk" "rounded">> Rounded</label></p>
<p><label><<radiobutton "$tusk" "broken">> Broken</label></p>
<p><label><<radiobutton "$tusk" "metal">> Metal-Capped</label></p>
<</if>>
<hr>
<center><<button "◈ Confirm ◈" "12">><</button>></center>The moment you finish the form, its suddenly snatched from your hands by the same black cat that has been staring at you the entire time you've been filling it out.
Sterling scurries out of the room, leaving you alone in the infirmary for <<linkappend "several minutes." t8n>>
Eventually, the curtain to the infirmary pulls back, Xandin once again entering, with the form you filled out in hand.
"For the sake of being thorough, I need additonal information from you. Afterwards I will treat your wounds, you will rest, and you will truthfully answer my questions as to who you are, what happened, and why you suddenly appreared. Am I understood?"
He doesn't wait for your answer as he sits down on the chair next to you, immediately moving unto his <<linkappend "questions." t8n>>
<<if $species is "fiend-born">>
He hesitates for a moment, his head shifting slightly upwards from the paper -you assume- to look at you.
"I will admit, I am surprised to see another individual of fiendish ancestry in the village other than myself."<</if>>
<<if $species is "orcish">>
He hesitates for a moment, his head shifting slightly upwards from the paper -you assume- to look at you.
"I rarely see orcish people venture outside of their tribes. Interesting."<</if>>
<<if $species is "elven">>
He hesitates for a moment, his head shifting slightly upwards from the paper -you assume- to look at you.
"Hm. Elven. You may not need to sleep, but I would recommend deep meditation to rest your mind."<</if>>
<<if $eclr is "heterochromatic" and $species is "human">>
Concerning your eyes, you listed them as heterochromatic, what are the colours of each eye?
<<listbox "$leclr">>
<<option "Black">>
<<option "Brown">>
<<option "Green">>
<<option "Hazel">>
<<option "Grey">>
<<option "Blue">>
<</listbox>> <<listbox "$reclr">>
<<option "Black">>
<<option "Brown">>
<<option "Green">>
<<option "Hazel">>
<<option "Grey">>
<<option "Blue">>
<</listbox>>
<</if>><<if $eclr is "heterochromatic" and $species is "elven">>
Concerning your eyes, you listed them as heterochromatic, what are the colours of each eye?
<<listbox "$leclr">>
<<option "Black">>
<<option "Brown">>
<<option "Green">>
<<option "Hazel">>
<<option "Grey">>
<<option "Blue">>
<<option "Pink">>
<<option "Silver">>
<<option "Gold">>
<<option "Red">>
<<option "Purple">>
<<option "Yellow">>
<</listbox>> <<listbox "$reclr">>
<<option "Black">>
<<option "Brown">>
<<option "Green">>
<<option "Hazel">>
<<option "Grey">>
<<option "Blue">>
<<option "Pink">>
<<option "Silver">>
<<option "Gold">>
<<option "Red">>
<<option "Purple">>
<<option "Yellow">>
<</listbox>>
<</if>><<if $eclr is "heterochromatic" and $species is "fiend-born">>
Concerning your eyes, you listed them as heterochromatic, what are the colours of each eye?
<<listbox "$leclr">>
<<option "Black">>
<<option "Brown">>
<<option "Green">>
<<option "Hazel">>
<<option "Grey">>
<<option "Blue">>
<<option "Pink">>
<<option "Silver">>
<<option "Gold">>
<<option "Red">>
<<option "Purple">>
<<option "Yellow">>
<</listbox>> <<listbox "$reclr">>
<<option "Black">>
<<option "Brown">>
<<option "Green">>
<<option "Hazel">>
<<option "Grey">>
<<option "Blue">>
<<option "Pink">>
<<option "Silver">>
<<option "Gold">>
<<option "Red">>
<<option "Purple">>
<<option "Yellow">>
<</listbox>>
<</if>><<if $eclr is "heterochromatic" and $species is "orcish">>
Concerning your eyes, you listed them as heterochromatic, what are the colours of each eye?
<<listbox "$leclr">>
<<option "Black">>
<<option "Brown">>
<<option "Green">>
<<option "Hazel">>
<<option "Grey">>
<<option "Blue">>
<<option "Red">>
<<option "Yellow">>
<</listbox>> <<listbox "$reclr">>
<<option "Black">>
<<option "Brown">>
<<option "Green">>
<<option "Hazel">>
<<option "Grey">>
<<option "Blue">>
<<option "Red">>
<<option "Yellow">>
<</listbox>>
<</if>> <<if $mctype is "imp" or $mctype is "furie" or $mctype is "concubi">>
Now, do you have fully functioning wings that are capable of flight?
