You feel the impact of a waterdrop on the back of your head.
//drip//
Your vision slowly returns as you are roused from an unnatural slumber.
//drip, drip//
You're on the floor of a dank hallway, approximately 10 feet wide and long enough that both ends vanish into the inky darkness. Roughly hewn stone brickwork lines the walls, swathed in patchy carpets of moss and lichen. Damp, cracked stone tiles each a foot across line the floor unevenly. Your surroundings are alien - you do not know where you are or how you got here.
//drip//
As you push yourself up to your feet, wobbling, you immediately feel wrong. Your whole body feels unnaturally light, and in surprise you immediately look down to discover... nothing. Your body is gone, or nearly, at least. All that remains is your skeleton, your bones yellowed and slick with moisture. Instinctively reaching to your face, your fingers pass through where you imagine your cheek ought to be and feel nothing but your exposed teeth and cheekbones. You look down at your hand and squeeze it shut. There are no muscles, ligament, or any tissue of any kind. You know the bones should simply fall apart, lifelessly, but they instead are held together and animated by some force that is beyond your imagination.
//drip//
Spinning on your heel (which now elicits a strange grinding sound caused by bone rubbing against stone) you follow the noise of dripping water approach a slowly-filling puddle and peer in. Your face is a featureless skull, the eye sockets and nasal cavity filled with an unnatural blackness that obscures any details of the inside. You would grimace if you were capable of it. Instead you rise back to your feet and start thinking.
[[Remember who you are.|Name]]<<nobr>>
<<set $str to 5>>
<<set $dex to 5>>
<<set $con to 5>>
<<set $int to 5>>
<<set $wis to 5>>
<<set $luk to 5>><</nobr>>Your memory has gaps and becomes foggy when you try to remember what, exactly, led you to awaken on the floor of a mysterious passage without your meat, but at the very least you do remember the important things.
Name: <<textbox "$name" "Mr. Bones" [[statup]]>>$name. Your name is $name. But your name is only part of who you are. In this world, every person is born under a prophetic star that alters both their growth and destiny. These differences derived by birth are colloquially referred to as Class.
Select the attribute that has been blessed by your Class.
* <label><<radiobutton "$statup" "strength">> Strength determines your physical prowess and the power of your physical attacks.</label>
* <label><<radiobutton "$statup" "dexterity">> Dexterity determines your coordination, accuracy, and balance.</label>
* <label><<radiobutton "$statup" "constitution">> Constitution determines your hardiness and resistance to illness and ailments.</label>
* <label><<radiobutton "$statup" "intelligence">> Intelligence determines your ability to learn and retain information and the power of some types of spells.</label>
* <label><<radiobutton "$statup" "wisdom">> Wisdom determines your resistance to certain non-physical effects and the power of some types of spells.</label>
* <label><<radiobutton "$statup" "luck" checked>> Luck. Might impact everything, or nothing. The most important attribute, to some.</label>
[[Next|statdown]]No one is perfect. While your Class blesses you, it comes at a cost.
Select the attribute that has been cursed by your Class.
<<if $statup is not "strength">>* <label><<radiobutton "$statdown" "strength">> Strength. You can't lift particularly heavy objects and have trouble defeating opponents in physical combat.</label><</if>>
<<if $statup is not "dexterity">>* <label><<radiobutton "$statdown" "dexterity">> Dexterity. You're clumsy and frequently miss your mark.</label><</if>>
<<if $statup is not "constitution">>* <label><<radiobutton "$statdown" "constitution">> Constitution. You're sickly and bruised easily when you still had meat on your bones. Take care not to get hurt.</label><</if>>
<<if $statup is not "intelligence">>* <label><<radiobutton "$statdown" "intelligence">> Intelligence. It takes you much longer to learn what others grasp easily. You make many mistakes.</label><</if>>
<<if $statup is not "wisdom">>* <label><<radiobutton "$statdown" "wisdom" checked>> Wisdom. You are easily fooled and unprepared.</label><</if>>
<<if $statup is not "luck">>* <label><<radiobutton "$statdown" "luck" checked>> Luck. Might impact nothing, or everything. The least important attribute, to some.</label><</if>>
[[Next|blessing]]<<nobr>>
<<if $statup is "strength">>
<<set $str to $str + 2>>
<</if>>
<<if $statup is "dexterity">>
<<set $dex to $dex + 2>>
<</if>>
<<if $statup is "constitution">>
<<set $con to $con + 2>>
<</if>>
<<if $statup is "intelligence">>
<<set $int to $int + 2>>
<</if>>
<<if $statup is "wisdom">>
<<set $wis to $wis + 2>>
<</if>>
<<if $statup is "luck">>
<<set $luk to $luk + 2>>
<</if>>
<</nobr>>Every person is unique, even two children born at the same place and time will develop into their own person. Please select one bonus that represents the twist that makes you, you. Note that electing to take a Curse rather than a Blessing will increase your score, as well as reward you with a small bonus in Gold.
