<div class="blur-box">\
<h4>15th-century Europe</h4>
Greetings!
A wealthy merchant has gathered together a group of scientists, inventors, craftspeople and sailors to help him embark on a journey of exploration and trade.
Just write your name in the ledger and you can head on in.
<h2>Visitor's Log</h2>
<<textbox "$playername" "">>
<<button "''Let's Go!''">>
<<if $playername.trim().length > 0>>
<<goto "2">>
<</if>>
<</button>>
</div>Renaissance: Trade & Exploration Through InventionsAK Learning DesginIn a time of bold ideas and distant dreams, one mission could change the course of history. Gather your team, unlock powerful inventions, and set sail into the unknown…<div class="blur-box">\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Captain Rodrigo Esteves</h5>\
//Portuguese//
A weathered sailor in his fifties with a voice like a cracked bell and eyes that have stared down more than one storm. Rodrigo has captained ships for over a decade. He’s a stickler for discipline but respected for his fairness and instincts at sea.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_captain.jpg" alt="Captain">\
</div>\
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Quartermaster Yusuf al-Karim</h5>\
//Spanish, Andalusian Muslim heritage//
Born in Granada, Spain, and raised among shipbuilders, Yusuf is responsible for rations, stores, and supplies. A master of logistics, he speaks several languages and reads charts like most men read prayers. Calm and calculating, he carries a curved dagger with ease.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_quartermaster.jpg" alt="Quartermaster">\
</div>\
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Boatswain (Bosun) Giulia di Orvieto</h5>\
//Italian, from Venice//
Giulia, a sailor who earned her place through grit and skill - and by first pretending to be a man. Her job is to maintain the rigging, ropes, and sails. Her voice cuts through wind like a whip, and the crew obeys it without question. Rumor has it she once climbed the mast during a squall to cut loose a tangled yardarm.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_boatswain.jpg" alt="Boatswain">\
</div>\
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Carpenter Adama Kouyaté</h5>\
//West African, from the Senegambian coast//
A skilled craftsman with knowledge of both ship repair and woodwork, Adama was hired after proving his skill in outfitting caravels in Madeira. His tools are always sharpened, and his stories - told around the fire - carry the rhythms of faraway lands.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_carpenter.jpg" alt="Carpenter">\
</div>\
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Navigator Jean Moreau</h5>\
//French, from Brittany//
Trained in the use of the magnetic compass and astrolabe, Jean is soft-spoken but razor-sharp. He carries hand-drawn maps and newly printed charts. He’s particularly interested in new trade routes and celestial navigation, often seen studying the sky at dawn.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_navigator.jpg" alt="Navigator">\
</div>
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Cook and Healer Siti al-Nur</h5>\
//North African, likely from Tunis//
Responsible for feeding the crew and tending to wounds and illnesses, Siti uses herbs and remedies passed down through generations. She speaks fluent Arabic and Portuguese, and though she’s not part of the command, no one dares disrespect her.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_cook.jpg" alt="Cook">\
</div>\
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Deckhand Tomasz Zielinski</h5>\
//Polish//
A tall, broad-shouldered seaman who joined in Seville after serving with merchants in the Baltic. Tomasz is strong, loyal, and not too talkative. He’s usually found coiling rope, helping with sails, or wrestling cargo into place.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_deckhand.jpg" alt="Deckhand">\
</div>\
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Cabin Boy Malik</h5>\
//Mixed Berber-Iberian//
Still in his teens, Malik was taken on to learn the trade. He runs messages, helps the cook, and watches the navigator work with quiet fascination. He’s sharp, full of questions, and dreams of captaining his own ship someday.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_cabin_boy.jpg" alt="Cabin Boy">\
</div>\
</div>
<<button "//↩ Back//" $return>>
<<set $returning_from_menu = true>>
<</button>>
</div><<link "''Help''" "Help">><</link>>
<<link "''Mission Status''" "Codex">><</link>>
<<link "''Glossary''" "Glossary">><</link>>
<<if $crew_menu_unlocked is true>><<link "''Ship Crew''" "Crew Log">><</link>><</if>>
<<if $reflection_unlocked is true>><<link "''Discussion Questions''" "Questions">><</link>><</if>>
<<if $information_passage_unlocked is true>><<link "''Information''" "Information">><</link>><</if>> <!-- since the scrollbar is built into the passages container, this code resets it to the top each time a new passage is loaded -->
<<script>>
var passages = document.getElementById("passages");
passages.scrollTop = 0;
<</script>>
<!-- code to reset the page title in the top right; can be changed or removed altogether as necessary -->
<<if tags().includes("title")>>\
<<elseif tags().includes("questions")>><h1>Reflection</h1>
<<elseif tags().includes("information")>><h1>Information</h1>
<<elseif tags().includes("crewlog")>><h1>Ship Crew</h1>
<<elseif tags().includes("codex")>><h1>Mission Status</h1>
<<elseif tags().includes("glossary")>><h1>Glossary</h1>
<<elseif tags().includes("help")>><h1>Help</h1>
<<else>><h1 style="color: var(--accent2);"><<print $chapter>></h1>
<</if>>\<<set $chapter to "Prologue">>
<<set $playerkey to "unknown">>
<<set $playerkey2 to "unknown">>
<<set $crew_menu_unlocked to false>>
<<set $currentPassageName = Passage.title>>
<<set $chapterprologue_complete to false>>
<<set $chapter1_complete to false>>
<<set $chapter2_complete to false>>
<<set $chapter3_complete to false>>
<<set $chapter4_complete to false>>
<<set $chapter5_complete to false>>
<<set $chapter6_complete to false>>
<<set $chapter7_complete to false>>
<<set $chapter8_complete to false>>
<<set $reputationlog to ["🛡️"]>>
<<set $my_research_topic2 to "blank">>
<<set $future_trade_connections = 0>>
<<set $reflection_unlocked to false>>
<<set $information_passage_unlocked to false>>
<<set $most_recent_place to "office">>
<<set $printing_press_visit_count to 0>>
<<set $docks_visit_count to 0>>
<<set $old_sailor_visit_count to 0>>
<<set $sailor_tales to 0>>
<<set $captain_visit_count to 0>>
<<set $young_sailor_count to 0>>
<<set $young_sailor_tale to false>>
<<set $young_sailor_unlocked to false>>
<<set $how_defend_pirates_question to false>>
<<set $do_ranged_weapons_work_question to false>>
<<set $warning_text_unlocked to false>>
<<set $ranged_weapons_text_unlocked to false>>
<<set $gunpowder_text_unlocked to false>>
<<set $ranged_weapons_choice_unlocked to false>>
<<set $gunpowder_choice_unlocked to false>>
<<set $nav_advice_question to false>>
<<set $does_trad_nav_work_question to false>>
<<set $charting_stars_text_unlocked to false>>
<<set $compass_text_unlocked to false>>
<<set $trad_nav_text_unlocked to false>>
<<set $trad_nav_choice_unlocked to false>>
<<set $compass_choice_unlocked to false>>
<<set $ships_types_text_unlocked to false>>
<<set $ship_advice_question to false>>
<<set $do_cogs_work_question to false>>
<<set $cog_text_unlocked to false>>
<<set $caravel_text_unlocked to false>>
<<set $cog_choice_unlocked to false>>
<<set $caravel_choice_unlocked to false>>
<<set $spoken_to_captain to false>>
<<set $navigation_gold_badge to false>>
<<set $good_leadership_badge to false>>
<<set $safety_badge to false>>
<<set $ship_repaired to false>>
<<set $nav_question_1_complete to false>>
<<set $nav_question_2_complete to false>>
<<set $nav_question_3_complete to false>>
<<set $nav_question_4_complete to false>>
<<set $cargo_gold to 0>>
<<set $cargo_ivory to 0>>
<<set $cargo_slaves to 0>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<<set $reputation to "Unknown">>
<<set $concerns_question_1_complete to false>>
<<set $concerns_question_2_complete to false>>
<<set $concerns_question_3_complete to false>>
<<set $concerns_question_4_complete to false>>
<<set $morale_boost to "undecided">> <div class="blur-box">\
You step into the merchant’s office and are surrounded by the scent of ink and parchment. The merchant stands in front of his desk, which is covered in maps and documents.
He turns to you, eyes sharp with ambition and impatience.
//Ever since those Turks took over Constantinople, trading in spices and silks has gotten so expensive! These land trade routes are not working for me.
I need ships to voyage South to new lands, and get me things to sell.
$playername, I am leaving this up to your team. Make it happen!//
[[Yes, sir!|3]]
</div>\<div class="blur-box">\
<h5>🌍 Geography & Exploration</h5>\
*Voyage – A long journey involving travel by sea.
*Navigator – A person responsible for planning the route and guiding a ship.
*Trade Route – A path followed by traders to exchange goods between places.
*Uncharted – A place not mapped or officially explored.
<h5>⛵ Sailing & Nautical Terms</h5>\
*Caravel – A small, fast ship used by explorers in the 14th–16th centuries.
*Cog – An older kind of trading ship that carried cargo.
*Deckhand – A sailor who performs basic work on a ship.
*Boatswain (or Bosun) – The crew member in charge of equipment and the deck crew.
*Quartermaster – A crew member who manages supplies and equipment on board.
*Brig – A jail or cell on a ship.
*Moorings – Ropes or chains used to tie a ship to a dock.
<h5>📦 Trade & Cargo</h5>\
*Crates – Boxes used for carrying goods.
*Ivory – A hard, white material from elephant tusks, often used for trade.
*Tusk – A long, curved tooth from an elephant.