<label><<radiobutton "$wings" true>> Yes</label>
<label><<radiobutton "$wings" false>> No</label>
<<elseif $mctype is "pit">>
Now, do you possess hooves?
<label><<radiobutton "$hooves" true>> Yes</label>
<label><<radiobutton "$hooves" false>> No</label>
<</if>> <<if $mctype is "costal">>
Now, you have listed yourself as being from the coast, and your skintone is-
<<listbox "$sclr">>
<<option "seafoam green">>
<<option "jade">>
<<option "indigo">>
<</listbox>>
<</if>>
<<if $mctype is "woodland">>
Now, you have listed yourself as being from the woodlands, and your skintone is-
<<listbox "$sclr">>
<<option "hunter green">>
<<option "kelly green">>
<<option "mint green">>
<</listbox>>
<</if>>
<<if $mctype is "mountain">>
Now, you have listed yourself as being from the mountains, and your skintone is-
<<listbox "$sclr">>
<<option "grey">>
<<option "pale green">>
<<option "white">>
<<option "black">>
<</listbox>>
<</if>>
<<if $mctype is "marsh">>
Now, you have listed yourself as being from the marshes, and your skintone is-
<<listbox "$sclr">>
<<option "seaweed green">>
<<option "army green">>
<<option "moss green">>
<</listbox>>
<</if>>
"Do you practice any kind of divine magic?"
"Have you sustained any injuries prior to this?"
"Do you have any allergies?"
He makes further notes on the form you filled out with each answer you give, until he stays silent, you presume to look over your answers.
"Right then. I will magically detect any internal injuries and take care of those first. I will put you under a sleeping spell, the process is not something you want or need to be awake for."
He gets up and walks out of the room, Sterling immediately taking his spot to stare at you.
<hr>
<div class="choice">
[[You drift off to sleep again|13]]
</div>
<</linkappend>>
<</linkappend>><<timed 3s t8n>>//........Find the God Pool......//<</timed>>
<<timed 5s t8n>>//........You must seal it.......//<</timed>>
<<timed 7s t8n>>//........Save the Under Gods......//<</timed>>
<<timed 9s t8n>><div class="choice">[[These words are whispered in your dreams|14]]</div><</timed>>
<<set $health to 100>>
You slowly, gently, start to reawaken to the sounds of life. The sound of a boiling kettle, rustling leaves on trees and the soft tinkle of a far off windchime, the sound of a quill pen scratching away on a piece of paper.
You take a deep breath and open your eyes, the infirmary is dark, but barely just so, as the sun filtered through the privacy curtains gives the room a soft, ambient light.
You slowly sit up, and<<if $height == "very tall" or $height == "towering">> Despite your bones feeling a bit cramped from sleeping in a bed slightly too small for you, you feel pretty okay,<</if>> you notice the distinct abscence of the numbness or pain that you fell asleep with.
You slide out from the light sheets of the infirmary bed, testing the stability of your legs before gently standing up, once you're sure you're steady on your feet, you do a few stretches.
All in all, besides some lingering soreness, you feel much better now.
<hr>
<div class="choice">
[[Turning back towards your bed, you notice a stack of clothing with a note on top]]
</div>//$firstname $lastname
By the time you have woken up, you will have noticed that your injuries are healed completely. I did not find any debilitating or permanent internal damage, and all external wounds have been healed with no complications.
<<if $magi == true or $magibad == true>>
Though I would advise continued rest, or at the very least limiting your level of physical activity in order to replenish your magical reserves.
<<else>>
Though I would advise continued rest, or at the very least limiting your level of physical activity in order for your body to properly physically recover.
<</if>>
Now, at this time I would direct you to the bathroom in the infirmary, where there are bathing supplies for you to use. Clothing has been provided for you, and I ask that you leave your old clothing in the basket by the door. They are beyond repair. Do not keep them.
After which, you are to leave the infirmary room. Sterling will be waiting outside and he will direct you in procuring food for yourself. once you are done, knock on the door to the room next to the infirmary. ''Do not enter my office.'' I will meet you at the dining table and then we shall discuss your situation.
— Xandin Ivory.//
<hr>
<center><<button "◈ Continue ◈" "16">><</button>></center>You set the note down, your attention now drawn the pile of folded clothes, you sift through them, considering your options, all of the clothes simple and relatively plain in nature, prioritizing function over form.