Blessings:
*<label><<radiobutton "$blessing" "fortuitous" checked>>Fortuitous. You seem to find what you need more easily.</label>
*<label><<radiobutton "$blessing" "accurate">>Accurate. Greater hand-eye coordination means more accuracy, even without the dexterity it normally requires.</label>
*<label><<radiobutton "$blessing" "keen">>Keen Eye. You spot things others overlook.</label>
*<label><<radiobutton "$blessing" "charming">>Charming. You're a smooth talker and more easily sway others.</label>
*<label><<radiobutton "$blessing" "brutal">>Brutal. When you land a critical hit, it's ''really'' critical.</label>
*<label><<radiobutton "$blessing" "cunning">>Cunning. You have a mind to exploit weakness and can spot it more easily, landing more critical blows.</label>
*<label><<radiobutton "$blessing" "fastidious">>Fastidious. You take especially good care of your new body. Reduces the rate of Bone Rot and other maladies.</label>
*<label><<radiobutton "$blessing" "studious">>Quick Learner. Increases the number of spells you learn.</label>
*<label><<radiobutton "$blessing" "tough">>Tough. You take slightly reduced damage from physical sources.</label>
*<label><<radiobutton "$blessing" "sturdy">>Sturdy. You are less likely to be knocked over.</label>
Curses:
*<label><<radiobutton "$blessing" "soft">>Soft. You take increased damage from physical sources.</label>
*<label><<radiobutton "$blessing" "ominous">>Ill Omen. You take increased damage from non-physical sources.</label>
*<label><<radiobutton "$blessing" "mediocre">>Mediocre. You excel at nothing and have greater difficulty passing skill checks.</label>
*<label><<radiobutton "$blessing" "troubled">>Troubled Past. Your spotty memory hides a terrible mistake.</label>
[[Next|confirm]]<<nobr>>
<<if $statup is "strength">>
<<if $statdown is "dexterity">>
<<set $class to "Warrior">>
<</if>>
<<if $statdown is "constitution">>
<<set $class to "Pugilist">>
<</if>>
<<if $statdown is "intelligence">>
<<set $class to "Barbarian">>
<</if>>
<<if $statdown is "wisdom">>
<<set $class to "Fighter">>
<</if>>
<<if $statdown is "luck">>
<<set $class to "Worker">>
<</if>>
<</if>>
<<if $statup is "dexterity">>
<<if $statdown is "strength">>
<<set $class to "Thief">>
<</if>>
<<if $statdown is "constitution">>
<<set $class to "Assassin">>
<</if>>
<<if $statdown is "intelligence">>
<<set $class to "Gymnist">>
<</if>>
<<if $statdown is "wisdom">>
<<set $class to "Ranger">>
<</if>>
<<if $statdown is "luck">>
<<set $class to "Urchin">>
<</if>>
<</if>>
<<if $statup is "constitution">>
<<if $statdown is "strength">>
<<set $class to "Defender">>
<</if>>
<<if $statdown is "dexterity">>
<<set $class to "Boulder">>
<</if>>
<<if $statdown is "intelligence">>
<<set $class to "Knight">>
<</if>>
<<if $statdown is "wisdom">>
<<set $class to "Wall">>
<</if>>
<<if $statdown is "luck">>
<<set $class to "Meat">>
<</if>>
<</if>>
<<if $statup is "intelligence">>
<<if $statdown is "strength">>
<<set $class to "Mage">>
<</if>>
<<if $statdown is "dexterity">>
<<set $class to "Scholar">>
<</if>>
<<if $statdown is "constitution">>
<<set $class to "Alchemist">>
<</if>>
<<if $statdown is "wisdom">>
<<set $class to "Student">>
<</if>>
<<if $statdown is "luck">>
<<set $class to "Savant">>
<</if>>
<</if>>
<<if $statup is "wisdom">>