*Cargo Hold – The part of a ship where goods are stored.
*Barter – Trading goods without using money.
*Merchant – A person who buys and sells goods for profit.
<h5>⚔️ Conflict & Defence</h5>\
*Raid – A sudden attack, often to steal goods or capture people.
*Pirates – Criminals who attack ships at sea.
*Cannons – Large guns used on ships.
*Grappling Hooks – Hooks on ropes used to pull ships close together.
*Gunpowder Weapons – Early guns and cannons that used black powder to fire.
<h5>🧭 Navigation & Tools</h5>\
*Astrolabe – A tool used to measure stars and help sailors find their position.
*Lead Line – A rope with a weight used to measure how deep the water is.
*Log Line – A rope used to measure how fast a ship is moving.
*Nocturnal – A tool used at night to tell time based on stars.
*Magnetic Compass – A tool using Earth’s magnetism to help navigate direction.
<h5>💬 Ethical & Emotional Terms</h5>\
*Captive – A person who has been taken by force and cannot leave freely.
*Slave – A person forced to work without pay or freedom.
*Raiders – People who attack and take things by force.
*Reputation – What others think about someone based on their past actions.
*Morale – The feelings and spirit of a group, especially in tough situations.
*Leadership – The ability to guide and make decisions for a group.
<<button "//↩ Back//" $return>>
<<set $returning_from_menu = true>>
<</button>>
</div><div class="blur-box">\
!!!Mission Status
<<nobr>>
Prologue: <<if $chapterprologue_complete is true>> ✅ Complete <<else>> //In Progress// <</if>>
<br>Chapter 1: <<if $chapter1_complete is true>> ✅ Complete <<elseif ($chapterprologue_complete is true) and ($chapter1_complete is false)>> //In Progress// <</if>>
<br>Chapter 2: <<if $chapter2_complete is true>> ✅ Complete <<elseif ($chapter1_complete is true) and ($chapter2_complete is false)>> //In Progress// <</if>>
<br>Chapter 3: <<if $chapter3_complete is true>> ✅ Complete <<elseif ($chapter2_complete is true) and ($chapter3_complete is false)>> //In Progress// <</if>>
<br>Chapter 4: <<if $chapter4_complete is true>> ✅ Complete <<elseif ($chapter3_complete is true) and ($chapter4_complete is false)>> //In Progress// <</if>>
<br>Chapter 5: <<if $chapter5_complete is true>> ✅ Complete <<elseif ($chapter4_complete is true) and ($chapter5_complete is false)>> //In Progress// <</if>>
<br>Chapter 6: <<if $chapter6_complete is true>> ✅ Complete <<elseif ($chapter5_complete is true) and ($chapter6_complete is false)>> //In Progress// <</if>>
<br>Chapter 7: <<if $chapter7_complete is true>> ✅ Complete <<elseif ($chapter6_complete is true) and ($chapter7_complete is false)>> //In Progress// <</if>>
<br>Chapter 8: <<if $chapter8_complete is true>> ✅ Complete <<elseif ($chapter7_complete is true) and ($chapter8_complete is false)>> //In Progress// <</if>>
<br>
<<if $navigation_gold_badge is true>>
<br>Achievement: 🏅 Successfully Navigated Away From The Coast
<</if>>
<<if $safety_gold_badge is true>>
<br>Achievement: 🏅 Successfully Defended Against Pirates
<</if>>
<<if $good_leadership_badge is true>>
<br>Achievement: 🏅 Good Leadership
<</if>>
<<if $chapter1_complete is true>>
<br><br>__Reputation Log:__
<br><<print $reputationlog.join(" | ")>>
<br><br>🛡️ Reputation: $reputation
<br>🔗 Future Trade Connections Fostered: $future_trade_connections
<br><br>❤️ Crew Morale: $crew_morale%
<br>🛠️ Ship Status: $ship_status%
<br>💰 Cargo to Trade: $cargo_to_trade crates
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<br>📦 Cargo Gained: $cargo_gained
<br><<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>
<</if>>
<</nobr>>
<<button "//↩ Back//" $return>>
<<set $returning_from_menu = true>>
<</button>>
</div>ORANGE: Game info - character page, codex, credits. Populate these with what you like.
GREEN: UI & game set-up elements. These can be edited to suit your needs.
RED: Code. Everything in these passages should be labelled; things might break if you mess with them.<!-- styling for the splash screen - hides all the menus only on this passage -->
<style>
#ui-bar {display:none;}
#passages {width:100vw;margin:0;background-image:var(--banner-top),var(--banner-bottom);background-repeat:no-repeat;background-size:50%;background-position:top center, bottom center;overflow:hidden;scrollbar-width:none;font-family:var(--header-font);transition:0s;padding:0;}
::-webkit-scrollbar {width:0px;}
.passage {text-align:center;transition:0s;}
#passages a:before {content: none;}
#story {margin-left:0; margin-right:0;}
.blur-box {margin-top: 25vh;}
h1 {text-align:center;}
@media screen and (max-width: 800px) {
.blur-box {margin-top: 10vh;padding:1em;}
#ui-bar.stowed ~ #story {
margin-left: 0vw;}
}
@media screen and (max-width: 1024px) and (min-width: 801px) {
.blur-box {margin-top: 25vh;padding:1em;}
}
</style>
<div class="blur-box">
<h1>Renaissance: Trade & Exploration Through Inventions</h1>
<<if Save.browser.auto.isEnabled() and Save.browser.auto.has(0)>>
<<link "''Resume Game''">>
<<script>>
Save.browser.auto.load(0).then(
() => {
Engine.show();
}).catch(error => {
console.error(error); UI.alert(error);
});
<</script>>
<</link>> |
<</if>>
<<link "''New Game''" "1">><</link>> |
<<link "''Load Game''">>
<<run UI.saves()>>
<</link>> |
<<link "''Settings''">>
<<run UI.settings()>>
<</link>>
</div> <div class="blur-box">\
!!!Your goal is to organise a trading voyage by sea to far-away lands.
$playername, you and your team will need to complete three investigative tasks in order to collect the keys needed to unlock your ''Team Gate'' - beyond which lies your future as explorers.
Once your team has collected all three keys, you will set sail on a trading voyage filled with challenges and choices that will require all the knowledge you have gathered to succcesfully complete.
Good luck!
[[Assemble Your Team|4]]
----
<<button "//↩ Back//" "2">><</button>>
</div>\<<silent>>
<<set $playername to 'Amy'>>
<<set $partner1name to 'Rob'>>
<<set $partner2name to 'Raymond'>>
<<set $playercount to 2>>
<<set $gunpowder_text_unlocked to true>>
<<set $ranged_weapons_text_unlocked to true>>
<<set $gunpowder_choice_unlocked to true>>
<<set $ranged_weapons_choice_unlocked to true>>
<</silent>>
<<link "Investigate ships">>
<<set $my_research_topic to "ships">>
<<set $chapter to "Chapter 1: Investigation">>
<<goto "Investigate ships">>
<</link>>
<<link "Investigate safety on the sea">>
<<set $my_research_topic to "safety">>
<<set $chapter to "Chapter 1: Investigation">>
<<goto "Investigate safety on the sea">>
<</link>>
<<link "Investigate navigation">>
<<set $my_research_topic to "navigation">>
<<set $chapter to "Chapter 1: Investigation">>
<<goto "Investigate navigation">>
<</link>>
Printing Presses
[[GP]]
[[NP]]
[[CP]]<div class="blur-box">\
!!!!How many members are in your team?
<<link "2 People">>
<<set $playercount = 2>>
<<goto "5">>
<</link>>
<<link "3 People">>
<<set $playercount = 3>>
<<goto "5">>
<</link>>
----
<<button "//↩ Back//" "3">><</button>>
</div><div class="blur-box">\
<<if $playercount is 2>>\
''Fill in your partner's name:'' <<textbox "$partner1name" "">>
<<button "''My Team is Assembled!''">>
<<if $partner1name.trim().length > 0>>
<<goto "6">>
<</if>>
<</button>>\
<<elseif $playercount is 3>>\
''Fill in the names of your partners:''
Partner 1: <<textbox "$partner1name" "">>
Partner 2: <<textbox "$partner2name" "">>
<<button "''My Team is Assembled!''">>
<<if ($partner1name.trim().length > 0) and ($partner2name.trim().length > 0)>>
<<goto "6">>
<</if>>
<</button>>
<</if>>\
----
<<button "//↩ Back//" "4">><</button>>
</div>\<div class="blur-box">\
<<if $playercount is 2>>\
Your team has gathered in the merchant’s planning room, where the table is crowded with maps, notes and scraps of new information. The task ahead is too big for one person alone, so you must divide the work with your partner, $partner1name.
Each of you will take on a different part of the investigation. It's time to decide where you’ll focus your efforts to make this voyage possible.\
<<elseif $playercount is 3>>\
Your team has gathered in the merchant’s planning room, where the table is crowded with maps, notes and scraps of new information. The task ahead is too big for one person alone, so you must divide the work with your partners, $partner1name and $partner2name.
Each of you will take on a different part of the investigation. It's time to decide where you’ll focus your efforts to make this voyage possible.