<<cycle "$outop" autoselect>><<option "which youre more than okay with, though you wish you had a bit of armor" "armored">><<option "which is a bit disappointing, hopefully you can find something more fashionable later" "fashionable">><<option "which you're largely indifferent about, you don't mind the clothes" "practical">><</cycle>>
Considering your options, ultimately you choose-
<<cycle "$outfit" autoselect>> <<option "A light coloured linen v-neck blouse, form fitting leather trousers, and sturdy knee high boots.">><<option "A light long sleeved under shirt, a knee length tunic dress, thin under tights, and ankle high boots.">><<option "A large hooded poncho, a thin sleeveless undershirt, loose harem pants, and thick slip on travelling shoes">><</cycle>>
<div class="choice">
[[With your clothing in hand, you make your way to the bathroom|17]]
</div>When you step into the bathroom a small brazier on the wall holding a candle lights itself on its own
<<if $magi is true>>
The good doctor seems to employ quite a bit of magic in the clinic, this town isn't exactly a tiny spit of dirt, but it is suprising they have their own entire clinic with a doctor so well versed in magic at their disposal.
<<else>>
Which is incredibly convienient, you don't particularly feel like having to light candles right now, you don't feel battered and bruised but you are still vaguely exhausted.<</if>>
You take a look at yourself in the mirror, your skin looks washed out and slightly sickly, specked with little flecks of dirt, and your $htxt hair is looking like a disaster.
After you self inspection, you turn to look at the small bathroom you find yourself in.
It's nothing special for the most part, but the curtained stall to your right catches your interest. <<if $height == "very tall" or $height == "towering">> it seems to just barely fit your frame, and<</if>> It looks to be a shower. A very rare thing, most still opt for self filling basins and bathtubs, but it does make sense, given the small room.
You undress, <<cycle "$trans" autoselect>> <<option "Grateful that you can shed your dirty clothes">><<option "Revealing your padded bra and transitional runes" "trans feminine">><<option "Revealing your scarred chest and transitional runes" "trans masculine">><</cycle>>
<hr>
<center><<button "◈ Continue ◈" "18">><</button>></center>Friends of Luphrie, or Luphrie's Blessed, are individuals who exist beyond being known as male or female. Named for Luphrie, the deity of love, fertility, and change
All races and walks of life conglomerate in the capital city of Prothus, its bustling commerce fueled by the numerous farming towns dotted across the rest of the continent.The largest continent, heavily forested and absolutely filled to burst with fae, biggest import is magical items, from its capital, Airendale. Also home to elvish nobility and the continents governing council. Home to the infamous city of thieves, Vertinus. the land here is swamp-like and cold, and very rarely gets much sun. Though many brave its harsh cobbled streets to attend the beloved Carnivale every year.A collection of islands with villages in the middle of the ocean, mostly home to sea farers and fishers, those not settled on the adjacent islands call The Floating Bazaar their home.
Sun Elves are said to have been born when Aldimir himself created the summer season. They tend to hold themselves in high regard and tend to be firm and rigid in their ways, upholding order and valuing structure, as a result, The Ezrian Council was founded by Sun Elves.
Sun Elves tend to have orange or yellow sclera, golden skin markings such as freckles or moles, and yellow or orange tinted limbs.Moon Elves are said to have been born when Aldimir himself created the Autumn season. They tend to be relaxed and greatly congenial with everyone they meet, prefering to "live and let live" and follow the flow of the land to guide them. Moon Elves are most commonly vagabonds, and are most responsible for the rise and popularity of caravan travel and trade between continents.
Moon Elves tend to have blue or silver sclera, blue, purple, or silver skin markings such as freckles or moles, and blue or purple tinted limbs.Wood Elves are said to have been born when Aldimir himself created the Spring season. They tend to be more reserved, keeping to their communities within the dense forests that they call home. Out of all the elven races, they seek they call of nature the most and are the largest practitioners of the druidic ways.
Wood Elves tend to have green sclera, green skin markings such as freckles or moles, and green tinted limbs.Dark Elves are said to have been born when Aldimir himself created the Winter season.
They tend to be highly analylitical and pragmatic, with a soft spot for beauty and the simple pleasures of the world. Once feared during the old era due to their percieved association with cold and famine, Dark Elves of the new era are far more social than their predecessors, more open to collaboration with other species rather than staying as insular as their ancestors.