<<if $statdown is "strength">>
<<set $class to "Seer">>
<</if>>
<<if $statdown is "dexterity">>
<<set $class to "Warden">>
<</if>>
<<if $statdown is "constitution">>
<<set $class to "Elder">>
<</if>>
<<if $statdown is "intelligence">>
<<set $class to "Prophet">>
<</if>>
<<if $statdown is "luck">>
<<set $class to "Cursed">>
<</if>>
<</if>>
<<if $statup is "luck">>
<<set $class to "Fool">>
<</if>>
<<if $statdown is "strength">>
<<set $str to $str - 2>>
<</if>>
<<if $statdown is "dexterity">>
<<set $dex to $dex - 2>>
<</if>>
<<if $statdown is "constitution">>
<<set $con to $con - 2>>
<</if>>
<<if $statdown is "intelligence">>
<<set $int to $int - 2>>
<</if>>
<<if $statdown is "wisdom">>
<<set $wis to $wis - 2>>
<</if>>
<<if $statdown is "luck">>
<<set $luk to $luk - 2>>
<</if>>
<</nobr>>Your name is $name. You were born under the star of The $class. People who know you would describe you as $blessing. But all of this is in the past. Now, you are an undead, the dusty bones of your former self.
Class: $class
Strength: $str
Dexterity: $dex
Constitution: $con
Intelligence: $int
Wisdom: $wis
Luck: $luk
You are snapped from your reverie by a sensation you have never felt before in your life (or unlife). You feel a strange tug in your mind pulling you into the darkness down the hall.
[[Next|Corridor]]<<nobr>><<set $pull to 1>><</nobr>>You are standing in a dark, mossy corridor. The floors, walls, and ceiling are all stone and slick with moisture. Beads of water occasionally drip into puddles pooling on the tiled floor. Both ends of the hall are draped in curtains of thick darkness.<<if $pull is 1>> You feel a strange pull calling you deep into the blackness.<</if>>
[[North|Upper Corridor]]
<<if $pull is 0>>[[South|Lower Corridor]]<</if>>The hall splits in two at a 90 degree angle here. At the corner where the two branches meet is a recessed cubby housing a small stone statue depicting a figure wrapped in heavy armour, posing solemnly with their hands on the pommel of a sword. Flanking the statue on either side are burned out torches, the walls above blackened with old soot of fires past. The atmosphere here is noticeably dryer than elsewhere in the corridor.<<if $pull is 1>> You can sense movement coming from the path to the left, along with the source of the pull beckoning you deeper.
[[Left|meeting]]<</if>><<if $pull is 2>>
[[Left|Library]]
[[Right|equip]]<</if>>
<<if $pull is 0>>[[Left|Library]]
[[Right|Armory]]
[[South|Corridor]]<</if>>As you follow the pulling sensation deeper down the corridor, you come to a large set of wooden doors that fills the entire hall. On the other side of the doors you can hear the shuffling and clattering of many bodies in an enclosed space. It only takes a gentle push to cause the doors to swing open with a creak. On the other side is a tall room, three storeys high. Bookshelves, each crammed full to bursting with dusty tomes and rotting manuals, line every single inch of wall, only interrupted by two balconies spaced evenly apart wrapping around the entire room. In the center of the room is a wide, oval table stacked high with thick books, above which hangs a brightly lit chandelier filling the entire room with a warm glow. Milling about the room are about two dozen animated skeletons.