<</if>>\
Select ''your'' investigation topic below:
<<link "Investigate Ships">>
<<set $my_research_topic to "ships">>
<<set $current_research_topic to "ships">>
<<set $chapterprologue_complete to true>>
<<set $chapter to "Chapter 1: Investigation">>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('currentResearchTopic', { name: State.variables.playername });
}
<</script>>
<<goto "Investigate ships">>
<</link>>
<<link "Investigate Safety on the Sea">>
<<set $my_research_topic to "safety">>
<<set $current_research_topic to "safety">>
<<set $chapterprologue_complete to true>>
<<set $chapter to "Chapter 1: Investigation">>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('currentResearchTopic', { name: State.variables.playername });
}
<</script>>
<<goto "Investigate safety on the sea">>
<</link>>
<<link "Investigate Navigation">>
<<set $my_research_topic to "navigation">>
<<set $current_research_topic to "navigation">>
<<set $chapterprologue_complete to true>>
<<set $chapter to "Chapter 1: Investigation">>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('currentResearchTopic', { name: State.variables.playername });
}
<</script>>
<<goto "Investigate navigation">>
<</link>>
----
<<button "//↩ Change Your Team//" "4">><</button>>
</div><div class="blur-box">\
$playername, your goal is to get a ship that can travel safely and quickly to far-away places.
Do you want to:
[[⚓ Head to the Docks|CD]]
[[📜 Visit the Printing Press|CP]]
[[✅ I'm Ready!|CC]]
----
<<linkappend "//Change Investigation Topic//" t8n>>
⚠️ //This will erase all current progress// ⚠️
<<button "↩Continue" "Change Topic">><</button>>
<</linkappend>>\
</div>\<div class="blur-box">\
$playername, your goal is to ensure that the ship can travel safely through the oceans without being looted or attacked.
Do you want to:
[[⚓ Head to the Docks|GD]]
[[📜 Visit the Printing Press|GP]]
[[✅ I'm Ready!|GC]]
----
<<linkappend "//Change Investigation Topic//" t8n>>
⚠️ //This will erase all current progress// ⚠️
<<button "↩Continue" "Change Topic">><</button>>
<</linkappend>>\
</div>\<div class="blur-box">\
$playername, your goal is to ensure that the ship can travel to new trade locations and back again without getting lost at sea.
Do you want to:
[[⚓ Head to the Docks|ND]]
[[📜 Visit the Printing Press|NP]]
[[✅ I'm Ready!|NC]]
----
<<linkappend "//Change Investigation Topic//" t8n>>
⚠️ //This will erase all current progress// ⚠️
<<button "↩Continue" "Change Topic">><</button>>
<</linkappend>>\
</div>\<<if $most_recent_place isnot "docks">>\
<<set $docks_visit_count to $docks_visit_count+1>>\
<<set $most_recent_place to "docks">>\
<</if>>\
<div class="blur-box">\
<h2>Shipping Docks</h2>\
<<if $docks_visit_count lte 1>>\
You make your way down the cobbled street toward the harbour, where the scent of salt and seaweed thickens in the air. The docks are a noisy, lively place filled with the creak of wooden hulls and the shouts of sailors.
Tall masts rise like trees along the water’s edge. Some ships look battered from months at sea while others gleam as if newly built.
You pass bundles of cloth and strange goods wrapped in burlap. Nearby, a group of sailors leans against a stack of crates, laughing and arguing about ships, storms, and stories from foreign ports.
If anyone knows the real dangers and discoveries of sea travel, it's them. \
<<elseif ($docks_visit_count is 2) and ($young_sailor_unlocked is false)>>\
You stride back towards the harbour, hoping you can gather more information on your second visit. The old sailor and the captain are still working close-by, so this could be a good time to talk to them.\
<<elseif ($docks_visit_count gte 1) and ($young_sailor_unlocked is true)>>\
You head towards the end of the docks, where a large crowd watches the newly-arrived São Miguel offload her goods. Dockhands rush to unload the ship, shouting over the creaking of wood and the splash of waves against the hull.
Most of the crew looks busy, but off to one side you spot a young sailor. If you’re going to learn anything about the voyage of this new ship, this might be your chance. But the old sailor and the captain are also still on the dock, so this could be a good time to talk to them.\
<<else>>\
You return to the docks which are as loud and lively as before. The old sailor and the captain are still working close-by, and you wonder whether they would give you any new information. If only a new ship would arrive so that there would be new people to question. \
<</if>>\
<<nobr>>\
<<link "Talk to an old sailor who looks like he has been sailling for many years">>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>><</if>>
<<goto "G_Old">>
<</link>>
<br><br><<link "Talk to a sailor wearing a captain's uniform">>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>><</if>>
<<goto "G_Cap">>
<</link>>
<<if $young_sailor_unlocked is true>>
<br><br><<link "Talk to a young sailor from the São Miguel">>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>><</if>>
<<goto "G_Young">>
<</link>>
<</if>>
<</nobr>>
----
[[↩ Leave the Docks|Investigate safety on the sea]]
</div><<if $most_recent_place isnot "press">>\
<<set $printing_press_visit_count to $printing_press_visit_count+1>>\
<<set $most_recent_place to "press">>\
<</if>>\
<div class="blur-box">\
<h2>Printing Press</h2>\
<<if $printing_press_visit_count lte 1>>\
You step into the small, bustling workshop tucked between the baker and the blacksmith. The air smells faintly of ink and paper. Wooden trays filled with tiny metal letters line the walls, and a large press creaks rhythmically as an assistant turns a heavy crank. It's one of only a handful of printing presses in the region and people from nearby towns travel days just to see it.
A year ago, you might have waited weeks for a hand-copied manuscript or map. Now, thanks to this printing press, books and pamphlets filled with new ideas, discoveries, and inventions are being printed faster and shared with more people than ever before.
All the surfaces are filled with printed books, pamphlets and fliers. As you look around, a few titles jump out at you.\
<<elseif $printing_press_visit_count is 2 or $printing_press_visit_count is 3>>\
You step back into the bustling workshop and breathe in the smell of paper and ink. There are just as many options to choose from as you rememeber. You look around and spot a few titles. \
<<else>>\
You step back into the now-familiar printing-press, spotting some of the printed materials available. \
<</if>>\
<<nobr>>
<br><<link "Charting the Stars: A beginner's guide to celestial navigation" "PP1">><</link>>
<br><<link "Gutenberg's Wonder Invention" "PP2">><</link>>
<br><<link "The Travels of Marco Polo" "PP3">><</link>>
<<if $warning_text_unlocked is true>>
<br><<link "Warning to Mariners" "PP4">><</link>>
<</if>>
<<if $printing_press_visit_count gte 2>>
<br><<link "São Miguel Docks Today!" "PP5">><</link>>
<</if>>
<br><br>You look at the worker busily sorting papers behind the counter. There are so many different papers and publications available to read that you think someone really needs to know what to ask for to be able to find anything.
<br>Perhaps talking to sailors at the docks might give you ideas on what to ask for.
<<if $ranged_weapons_text_unlocked is true>>
<br><br><<link "Ask to see a pamphlet about ranged weaponry used on ships" "PP6">><</link>>
<</if>>
<<if $gunpowder_text_unlocked is true>>
<br><br><<link "Ask to see a pamphlet about the new substance from China being used in weapons" "PP7">><</link>>
<</if>>
<</nobr>>
----
[[↩ Leave the Printing Press|Investigate safety on the sea]]
</div><div class="blur-box">\
$playername, are helping to plan a dangerous voyage into uncharted waters, seeking new trade routes and untapped riches. The seas ahead are unpredictable: riddled with the threat of pirates, hostile ships, and unknown lands that may not welcome your arrival.
You’ve been tasked with a critical decision:
''How will you defend the ship, the crew, and its precious cargo on this perilous journey?''
<<if $ranged_weapons_choice_unlocked is true>>\
Will you rely on traditional ranged weapons like bows and crossbows - time-tested tools of defense, trusted by sailors for generations?
<<elseif $ranged_weapons_choice_unlocked is false>>\
Finding out about how ships currently protect themselves will surely give you some insights.\
<</if>>\
<<if $gunpowder_choice_unlocked is true>>\
Will you take a bold step into the unknown, choosing the mysterious new power of gunpowder - a foreign invention said to bring fire and thunder to the battlefield?
<<elseif $gunpowder_choice_unlocked is false>>\
Perhaps some research might uncover options you haven't considered.
<</if>>\
<<if ($ranged_weapons_choice_unlocked is true) or ($gunpowder_choice_unlocked is true)>>\
The choice is yours. Choose wisely.\
<</if>>
<<nobr>>
<<if $ranged_weapons_choice_unlocked is true>>
<br><<button "''Choose the traditional ranged weaponry''">>
<<goto "GLoop">>
<</button>>
<</if>>
<<if $gunpowder_choice_unlocked is true>>
<br><br><<button "''Choose gunpowder and associated weaponry''">>
<<goto "GComplete">>
<</button>>
<</if>>
<</nobr>>
----
Not ready yet?
[[⚓ Head to the Docks|GD]]
[[📜 Visit the Printing Press|GP]]
<<button "↩ Back" "Investigate safety on the sea">><</button>>
</div><<if $most_recent_place isnot "docks">>\
<<set $docks_visit_count to $docks_visit_count+1>>\
<<set $most_recent_place to "docks">>\
<</if>>\
<div class="blur-box">\
<h2>Shipping Docks</h2>\
<<if $docks_visit_count lte 1>>\
You make your way down the cobbled street toward the harbour, where the scent of salt and seaweed thickens in the air. The docks are a noisy, lively place filled with the creak of wooden hulls and the shouts of sailors.
Tall masts rise like trees along the water’s edge. Some ships look battered from months at sea while others gleam as if newly built.
You pass bundles of cloth and strange goods wrapped in burlap. Nearby, a group of sailors leans against a stack of crates, laughing and arguing about ships, storms, and stories from foreign ports.