Dark Elves tend to have black, or in rare cases, red sclera, black skin markings such as freckles or moles, and grey tinted limbs.Fiendish individuals decended from Imp devils have the ability to develop leathery wings and taloned feet as they age, and, in rare cases, tend to be shorter in height.Fiendish individuals decended from Pit Beasts tend to have naturally metal tipped horns, ranging from copper, iron, silver, or gold. Some with pit beast ancestry may have hooved feet, or may find that developing muscle is far easier to accomplish.Fiendish individuals decended from Furies tend to posses feathery patches on their skin, and in some cases, full feathered wings, these feathers are always in various shades of red, as well as red sclera, also in various shades.Fiendish individuals decended from Concubi tend to look the most humanoid out of all the fiendish races, however, some do possess natural black colouring on their nails, and in uncommon cases, concubi descendants can possess wings that are plush and velvety in texture, making them incredibly silent fliers.Costal orcs, as the name implies, live near the coast. All orcish individuals have skin tones that are directly influenced by their surroundings, ranging from seafoam green, jade, and indigo skin tones. Costal orcs can be stationary or nomadic, Fishing village tribes and sea faring vessel tribes are highly collaborative with one another.Woodland orcs, as the name implies, live near forested areas. All orcish individuals have skin tones that are directly influenced by their surroundings, ranging from hunter green, kelly green, and mint green skin tones. Woodland orcs can be stationary or nomadic, Woodland village tribes typically trade in lumber and wood working, and nomadic tribes dealing in game hunting and fur trading. Nomadic and settled tribes rarely interact outside of trade.Mountain orcs, as the name implies, live in mountainous areas. All orcish individuals have skin tones that are directly influenced by their surroundings, ranging from Grey, Pale green, White, and Black skin tones. Mountain orcs are primarily stationary. Mountain village tribes work with the dwarven technology of old, taking the old schematics and building upon them, and mining for materials in the deep mountains. Mountain Orcs are typically reclusive as were their dwarven comrades.Marshland orcs, as the name implies, live in swamp-like areas. All orcish individuals have skin tones that are directly influenced by their surroundings, ranging from seaweed green, army green, and moss green. Marsh orcs can be stationary or nomadic, Swamp village tribes typically deal heavily in magic of all types, and while undead magic is frowned upon, it is not expressly forbidden in most tribes. Nomadic tribes are primarily monster hunters, trading monster parts and "exotic meats", and are often hired as sell swords as protection. Nomadic and settled tribes rarely -if at all- interact.You make your way out of the bathroom, smoothing down your new outfit, stopping short at the infirmary entryway as you see sterling grooming himself with his paw.
"Wow, you don't smell like shit anymore, congrats."
◈<<link "Wow, //thanks//">><<set $dia1 to 1>><<update>><</link>>
◈<<link "I smelled bad!?">><<set $dia1 to 2>><<update>><</link>>
◈<<link "Hi kitty! Xandin said to knock on his office door?">><<set $dia1 to 3>><<update>><</link>>
◈<<link ".....Right. Xandin wanted to speak?">><<set $dia1 to 4>><<update>><</link>>
<<liveblock>><<if $dia1 is 1>>"You smelled better like that though. Now you just smell weird and $species" You give the cat a glare that he ignores. "Anyway yeah Xandin wants to interrogate you."<<elseif $dia1 is 2>>If a cat could have a shit eating grin, Sterling absolutely does. <<elseif $dia1 is 3>> Sterling squints at you -certainly not the friendly kind-, letting out a huff.<<elseif $dia1 is 4>> Sterling rolls his eyes, muttering, "No fun."<</if>>
He lazily saunters his way to the icebox nestled in the corner, as he approaches it opens on its own.<<if $magi == true>> Definitely magical, then.<<elseif $magibad == true>> it emits a faint, strange glow, making your senses tingle.<<else>> The cat stands on his hind legs as he inspects the iceboxes contents.<</if>>
"Y'want snacks? we got snacks. //I// told him you'd be fine with gruel and vitamin pastes, you wouldn't know the difference anyway, but nooo I'm //not allowed// to eat all the good stuff. Bullshit."<</liveblock>>
<hr>
<center><<button "◈ Continue ◈" "19">><</button>></center><h2>-STERLING IVORY-</h2>
<center>Xandin's Familiar. Rude and arrogant.</center>
<span style="display: block; text-align: center;"><<link "◈ Return to game ◈" $return>><</link>></span><span style="display: block; text-align: center;"><<link "◈ Return to game ◈" $return>><</link>></span><img src="https://i.imgur.com/Q0mHrds.jpg" style="width:100%">
----
<h2>Altrien</h2>
All races and walks of life conglomerate in the capital city of Prothus, its bustling commerce fueled by the numerous farming towns dotted across the rest of the continent.
----
<h2>Ezrus</h2>
The largest continent, heavily forested and absolutely filled to burst with fae, biggest import is magical items, from its capital, Airendale. Also home to elvish nobility and the continents governing council.