You are snapped to attention by the loud squeal of a chair scraping against the floor and suddenly, from behind a stack of books on the table, pops a robed figure. The figure has a rat-like demeaner and is hunched slightly. They angrily gesticulate as they snarl out demands in a language you do not understand but the meaning of which comes to you naturally: your unlife is under threat by invaders seeking to capture this robed figure and exterminate you and all your skeletal compatriots. You will find arms down the opposite hall to defend yourself with. Your mission is clear.
[[Leave|Upper Corridor]]<<nobr>><<set $pull to 2>><</nobr>>This room, with a low ceiling and dank atmosphere, is bustling with a squad of skeletons hurriedly pulling rusty weapons and dented armour off of racks lining the walls. The equipment here is almost in a sorrier state than your body; not a single sword is with scabbard, not a single shield is unbent, and not a single breastplate is unpunctured by some previous blow.
You can arm yourself here. It would be best if you only took what you need. Select one of the following.
*<label><<radiobutton "$equip" "greatsword" checked>>A greatsword. Long reach and hard-hitting, but difficult to land your blows.</label>
*<label><<radiobutton "$equip" "longsword">>A longsword. Average reach, average punch, average handling.</label>
*<label><<radiobutton "$equip" "shortsword">>A shortsword. Short reach and mediocre damage output, but easy to use.</label>
*<label><<radiobutton "$equip" "staff">>A staff. Excellent reach and simple to wield, in exchange for a weak strike.</label>
[[Equip yourself and move on.|Upper Corridor]]<<nobr>><<set $pull to 0>><</nobr>>A tall room, three storeys high. Bookshelves, each crammed full to bursting with dusty tomes and rotting manuals, line every single inch of wall, only interrupted by two balconies spaced evenly apart wrapping around the entire room. In the center of the room is a wide, oval table stacked high with thick books, above which hangs a brightly lit chandelier filling the entire room with a warm glow. A small handful of skeletons mill about, organizing books, sweeping floors, and generally tending to the library.
The robed figure is here.
[[Leave|Upper Corridor]]This room, with a low ceiling and dank atmosphere, is home to a solitary skeleton, crouched in a corner pointlessly polishing a nearly ruined blade. The equipment here is almost in a sorrier state than your body; not a single sword is with scabbard, not a single shield is unbent, and not a single breastplate is unpunctured by some previous blow.
You can change your weapon here, if you would like.
*<label><<radiobutton "$equip" "greatsword" checked>>A greatsword. Long reach and hard-hitting, but difficult to land your blows.</label>
*<label><<radiobutton "$equip" "longsword">>A longsword. Average reach, average punch, average handling.</label>
*<label><<radiobutton "$equip" "shortsword">>A shortsword. Short reach and mediocre damage output, but easy to use.</label>
*<label><<radiobutton "$equip" "staff">>A staff. Excellent reach and simple to wield, in exchange for a weak strike.</label>
[[Leave|Upper Corridor]]Rushing down the corridor, flanked on all sides by your fellow skeletons. As you swim through the inky darkness, the pounding of dozens of bony feet resonate in the wet hall like a wet war drum. Eventually, you and your compatriots spill out of the corridor into an atrium, dimly lit by moonlight pouring in through cracks in the domed ceiling in heavy curtains. Across the atrium, beyond a small garden in the center, lies a cracked doorframe, the rotting wooden doors lying haphazardly off their hinges. inside the doorframe are 5 figures of varying shape and size, each armed and armoured and very much in possession of their skin. The sea of bones you're floating in swells as your allies rush toward the intruders. A presence in the back of your mind compels you to join them.