If anyone knows the real dangers and discoveries of sea travel, it's them. \
<<elseif ($docks_visit_count is 2) and ($young_sailor_unlocked is false)>>\
You stride back towards the harbour, hoping you can gather more information on your second visit. The old sailor and the captain are still working close-by, so this could be a good time to talk to them.\
<<elseif ($docks_visit_count gte 1) and ($young_sailor_unlocked is true)>>\
You head towards the end of the docks, where a large crowd watches the newly-arrived São Miguel offload her goods. Dockhands rush to unload the ship, shouting over the creaking of wood and the splash of waves against the hull.
Most of the crew looks busy, but off to one side you spot a young sailor. If you’re going to learn anything about the voyage of this new ship, this might be your chance. But the old sailor and the captain are also still on the dock, so this could be a good time to talk to them.\
<<else>>\
You return to the docks which are as loud and lively as before. The old sailor and the captain are still working close-by, and you wonder whether they would give you any new information. If only a new ship would arrive so that there would be new people to question. \
<</if>>\
<<nobr>>\
<<link "Talk to an old sailor who looks like he has been sailling for many years">>
<<goto "C_Old">>
<</link>>
<br><br><<link "Talk to a sailor wearing a captain's uniform">>
<<goto "C_Cap">>
<</link>>
<<if $young_sailor_unlocked is true>>
<br><br><<link "Talk to a young sailor from the São Miguel">>
<<goto "C_Young">>
<</link>>
<</if>>
<</nobr>>
----
[[↩ Leave the Docks|Investigate ships]]
</div><<if $most_recent_place isnot "press">>\
<<set $printing_press_visit_count to $printing_press_visit_count+1>>\
<<set $most_recent_place to "press">>
<</if>>\
<div class="blur-box">\
<h2>Printing Press</h2>\
<<if $printing_press_visit_count lte 1>>\
You step into the small, bustling workshop tucked between the baker and the blacksmith. The air smells faintly of ink and paper. Wooden trays filled with tiny metal letters line the walls, and a large press creaks rhythmically as an assistant turns a heavy crank. It's one of only a handful of printing presses in the region and people from nearby towns travel days just to see it.
A year ago, you might have waited weeks for a hand-copied manuscript or map. Now, thanks to this printing press, books and pamphlets filled with new ideas, discoveries, and inventions are being printed faster and shared with more people than ever before.
All the surfaces are filled with printed books, pamphlets and fliers. As you look around, a few titles jump out at you.\
<<elseif $printing_press_visit_count is 2 or $printing_press_visit_count is 3>>\
You step back into the bustling workshop and breathe in the smell of paper and ink. There are just as many options to choose from as you rememeber. You look around and spot a few titles. \
<<else>>\
You step back into the now-familiar printing-press, spotting some of the printed materials available. \
<</if>>\
<<nobr>>
<br><<link "Gutenberg's Wonder Invention" "PP2">><</link>>
<br><<link "The Travels of Marco Polo" "PP3">><</link>>
<br><<link "Warning to Mariners" "PP4">><</link>>
<<if $ships_types_text_unlocked is true>>
<br><<link "Merchants Take Note: Ship Design Choices!" "PP12">><</link>>
<</if>>
<<if $printing_press_visit_count gte 2>>
<br><<link "São Miguel Docks Today!" "PP5">><</link>>
<</if>>
<br><br>You look at the worker busily sorting papers behind the counter. There are so many different papers and publications available to read that you think someone really needs to know what to ask for to be able to find anything.
<br>Perhaps talking to sailors at the docks might give you ideas on what to ask for.
<<if $caravel_text_unlocked is true>>
<br><br><<link "Ask to see a pamphlet about the new Portuguese ship design" "PP8">><</link>>
<</if>>
<<if $cog_text_unlocked is true>>
<br><br><<link "Ask to see a pamphlet about the Cog" "PP9">><</link>>
<</if>>
<</nobr>>
----
[[↩ Leave the Printing Press|Investigate ships]]
</div><div class="blur-box">\
$playername, you are helping to plan a long and perilous trading voyage across unknown seas in search of new routes and valuable cargo. The journey ahead is fraught with danger: shifting tides, hidden shoals, sudden storms, and coastlines that no map has yet charted. A single mistake could cost the ship its course - or its life.
You’ve been entrusted with a crucial decision:
''What kind of ship will you choose to carry your crew, cargo, and hopes across the deep?''
<<if $caravel_choice_unlocked is true>>\
Will you take a bold step into the unknown, seeking out a newer kind of ship crafted for speed and agility?
<<elseif $caravel_choice_unlocked is false>>\
Perhaps some research might uncover options you haven't considered.
<</if>>\
<<if $cog_choice_unlocked is true>>\
Will you rely on the time-tested cog - strong and familiar - built for coastal trade and trusted by generations of sailors?
<<elseif $cog_choice_unlocked is false>>\
Finding out about what ships are currently being used will surely give you some insights.
<</if>>\
<<if ($cog_choice_unlocked is true) or ($caravel_choice_unlocked is true)>>\
The choice is yours. Choose wisely.\
<</if>>
<<nobr>>
<<if $caravel_choice_unlocked is true>>
<br><<button "''Choose the Caravel''">>
<<goto "CComplete">>
<</button>>
<</if>>
<<if $cog_choice_unlocked is true>>
<br><br><<button "''Choose the Cog''">>
<<goto "CLoop">>
<</button>>
<</if>>
<</nobr>>
----
Not ready yet?
[[⚓ Head to the Docks|CD]]
[[📜 Visit the Printing Press|CP]]
<<button "↩ Back" "Investigate ships">><</button>>
</div><<if $most_recent_place isnot "docks">>\
<<set $docks_visit_count to $docks_visit_count+1>>\
<<set $most_recent_place to "docks">>\
<</if>>\
<div class="blur-box">\
<h2>Shipping Docks</h2>\
<<if $docks_visit_count lte 1>>\
You make your way down the cobbled street toward the harbour, where the scent of salt and seaweed thickens in the air. The docks are a noisy, lively place filled with the creak of wooden hulls and the shouts of sailors.
Tall masts rise like trees along the water’s edge. Some ships look battered from months at sea while others gleam as if newly built.
You pass bundles of cloth and strange goods wrapped in burlap. Nearby, a group of sailors leans against a stack of crates, laughing and arguing about ships, storms, and stories from foreign ports.
If anyone knows the real dangers and discoveries of sea travel, it's them. \
<<elseif ($docks_visit_count is 2) and ($young_sailor_unlocked is false)>>\
You stride back towards the harbour, hoping you can gather more information on your second visit. The old sailor and the captain are still working close-by, so this could be a good time to talk to them.\
<<elseif ($docks_visit_count gte 1) and ($young_sailor_unlocked is true)>>\
You head towards the end of the docks, where a large crowd watches the newly-arrived São Miguel offload her goods. Dockhands rush to unload the ship, shouting over the creaking of wood and the splash of waves against the hull.
Most of the crew looks busy, but off to one side you spot a young sailor. If you’re going to learn anything about the voyage of this new ship, this might be your chance. But the old sailor and the captain are also still on the dock, so this could be a good time to talk to them.\
<<else>>\
You return to the docks which are as loud and lively as before. The old sailor and the captain are still working close-by, and you wonder whether they would give you any new information. If only a new ship would arrive so that there would be new people to question. \
<</if>>\
<<nobr>>\
<<link "Talk to an old sailor who looks like he has been sailling for many years">>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>><</if>>
<<goto "N_Old">>
<</link>>
<br><br><<link "Talk to a sailor wearing a captain's uniform">>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>><</if>>
<<goto "N_Cap">>
<</link>>
<<if $young_sailor_unlocked is true>>
<br><br><<link "Talk to a young sailor from the São Miguel">>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>><</if>>
<<goto "N_Young">>
<</link>>
<</if>>
<</nobr>>
----
[[↩ Leave the Docks|Investigate navigation]]
</div><<if $most_recent_place isnot "press">>\
<<set $printing_press_visit_count to $printing_press_visit_count+1>>\
<<set $most_recent_place to "press">>\
<</if>>\
<div class="blur-box">\
<h2>Printing Press</h2>\
<<if $printing_press_visit_count lte 1>>\
You step into the small, bustling workshop tucked between the baker and the blacksmith. The air smells faintly of ink and paper. Wooden trays filled with tiny metal letters line the walls, and a large press creaks rhythmically as an assistant turns a heavy crank. It's one of only a handful of printing presses in the region and people from nearby towns travel days just to see it.
A year ago, you might have waited weeks for a hand-copied manuscript or map. Now, thanks to this printing press, books and pamphlets filled with new ideas, discoveries, and inventions are being printed faster and shared with more people than ever before.
All the surfaces are filled with printed books, pamphlets and fliers. As you look around, a few titles jump out at you.\
<<elseif $printing_press_visit_count is 2 or $printing_press_visit_count is 3>>\
You step back into the bustling workshop and breathe in the smell of paper and ink. There are just as many options to choose from as you rememeber. You look around and spot a few titles. \
<<else>>\
You step back into the now-familiar printing-press, spotting some of the printed materials available. \
<</if>>\
<<nobr>>
<br><<link "Warning to Mariners" "PP4">><</link>>
<br><<link "Gutenberg's Wonder Invention" "PP2">><</link>>
<br><<link "The Travels of Marco Polo" "PP3">><</link>>
<<if $charting_stars_text_unlocked is true>>
<br><<link "Charting the Stars: A beginner's guide to celestial navigation" "PP1">><</link>>
<</if>>
<<if $printing_press_visit_count gte 2>>
<br><<link "São Miguel Docks Today!" "PP5">><</link>>
<</if>>
<br><br>You look at the worker busily sorting papers behind the counter. There are so many different papers and publications available to read that you think someone really needs to know what to ask for to be able to find anything.