----
<h2>Cazuall</h2>
Home to the infamous city of thieves, Vertinus. the land here is swamp-like and cold, and very rarely gets much sun. Though many brave its harsh cobbled streets to attend the beloved Carnivale every year.
----
<h2>Seyrenas</h2>
A collection of islands with villages in the middle of the ocean, mostly home to sea farers and fishers, those not settled on the adjacent islands call The Floating Bazaar their home.
----
<span style="display: block; text-align: center;"><<link "◈ Return to game ◈" $return>><</link>></span><span style="display: block; text-align: center;"><<link "◈ Return to game ◈" $return>><</link>></span><span style="display: block; text-align: center;"><<link "◈ Return to game ◈" $return>><</link>></span>You manage to cobble together a small meal out of the contents of the ice box
Sterling uncomfortably staring at you, unblinking, the entire time. <<cycle "$cycling" autoselect>><<option "You have attempted to pet the cat several times, to no avail.">><<option "You mostly ignore the cat.">><<option "You maintain eye contact with him the entire time. You will win this staring contest.">><</cycle>>
You finish your meal, stand up and stretch <<if $wings is true>>-careful not to knock anything over with your wings-<</if>> You turn your attention to the closed door right next to the infirmary.
<div class="choice">
[[You knock, as you were told to|20]]
[[You grab the handle to walk in|20][$door to 2]]
[[You put your ear to the door|20][$door to 3]]
</div><<if $door is 2>>Maybe you're impulsive, maybe your forgot, or maybe you just don't feel like waiting. You try to open the door.....it doesn't budge. You hear sterling heckling you "Wooow, good job idiot, it's almost like you were given instructions on what to do." <<elseif $door is 3>>Sterling snorts at you "Y'think you're the only one whose tried that? The door is sound proofed, dummy."
<<else>>
You knock on the door
You wait
...
<</if>><<link "➻">><<run Engine.backward();>><</link>>
<!-- 🌸🌸🌸 The text in this span will appear in the header 🌸🌸🌸 -->
<span>The Valley of Luck</span>
<!-- 🌸🌸🌸🌸🌸🌸 -->
<span style="grid-column:3;"><<link "➻">><<run Engine.forward();>><</link>></span><<link "settings">><<run UI.settings();>><<toggleclass "#menuLinks" "unstow">><<toggleclass "#header" "shadow">><<toggleclass "#menu" "glow">><</link>>
<<link "saves">><<run UI.saves();>><<toggleclass "#menuLinks" "unstow">><<toggleclass "#menu" "glow">><<toggleclass "#header" "shadow">><</link>>
<<link "character profile">><<run Dialog.create("Character Profile", "profile").wikiPassage("Character Profile").open();>><<toggleclass "#menuLinks" "unstow">><<toggleclass "#header" "shadow">><<toggleclass "#menu" "glow">><</link>>
<<link "codex">><<run Dialog.create("Codex", "profile").wikiPassage("Codex").open();>><<toggleclass "#menuLinks" "unstow">><<toggleclass "#header" "shadow">><<toggleclass "#menu" "glow">><</link>>
<<link "relationships">><<run Dialog.create("Relationships", "profile").wikiPassage("Relationships").open();>><<toggleclass "#menuLinks" "unstow">><<toggleclass "#header" "shadow">><<toggleclass "#menu" "glow">><</link>>
<<link "restart">><<run UI.restart();>><<toggleclass "#menuLinks" "unstow">><<toggleclass "#header" "shadow">><<toggleclass "#menu" "glow">><</link>>
<<link "credits">><<run Dialog.create("Credits").wikiPassage("Credits").open();>><<toggleclass "#menuLinks" "unstow">><<toggleclass "#header" "shadow">><<toggleclass "#menu" "glow">><</link>><span id="ascend">
<!-- 🌸🌸🌸🌸🌸🌸 -->
<<link "◈Menu◈">>
<!-- 🌸🌸🌸🌸🌸🌸 -->
<<toggleclass "#menuLinks" "unstow">>
<<toggleclass "#header" "shadow">>
<<toggleclass "#menu" "glow">>
<<run setup.capo();>>
<<if not _clicked>>
<<run setup.mesura();>>
<<set _clicked to true>>
<</if>>
<</link>>
</span><p>Credits go here! Please do //''not''// delete my credit. You can use the template in the commented HTML below the {{{<hr>}}} to add more!</p>
<ul>
<li>//Leonora// UI Template by <a href="https://lapinlunaire-games.neocities.org/" target="_blank">LapinLunaireGames</a></li>
</ul>
<hr>
<!--- credit item template --
<ul>
<li>Thing by Person</li>
</ul>
----------------------------->