[[Dash left.|The Knight]]
[[Rush right.|The Priest]]
[[Cross the garden.|The Archer]]You square your shoulders and dash left around the garden. Leading the invaders on this front is a knight, wrapped in an iron shell of gleaming armour and wreathed with an iron circlet. She hefts an oversized morningstar in her left hand and a buckler on her right wrist. As she scans the crashing wave of bones and blades, she spots you running straight forward and points directly at you. She readies her weapon and waits for your $equip to reach her.<<if $equip is "greatsword">>
You pivot on your heel as you heave your greatsword around you at the knight with all the strength you can muster. The weapon goes wide and your enemy easily shoves it aside. She grunts as she swings her morningstar in a wide arc over her head and it comes crashing down on your skull, shattering it into a thousand pieces in a cloud of white dust. Your greatsword hits the floor first with a loud clang, followed by the clattering of your now-lifeless bones.<</if>><<if $equip is "longsword">>
You tuck your arms into your side and prepare to slam your longsword into the enemy. You reach the pivotal moment and thrust your weapon as hard as you can, however the knight deftly slams her buckler into the side of the blade, flinging it straight out of your hands and to the floor. The knight grunts as she swings her morningstar in a wide arc over her head and it comes crashing down on your skull, shattering it into a thousand pieces in a cloud of white dust. Whatever was holding your bones together dissipates and your body falls to pieces, lifeless.<</if>><<if $equip is "shortsword">>
You rush her, weapon raised, and close in for the strike. The knight, however, is unconcerned by your small, dull blade, and simply attacks as soon as you enter her range. She grunts as she swings her morningstar in a wide arc over her head and it comes crashing down on your skull, shattering it into a thousand pieces in a cloud of white dust. Your shortsword clatters as it hits the ground, followed by the cacophony of your inanimate bones following it.<</if>><<if $equip is "staff">>
You slow down as you approach her, leveraging the advantage of your staff's reach. The knight seems almost bored with you and backhands your weapon with hers, causing the wood to splinter and shatter, leaving you defenseless. She grunts as she swings her morningstar in a wide arc over her head and it comes crashing down on your skull, shattering it into a thousand pieces in a cloud of white dust. Whatever was holding your bones together dissipates and your body falls to pieces, lifeless.<</if>>
[[Next.|Death]]You spot the most lightly armoured intruder and, identfying a weak link, rush right around the garden. They are a preist, wearing a flowing white robe with glittering red trim, and holding an open book with a black leather cover. He spots you approaching and takes a step back and begins chanting in a language you do not understand.<<if $equip is "greatsword">>
You summon all your strength and heft your greatsword over your shoulder, dashing in an attempt to finish this soft target as quickly as possible. In your eagerness you failed to notice a warrior intent on defending his vulnerable friend circle around and close in on you. His boot impacts your bones and you crash the the ground. The priest finishes his chant and the atrium explodes in a golden light. The last thing you hear is the a roar of wind before your entire body is obliterated, leaving behind a small pile of blackened dust.<</if>><<if $equip is "longsword">>
You bear your longsword to bear as you close in on the enemy. You slash your weapon with all your might, and it impacts with a thick crunch against a wooden shield held up by a short fighter who dove in the way of your blade. The priest finishes his chant and the atrium explodes in a golden light. The last thing you hear is the a roar of wind before your entire body is obliterated, leaving behind a small pile of blackened dust.<</if>><<if $equip is "shortsword">>
You begin flailing your shortsword at the priest, his concentration only momentarily interrupted as he deftly steps out of the way of your wild swings. You bring your sword directly down on him but miss by a hair, instead embedding your blade deep into his book. He finishes his chant and the atrium explodes in a golden light. The last thing you hear is the a roar of wind before your entire body is obliterated, leaving behind a small pile of blackened dust.<</if>><<if $equip is "staff">>
You approach the priest with your staff held up. You swing it at him and he turns away from your blows but does not try to block them. The wood impacts against his body with a soft thud, but does not harm him enough to stop him from finishing his chant. The atrium explodes in a golden light. The last thing you hear is the a roar of wind before your entire body is obliterated, leaving behind a small pile of blackened dust.<</if>>
[[Next.|Death]]You sprint across the garden, riding the wave of skeletons toward your attackers. You brandish your $equip and scan the crowd of invaders when you spot a glint in the back: a wiry woman in the back with a bow drawn and an arrow nocked. You take one step forward and it's the last thing you ever do, as the arrow enters your eye socket and explodes out the back of your skull, spraying shards of bone into the sea of white behind you. The rest of you collapses, lifeless, into the garden.
[[Next.|Death]]YOU HAVE PERISHED FOR THE SECOND TIME.