<br>Perhaps talking to sailors at the docks might give you ideas on what to ask for.
<<if $trad_nav_text_unlocked is true>>
<br><br><<link "Ask to see a pamphlet about traditional nautical navigation" "PP11">><</link>>
<</if>>
<<if $compass_text_unlocked is true>>
<br><br><<link "Ask to see a pamphlet about a new navigation tool from the East" "PP10">><</link>>
<</if>>
<</nobr>>
----
[[↩ Leave the Printing Press|Investigate navigation]]
</div><div class="blur-box">\
$playername, you are helping to plan a long and treacherous trading voyage across unfamiliar seas in search of new routes and valuable goods. The waters ahead are full of uncertainty: shifting winds, hidden reefs, and coastlines you’ve never seen before. A single wrong turn could see the ship lost to storms, stranded in hostile harbours, or swallowed by the vast unknown.
You’ve been given a vital task:
''How will you guide the ship safely through uncharted waters, and make sure it finds its way home again?''
<<if $trad_nav_choice_unlocked is true>>\
Will you trust the age-old methods of navigation - reading the stars and using trusty tools like the lead line and astrolabe - relied on by sailors for centuries?
<<elseif $trad_nav_choice_unlocked is false>>\
Finding out about how ships currently navigate the seas will surely give you some insights.\
<</if>>\
<<if $compass_choice_unlocked is true>>\
Will you embrace new, unproven technologies - mysterious instruments and innovations that promise to unlock safer, faster passage through uncharted waters?
<<elseif $compass_choice_unlocked is false>>\
Perhaps some research might uncover options you haven't considered.
<</if>>\
<<if ($trad_nav_choice_unlocked is true) or ($compass_choice_unlocked is true)>>\
The choice is yours. Choose wisely.\
<</if>>
<<nobr>>
<<if $trad_nav_choice_unlocked is true>>
<br><<button "''Choose the traditional navigation tools and methods''">>
<<goto "NLoop">>
<</button>>
<</if>>
<<if $compass_choice_unlocked is true>>\
<br><br><<button "''Choose navigation with the magnetic compass and maps''">>\
<<goto "NComplete">>
<</button>>\
<</if>>
<</nobr>>
----
Not ready yet?
[[⚓ Head to the Docks|ND]]
[[📜 Visit the Printing Press|NP]]
<<button "↩ Back" "Investigate navigation">><</button>>
</div><div class="blur-box">\
You pick up a flier, noting that it was printed that morning.\
<img src="warning_text.jpg" alt="Warning to Mariners Information" class="responsive-img">\
__The flier reads:__
//All captains, navigators, and trading crews are hereby warned:
Pirate sightings along key trade routes have increased. Vessels report being followed or attacked by ships bearing no flag and no code of honour.
Known Pirate Behaviours Include:
Boarding using grappling hooks and small boats
Firing arrows or stones from slings before closing in
Demanding trade goods as ransom
Escaping quickly into hidden coves or island inlets.//
<<nobr>>
<<if ($current_research_topic is "safety") and ($how_defend_pirates_question is false)>><br><h5>💬 Unlocked a Question for the Sailors</h5> <<set $how_defend_pirates_question to true>><<script>>
if (typeof umami !== 'undefined') {
umami.track('unlocked-a-question', { name: State.variables.playername });
}
<</script>><</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\
</div><div class="blur-box">\
You pick up a flier, noting that it was printed that morning.\
<img src="docking_news.jpg" alt="News Flier" class="responsive-img">\
__The flier reads:__
//The São Miguel Docks Today!
The Portuguese trading vessel, São Miguel, will arrive today at Dock 3, having returned safely from a six-month trading voyage down the coast of Africa.
We will soon see for ourselves how well the caravel design held up against the treacherous waters and long journey.
The merchant's guild invites all honest folk to witness the bounty of the sea. Come to the docks this evening to see the unloading of cargo and hear tales from the crew.//
<<nobr>>
<<if $young_sailor_unlocked is false>><br><h5>⚓ Unlocked a Dock Event </h5><<set $young_sailor_unlocked to true>><</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\
</div><div class="blur-box">\
You pick up a pamphlet about ranged weaponry used in shipping, marveling at how you have accesss to this information because of the printing press.\
<img src="arrows.jpg" alt="Ranged Weapons Information" class="responsive-img">\
__The pamphlet reads:__
//Traditional Ship Defense
Tried and Tested: Ranged Weapons you can trust
Crossbows use a trigger to shoot sharp bolts - easy to reload!
Archers with bows can rain down arrows onto enemy ships!
Spears and Javelins can be thrown to defend the ship during boarding.
These weapons can be aimed from afar!//
<<nobr>>
<<if $current_research_topic is "safety">>
<<if $do_ranged_weapons_work_question is false>>
<br><h5>💬 Unlocked a Question for the Sailors</h5>
<<set $do_ranged_weapons_work_question to true>>
<</if>>
<<if $ranged_weapons_choice_unlocked is false>>
<br><h5>✅ Unlocked a Final Choice Option</h5>
<<set $ranged_weapons_choice_unlocked to true>>
<</if>>
<</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>
<</if>>\
</div><div class="blur-box"> \
You pick up a book, knowing that you probably don't have time to read it all but thinking that you've heard about it and have been wanting to get yourself a copy. The book falls open on a page: \
<img src="marco_polo_text.jpg" alt="The Tavels of Marco Polo" class="responsive-img"> \
__The page reads:__
//In the court of the Great Khan, the walls were covered in gold, and the tables were made of solid silver. He had more elephants and camels than any king in Europe, and his messengers could ride for days without stopping, thanks to stations with fresh horses placed along every road.
I saw spices piled higher than a man’s head, and silk so fine it could pass through a ring. The people there burned black stones for fire (not wood!) and they had paper money, which they trusted as if it were gold.//
----
<<if $current_research_topic is "safety">> \
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\
</div><div class="blur-box"> \
You pick up a flier with a large image of a printing press. \
<img src="wonder_invention_text.jpg" alt="Wonder Invention Information" class="responsive-img"> \
__The flier reads:__
//Gutenberg’s Wonder Invention!
Johannes Gutenberg’s printing press has unlocked knowledge once previously only in the hands of scribes and nobles.
This incredible machine prints hundreds of pages in the time it once took to copy just one. No longer must news travel slowly. Now, it can be printed, packed and posted across the land!
The strange and brilliant inventions of the East can now be studied and spread quickly across Europe thanks to printing.
Not just a machine, but the future of knowledge!//
----
<<if $current_research_topic is "safety">> \
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>> \
<<link "↩ Leave the Printing Press">> \
<<goto "Investigate safety on the sea">>
<</link>> \
<<elseif $current_research_topic is "ships">> \
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>> \
<<link "↩ Leave the Printing Press">> \
<<goto "Investigate ships">>
<</link>> \
<<elseif $current_research_topic is "navigation">> \
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>> \
<<link "↩ Leave the Printing Press">> \
<<goto "Investigate navigation">>
<</link>> \
<</if>> \
</div><div class="blur-box"> \
You pick up a pamphlet that catches your eye, thinking that it could help you understand how to navigate on your voyage. \
<img src="charting_stars_text.jpg" alt="Charting Stars" class="responsive-img"> \
__The pamphlet reads:__
//Charting the Stars: A Beginner’s Guide to Celestial Navigation
The sky is like a giant map - one that appears every night. With practice, you can learn to read the stars to find your direction and return home safely.
This works best when sailing along the coast or on clear nights, and needs training and constant observation.
Pick up your own star chart from the printing press to begin your journey as a sky-reader today!//
<<nobr>>
<<if ($current_research_topic is "navigation") and ($nav_advice_question is false)>><br><h5>💬 Unlocked a Question for the Sailors</h5> <<set $nav_advice_question to true>><<script>>
if (typeof umami !== 'undefined') {
umami.track('unlocked-a-question', { name: State.variables.playername });
}
<</script>><</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">> \
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>> \
<<link "↩ Leave the Printing Press">> \
<<goto "Investigate safety on the sea">>
<</link>> \
<<elseif $current_research_topic is "ships">> \
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>> \
<<link "↩ Leave the Printing Press">> \
<<goto "Investigate ships">>
<</link>> \
<<elseif $current_research_topic is "navigation">> \
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>> \
<<link "↩ Leave the Printing Press">> \
<<goto "Investigate navigation">>
<</link>> \
<</if>> \
</div><div class="blur-box">\
You pick up a pamphlet about the newsubstance from China that is being used in weapons, amazed at how quickly information can spread now that the printing press can print it quickly and cheaply.\
<img src="gunpowder.jpg" alt="Gunpowder Information" class="responsive-img">\
__The pamphlet reads:__
//Gunpowder: A New Force for Defense
Gunpowder: a magical black powder from China that explodes when lit.
Pack it into cannons to fire heavy iron balls at enemy ships.
Use in muskets and hand-held weapons to shoot from a distance.
Gunpowder must be kept dry and carefully stored to avoid accidents.
Required trained crew to load, aim, and fire safely.
Creates a loud bang, thick smoke, and powerful impact to scare away pirates!//
<<nobr>>
<<if $current_research_topic is "safety">><<if $gunpowder_choice_unlocked is false>><br><h5>✅ Unlocked a Final Choice Option</h5> <<set $gunpowder_choice_unlocked to true>><</if>><</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\
</div><div class="blur-box">\
You pick up a pamphlet about the new type of ship from Portugal, amazed at how quickly information can spread now that the printing press can print it quickly and cheaply.\
<img src="caravel_text.jpg" alt="Caravel Flier" class="responsive-img">\
__The flier reads:__
//The Caravel: A Ship for a New Age
New design by the Portuguese
Two or more masts with lateen and square sails: good for sailing against the wind.
Sleek and lightweight: designed for speed and maneuverability.
Caution: Smaller cargo capacity. Requires skilled sailors to handle.
The sea waits for no one. With the Caravel, we may just outrun the horizon.//
<<nobr>>
<<if $current_research_topic is "ships">><<if $caravel_choice_unlocked is false>><br><h5>✅ Unlocked a Final Choice Option</h5> <<set $caravel_choice_unlocked to true>><</if>><</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\
</div><div class="blur-box">\
You pick up a pamphlet about Cogs, marveling at how you have accesss to this information because of the printing press.\
<img src="cog_text.jpg" alt="Cog Flier" class="responsive-img">\
__The pamphlet reads:__
//The Cog: Trusted Trade Vessel
A proven track record of stability in calm waters, like rivers and coastal areas.
Single mast with a square sail.
Carries large quantities of cargo in a deep hull with high, bulky sides.
Steered with a large rudder at the stern.
The Workhorse of the Sea
She'll carry what you need - and bring it home again.//
<<nobr>>\
<<if $current_research_topic is "ships">><<if $do_cogs_work_question is false>><br><h5>💬 Unlocked a Question for the Sailors</h5><<set $do_cogs_work_question to true>><</if>>
<br><<if $cog_choice_unlocked is false>><h5>✅ Unlocked a Final Choice Option</h5> <<set $cog_choice_unlocked to true>><</if>><</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\
</div><div class="blur-box">\
You pick up a pamphlet about a new type of navigation that comes from China, amazed at how quickly information can spread now that the printing press can print it quickly and cheaply.\
<img src="compass_text.jpg" alt="Compass Flier" class="responsive-img">\
__The pamphlet reads:__
//Another Wonder from China
Guided by the Needle: The Magnetic Compass
A new invention to revolutionize travel!
No matter where you are on the sea, the magnetic compass always points north - day, night and in any weather!
Works best when used with maps to track location and destination.
must be kept level and away from other magnets.
The stars may guide you, but they can't always light the way.//
<<nobr>>
<<if $current_research_topic is "navigation">><<if $compass_choice_unlocked is false>><br><h5>✅ Unlocked a Final Choice Option</h5> <<set $compass_choice_unlocked to true>><</if>><</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\
</div><div class="blur-box">\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
You pick up a booklet about how ships navigate at sea, marveling at how you have accesss to this information because of the printing press.\
</p>\
</div>\
<div class="flex-img">\
<img src="trad_nav_text.jpg" alt="Traditional Navigation Booklet">\
</div>\
</div>\
__You open the booklet and read:__
//Traditional Navigation: Find Your Way with Stars and the Coastline:
The night sky is a map to those who know how to read it. By watching the stars, a navigator can keep his course steady.//
//The North Star (Polaris): This bright star holds steady in the night sky, always pointing to the north. Keep it to your right, and you sail west. Keep it to your left, and you sail east.//
//The Moon and Sun: Judge time and distance by their rising and setting.//
//Some Tools of the Trade//
→ // The Lead Line: measure the depth of the sea using a rope with a weight at the end.//
→ // The Log Line: measure the ship's speed using a rope with knots tied at regular spaces, thrown over the stern. Count how many knots pass in a set time to know how far you have travelled.//
→ // The Nocturnal: a star clock, used by experienced navigators to tell the hour at night by the positions of stars.//
→ // Hug the Coast: follow the shape of the coastline and use known landmarks to guide your way.//
<<nobr>>
<<if $current_research_topic is "navigation">>
<<if $does_trad_nav_work_question is false>>
<br><h5>💬 Unlocked a Question for the Sailors</h5><<set $does_trad_nav_work_question to true>><</if>>
<<if $trad_nav_choice_unlocked is false>><br><h5>✅ Unlocked a Final Choice Option</h5> <<set $trad_nav_choice_unlocked to true>><</if>>
<</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\<div class="blur-box">\
<<nobr>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $old_sailor_visit_count to $old_sailor_visit_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $old_sailor_visit_count lte 1>>
You walk up to the old sailor, who stares at you as you approach. His eyes are narrowed beneath thick brows and his weather-worn face is marked by years of sun, salt, and storms. He doesn’t speak at first, just squints as if deciding whether or not to waste his breath.
<br>A moment passes. Then he mutters, "You don't look like a dock rat... What do you want, then?"
<<elseif $old_sailor_visit_count gte 2>>
You find the old sailor in the same spot, hunched over a coil of rope and watching the bustle of the docks with quiet judgment. He glances at you without surprise and grunts,
<br>“Back again, are you?”
<</if>>
</p>
</div>
<div class="flex-img">
<img src="old_sailor.jpg" alt="Old Sailor">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "GD">>
<</link>>
<br><br>__💬 Speak to the sailor:__
<br><<linkappend "Hi... I'm organising a trading voyage... could you tell me about how to be safe at sea?" t8n>>
<br>//The old sailor throws his head back and lets out a gravelly laugh. “Safe? No one is ever safe at sea, mate.”
<br>He leans in slightly, lowering his voice like he's sharing a secret. “That’s why we respect her... and why we never leave harbour without being ready for trouble.”//
<</linkappend>>
<<if $how_defend_pirates_question is true>>
<br><br><<linkappend "I've heard about the threat of pirates to trading vessels. Any advice on how to defend against them?" t8n>>
<br>//The old sailor squints at you. “Pirates, eh? You’d best be ready long before they’re on the horizon.” He taps the side of his nose with a calloused finger. “You’ll want weapons that speak before the enemy’s close: bows, crossbows... them ''ranged weapons'' you can read about at that printing press.”
<br>He glances out at the waves, voice turning low and steady. “And when the time comes... hope the wind favours your sails more than theirs.”//
<<if $ranged_weapons_text_unlocked is false>>
<br>📜 <h5>Unlocked a Text at the Printing Press </h5>
<<set $ranged_weapons_text_unlocked to true>>
<</if>>
<</linkappend>>
<</if>>
<<if ($sailor_tales % 3) is 0>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//The sailor chuckles to himself. "I have tales, friend - more tales than the sea's got secrets. Tales that'll chill your bones and scare the breeches clean off ya.”//
<<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<elseif ($sailor_tales % 3) is 1>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//He leans closer, lowering his voice. "Once saw a ship sail straight into the fog and never come out. Not a shred left but the whisper of her name on the wind.”//
<<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<elseif ($sailor_tales % 3) is 2>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//"Ever heard of the ghost galleon? Sails torn, crew long dead... but she still chases merchant ships at night.”//
<<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<else>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//The sailor grunts and turns back to the sea. "That's all you’ll get from me right now, friend. Best you get moving."//
<</linkappend>>
<</if>>
<</nobr>>
----
[[⚓ Back to Docks|GD]]
[[↩ Leave the Docks|Investigate safety on the sea]]
</div><div class="blur-box">\
<<nobr>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $captain_visit_count to $captain_visit_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $captain_visit_count lte 1>>
The man before you carries himself like the sea answers to him.
<br>The gold buttons on his navy doublet catch the light and gleam like polished coins. His eyes are fixed on the horizon, unblinking, as he stands with hands planted firmly on his hips and feet braced like the dock beneath him might lurch at any moment.
<<elseif $captain_visit_count gte 2>>
The captain glances your way. "Back again? Curious minds make fine sailors… or dangerous ones." His eyes narrow slightly. "What knowledge are you chasing this time?"
<</if>>
</p>
</div>
<div class="flex-img">
<img src="captain.jpg" alt="Captain">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "GD">>
<</link>>
<br><br>__💬 Speak to the captain:__
<br><<linkappend "Sir, I know your time is valuable but I hope you could spare some. I'm organising a trading voyage and wonder if you could tell me how to be safe at sea?" t8n>>
<br>//The captain exhales sharply through his nose, his gaze cutting to you like a drawn blade. "You're asking how to be safe at sea?" he repeats, each word edged with disbelief. "That's like asking how to survive life itself."
<br>He steps forward slightly, the leather of his belts creaking. "Too broad. The sea doesn’t favour the vague. You want my help? Bring me a real question. Until then, you're wasting both our time."//
<<if $warning_text_unlocked is false>>
<br>📜 <h5>Unlocked a Text at the Printing Press </h5>
<<set $warning_text_unlocked to true>>
<</if>>
<</linkappend>>
<<if $how_defend_pirates_question is true>>
<br><br><<linkappend "I've heard about the threat of pirates to trading vessels. Any advice on how to defend against them?" t8n>>
<br>//The captain turns to face you fully this time, expression hardening. "Pirates, is it? You want advice on defending against them?" He lets out a dry laugh.
<br>"That question’s as wide as the ocean and just as full of holes. What kind of ship are you sailing? What crew? What waters? What cargo? You plan to run, fight, or bargain?"
<br>He leans in slightly, voice low and firm. "Come back when you know what you're dealing with. Vague questions sink faster than leaky hulls."//
<</linkappend>>
<</if>>
<<if $do_ranged_weapons_work_question is true>>
<br><br><<linkappend "I've read about using ranged weapons like crossbows and arrows to fight off pirates. Do they work?" t8n>>
<br>//The captain raises an eyebrow, folding his arms across his chest. "Well, they’ve done the job for some, and failed others just as quick."
<br>He glances toward the harbor, eyes narrowing. "There’s a ship docking today; might’ve already slipped in while we’ve been talking. Word is, she tangled with pirates and made it back."
<br>He jerks his chin toward the far end of the quay. "If you want real answers, go see the crew who held the line. End of the docks. You’ll know her when you see her."//
<<if $young_sailor_unlocked is false>>
<br><h5>⚓ Unlocked a Dock Event </h5>
<<set $young_sailor_unlocked to true>>
<</if>>
<</linkappend>>
<</if>>
<</nobr>>
----
[[⚓ Back to Docks|GD]]
[[↩ Leave the Docks|Investigate safety on the sea]]
</div><div class="blur-box">\
<<nobr>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $young_sailor_count to $young_sailor_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $young_sailor_count lte 1>>
The young man leans against a crate, the scent of salt and tar still clinging to him like a second skin. He straightens as you approach, flashing a tired but genuine grin. "You caught me just in time. We docked barely an hour ago."
<br>He offers a relaxed salute, the kind shared more in jest than formality. "Name’s Tom. First mate... well, unofficially. Depends who’s asking." He chuckles, shifting the weight of the faded crimson cloak slung over his shoulder.
<br>"You here to hear about our voyage?" He doesn’t wait for your answer. "Figured as much. Word spreads fast when you've got stories to tell."
<<else>>
Tom grins as he spots you approaching, pushing off from the crate where he’d been lounging. "You again? Not that I mind; beats swabbing decks or hauling crates!"
<br>He winks. "Got a question, or just here for the charm?"
<</if>>
</p>
</div>
<div class="flex-img">
<img src="young_sailor.jpg" alt="Young Sailor">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "GD">>
<</link>>
<br><br>__💬 Speak to the young sailor:__
<br><<linkappend "I'm organising a trading voyage and wonder if you could tell me how to be safe at sea?" t8n>>
<br>//Tom’s eyes light up at the question, and he leans forward with a grin. "Well, first thing: don’t fall in!" He laughs at his own joke, then shrugs good-naturedly.
<br>"Honestly? Keep your boots dry, your ropes tight, and your crew happier than your captain." He winks. //
<</linkappend>>
<<if $how_defend_pirates_question is true>>
<br><br><<linkappend "Tell me, how did you fight off the pirates?" t8n>>
<br>//Tom lets out a low whistle, shaking his head as if he’s still reliving the moment. "We were lucky, no two ways about it. They came at us fast, but we had lads up on the stern firing arrows; kept ’em ducking long enough to throw off their aim."
<br>He grins, eyes flashing with a mix of pride and disbelief. "But truth be told, it was the wind that saved us. Caught a gust just when we needed it: full sails, clean break. If the sea hadn't been with us…"
<br>He trails off, then shrugs with a crooked smile. "Let’s just say I wouldn’t be standing here swapping stories."//
<<if $ranged_weapons_text_unlocked is false>>
<br>📜 <h5>Unlocked a Text at the Printing Press </h5>
<<set $ranged_weapons_text_unlocked to true>>
<</if>>
<<set $young_sailor_tale to true>>
<<if $do_ranged_weapons_work_question>>
<<replace "#follow-up-question">>
<br><br><<linkappend "I've read about using ranged weapons like crossbows and arrows to fight off pirates, but you said they didn't really work. What other suggestions do you have?" t8n>>
<br>//Tom scratches at the stubble on his jaw with a thoughtful hum. "The arrows helped - slowed ’em down a bit."
<br>He leans in slightly, dropping his voice like he is sharing a secret. "Heard talk in one of the ports… something about a black powder, from far off in China. They say it makes weapons that boom - real thunder and fire stuff."
<br>He straightens, clearly unsure but intrigued. "Don’t know if I believe half of it but you might find more about it over there." He nods toward the Printing Press.//
<<if $gunpowder_text_unlocked is false>>
<br>📜 <h5>Unlocked a Text at the Printing Press </h5>
<<set $gunpowder_text_unlocked to true>>
<</if>>
<</linkappend>>
<</replace>>
<</if>>
<</linkappend>>
<</if>>
<div id="follow-up-question">
<<if ($do_ranged_weapons_work_question is true) and ($young_sailor_tale is true)>>
<br><br><<linkappend "I've read about using ranged weapons like crossbows and arrows to fight off pirates, but you said they didn't really work. What other suggestions do you have?" t8n>>
<br>//Tom scratches at the stubble on his jaw with a thoughtful hum. "The arrows helped - slowed ’em down a bit."
<br>He leans in slightly, dropping his voice like he is sharing a secret. "Heard talk in one of the ports… something about a black powder, from far off in China. They say it makes weapons that boom - real thunder and fire stuff."
<br>He straightens, clearly unsure but intrigued. "Don’t know if I believe half of it but you might find more about it over there." He nods toward the Printing Press.//
<<if $gunpowder_text_unlocked is false>>
<br>📜 <h5>Unlocked a Text at the Printing Press</h5>
<<set $gunpowder_text_unlocked to true>>
<</if>>
<</linkappend>>
<</if>>
</div>
<</nobr>>
----
[[⚓ Back to Docks|GD]]
[[↩ Leave the Docks|Investigate safety on the sea]]
</div>//The sailor chuckles to himself. "I have tales, friend - more tales than the sea's got secrets. Tales that'll chill your bones and scare the breeches clean off ya.”////He leans closer, lowering his voice. "Once saw a ship sail straight into the fog and never come out. Not a shred left but the whisper of her name on the wind.”////"Ever heard of the ghost galleon? Sails torn, crew long dead... but she still chases merchant ships at night.”////The sailor grunts and turns back to the sea. "That's all you’ll get from me right now, friend. Best you get moving."//<div class="blur-box">\
<h3>Choice: Traditional Ranged Weapons</h3>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
You commission the purchase of crossbows, arrows, and catapults: reliable tools from a time long before powder and flame.
</p>\
</div>\
<div class="flex-img">\
<img src="ranged_weapons_cargo.jpg" alt="Ranged weapons">\
</div>\
</div>\
The fleet sets out on a test voyage, cautiously navigating unfamiliar waters. But days into the voyage, dark sails appear on the horizon. \
<<linkappend "Pirates." t8n>>
<img src="pirates_attack.jpg" alt="Pirates Attack" class="responsive-img"> \
<</linkappend>>\
They’re faster than expected, and their ships are armed with weapons you’ve only heard rumours of - ones that roar like thunder.
Your crew fights bravely, but the pirates board with ease. The entire cargo - wool, salt and wine - is taken. Even the weapons are gone. The sailors limp back to port, empty-handed and bitter.
$playername, are you certain this was the right choice for such a dangerous journey?
----
[[↩ Back|GC]]
</div><div class="blur-box">\
<h3>Choice: Gun Powder and Associated Weaponry</h3>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
You commission the purchase of cannons, small hand-held guns, and a stockpile of black powder - a bold investment in a mysterious new technology. The fleet sets out on a test voyage, sails full and spirits high, braving the unknown with thunder at the ready.
</p>\
</div>\
<div class="flex-img">\
<img src="gun_weapons_cargo.jpg" alt="Ranged weapons">\
</div>\
</div>\
Midway through the voyage, dark shapes appear on the horizon. \
<<linkappend "Pirates." t8n>>
<img src="pirates_attack.jpg" alt="Pirates Attack" class="responsive-img"> \
<</linkappend>>\
Before they can close the distance, your ships fire a warning volley. Cannonballs roar through the air, splintering the sea in their path, and the pirate ship veers off. They are unwilling to face this new and terrifying force.
Your crew cheer and chant your name. "$playername! $playername! $playername!"
The voyage continues safely around the coasts of the Atlantic and the North Sea. Your ships return triumphantly, laden with wool, salt, and wine for trade.
You’ve unlocked the secret to safety at sea!
🗝️ The key is: <<linkreplace "//click here//" t8n>> ''powder'' <</linkreplace>>\
----
<<if $playercount is 3>>\
The open sea awaits! Hold tight to that key, you're going to need it!
<<button "🧭''Ready to Voyage''">>\
<<set $playerkey to "powder">>\
<<set $reputation to "Safety Expert">>\
<<run $reputationlog.push("Safety Expert")>>
<<goto "TG1">>\
<</button>>\
<<elseif $playercount is 2>>\
Hold tight to that key, you're going to need it!
<<button "✅ ''Continue''">>\
<<set $playerkey to "powder">>\
<<set $reputation to "Safety Expert">>\
<<run $reputationlog.push("Safety Expert")>>
<<goto "Holding">>\
<</button>>\
<</if>>\
</div><<silent>>
<<set $most_recent_place to "office">>
<<set $printing_press_visit_count to 0>>
<<set $docks_visit_count to 0>>
<<set $old_sailor_visit_count to 0>>
<<set $sailor_tales to 0>>
<<set $captain_visit_count to 0>>
<<set $young_sailor_count to 0>>
<<set $young_sailor_tale to false>>
<<set $young_sailor_unlocked to false>>
<<set $how_defend_pirates_question to false>>
<<set $do_ranged_weapons_work_question to false>>
<<set $warning_text_unlocked to false>>
<<set $ranged_weapons_text_unlocked to false>>
<<set $gunpowder_text_unlocked to false>>
<<set $ranged_weapons_choice_unlocked to false>>
<<set $gunpowder_choice_unlocked to false>>
<<set $nav_advice_question to false>>
<<set $does_trad_nav_work_question to false>>
<<set $charting_stars_text_unlocked to false>>
<<set $compass_text_unlocked to false>>
<<set $trad_nav_text_unlocked to false>>
<<set $trad_nav_choice_unlocked to false>>
<<set $compass_choice_unlocked to false>>
<<set $ships_types_text_unlocked to false>>
<<set $ship_advice_question to false>>
<<set $do_cogs_work_question to false>>
<<set $cog_text_unlocked to false>>
<<set $caravel_text_unlocked to false>>
<<set $cog_choice_unlocked to false>>
<<set $caravel_choice_unlocked to false>>
<<set $spoken_to_captain to false>>
<<set $playerkeystored to $playerkey>>
<<set $playerkey to "unknown">>
<</silent>>\
<div class="blur-box">\
<h3>Continue Investigating</h3>
$playername, you and $partner1name each chose one path to investigate, which means that there is still one topic left to look into.
It does not matter which of you researches this topic - or if you decide to do it together - but as a team you will need the knowledge of all three areas in order to have a successful voyage.
Beware - once you start down the path of an investigation, you will have to see it through to the end.
Select an investigation topic below:
<<if $my_research_topic is "ships">>\
<<link "Investigate Navigation">>\
<<set $my_research_topic2 to "navigation">>\
<<set $current_research_topic to "navigation">>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('currentResearchTopic', { name: State.variables.playername });
}
<</script>>
<<goto "Investigate navigation">>\
<</link>>
<<link "Investigate Safety on the Sea">>\
<<set $my_research_topic2 to "safety">>\
<<set $current_research_topic to "safety">>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('currentResearchTopic', { name: State.variables.playername });
}
<</script>>
<<goto "Investigate safety on the sea">>\
<</link>>\
<<elseif $my_research_topic is "safety">>\
<<link "Investigate Ships">>\
<<set $my_research_topic2 to "ships">>\
<<set $current_research_topic to "ships">>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('currentResearchTopic', { name: State.variables.playername });
}
<</script>>
<<goto "Investigate ships">>\
<</link>>
<<link "Investigate Navigation">>\
<<set $my_research_topic2 to "navigation">>\
<<set $current_research_topic to "navigation">>
<<goto "Investigate navigation">>\
<</link>>\
<<elseif $my_research_topic is "navigation">>
<<link "Investigate Ships">>\
<<set $my_research_topic2 to "ships">>\
<<set $current_research_topic to "ships">>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('currentResearchTopic', { name: State.variables.playername });
}
<</script>>
<<goto "Investigate ships">>\
<</link>>
<<link "Investigate Safety on the Sea">>\
<<set $my_research_topic2 to "safety">>\
<<set $current_research_topic to "safety">>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('currentResearchTopic', { name: State.variables.playername });
}
<</script>>
<<goto "Investigate safety on the sea">>\
<</link>>\
<</if>>\
----
<h3>Ready to Voyage?</h3>
The open sea awaits! Hold tight to your keys, you're going to need them!
<<button "🧭''Ready to Voyage''">>\
<<goto "TG1">>\
<</button>>
</div><div class="blur-box">\
<h3>Ready to Set Sail</h3>
You arrive at a grand wooden gate set into the dock wall, carved with waves, stars, and swirling winds. This is the <<linkappend "Team Gate." t8n>>
<img src="team_gate.jpg" alt="Team Gate" class="responsive-img"> \
<</linkappend>>
Beyond lies your ship, your supplies, and your future as explorers of new trade routes.
But this gate doesn’t open for just anyone. It only unlocks when the full crew is ready, and each explorer has brought back their key piece of knowledge.
The merchant approaches, eyes wide with excitement.
“You’ve each done your part. Now, put your heads together. What did you discover?”
To open the gate and launch your mission, you must enter the three secret keys - one from each path:
⚓ The secret key to shipping is: <<textbox "$shippingkey" "">>
🗺️ The secret key to navigation is: <<textbox "$navigationkey" "">>
⚔️ The secret key to safety at sea is: <<textbox "$safetykey" "">>
<<button "🗝️''Unlock the Gate''">>\
<<goto "TG1Unlocked">>\
<<script>>
if (typeof umami !== 'undefined') {
umami.track('team-gate-submission', { researchTopic1: State.variables.my_research_topic, researchTopic2: State.variables.my_research_topic2, shippingKey: State.variables.shippingkey, navigationKey: State.variables.navigationkey, safetyKey: State.variables.safetykey});
}
<</script>>
<</button>>
</div><div class="blur-box">\
<<nobr>>
<<if ($shippingkey.toLowerCase().trim() is "speed") and ($navigationkey.toLowerCase().trim() is "direction") and ($safetykey.toLowerCase().trim() is "powder")>>
<div class="flex-wrap">
<div class="flex-text">
<p>
The merchant's eyes widen, and a slow smile spreads across his face.
<br>"Ah… that’s it!"
<br><br>Behind him, the carved gate begins to glow with a warm, golden light. The symbols shimmer, then click into place.
<br>The path forward opens.
</p>
</div>
<div class="flex-img">
<img src="gate_open.jpg" alt="Team Gate Open">
</div>
</div>
<br>From the harbour, the ship lets out a low groan as the tide pulls her eagerly toward the open sea. The sails are ready. The crew is waiting.
<br><br>The merchant clasps your hand firmly. "Your team has chosen well, $playername. We have readied a caravel and stocked it with gunpowder and weapons for defence; a magnetic compass with maps for navigation; and a hold full of goods to trade. Now, it’s time."
<br><br>He unrolls a worn map, finger tracing a bold line southwards down the coast. "Sail south. Beyond the familiar ports lie lands untapped by our traders. I’ve heard whispers - of gold, ivory... riches waiting to be found."
<br> He looks you in the eye, voice low and urgent. "Bring back anything of value."
<br><br><<button "''Continue''">>
<<set $chapter1_complete to true>>
<<set $chapter to "Chapter 2: Setting Out">>
<<set $crew_menu_unlocked to true>>
<<goto "VStart">>
<</button>>
<<else>>
<div class="flex-wrap">
<div class="flex-text">
<p>
The merchant narrows his eyes, arms crossed tightly over his chest.
<br>"Hmm... that doesn’t sound like the key I was expecting."
<br><br>Behind him, the carved gate shudders, symbols flickering with a weak glow and then fading into stillness.
<br><br>''It remains firmly shut.''
</p>
</div>
<div class="flex-img">
<img src="team_gate.jpg" alt="Team Gate">
</div>
</div>
<br><br>From beyond, you hear the restless creak of timber and the distant cries of gulls circling over the harbour. The ship is ready and restless to go.
<br><br>Have you uncovered every clue? Do you remember
<<if $my_research_topic is "safety">>
<<linkappend "your key:" t8n>> ''powder''
<</linkappend>>
<<elseif $my_research_topic is "ships">>
<<linkappend "your key:" t8n>> ''speed''
<</linkappend>>
<<elseif $my_research_topic is "navigation">>
<<linkappend "your key:" t8n>> ''direction''<</linkappend>>
<</if>>
<<if $my_research_topic2 is "safety">>
<<linkappend ", and your second key:" t8n>> ''powder''
<</linkappend>>
<<elseif $my_research_topic2 is "ships">>
<<linkappend ", and your second key:" t8n>> ''speed''
<</linkappend>>
<<elseif $my_research_topic2 is "navigation">>
<<linkappend ", and your second key:" t8n>> ''direction''
<</linkappend>>
<</if>>
<br><br>Speak to your crew, and try again.
<br><br>⚓ The secret key to shipping is: <<textbox "$shippingkey" "">>
<br><br>🗺️ The secret key to navigation is: <<textbox "$navigationkey" "">>
<br><br>⚔️ The secret key to safety at sea is: <<textbox "$safetykey" "">>
<br><br><<button "🗝️''Unlock the Gate''">>
<<goto "TG1Unlocked">>
<</button>>
<</if>>
<</nobr>>
</div><div class="blur-box">\
<h3>Choice: The Cog</h3>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
You commission a fleet of sturdy cogs: broad, reliable ships trusted for generations of coastal trade. With deep cargo holds and high sides, they seem well suited for the journey ahead.
</p>\
</div>\
<div class="flex-img">\
<img src="cog_cargo.jpg" alt="The Cog">\
</div>\
</div>\
But as the fleet pushes into deeper, unfamiliar waters on their test voyage, trouble brews.
<<linkappend "A storm." t8n>>
<img src="sea_dark.jpg" alt="Storm at Sea" class="responsive-img"> \
<</linkappend>>
Storms catch the heavy ships off guard; they drift rather than slice through the wind and are difficult to navigate in the rough waters.
When the storm finally clears, the ship clings close to a familiar shore to avoid the rough seas of the open ocean. Having found no new lands to trade with, the fleet returns home empty-handed.
$playername, are you sure the cog was the right ship for a voyage into the unknown?
----
[[↩ Back|CC]]
</div>\<div class="blur-box">\
<h3>Choice: Navigate with Traditional Tools and Methods</h3>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
You hire a skilled navigator who relies on coastline landmarks, the stars, and the sun’s movement to guide the fleet through unknown waters.
</p>\
</div>\
<div class="flex-img">\
<img src="naut_nav_cargo.jpg" alt="Traditional Navigation at Sea">\
</div>\
</div>\
The fleet sets out on a test voyage, cautiously navigating out into the open waters. But days into the voyage, a fearsome sight lies on the horizon.
<<linkappend "A storm." t8n>>
<img src="storm_at_sea.jpg" alt="Storm at Sea" class="responsive-img"> \
<</linkappend>>
A fierce storm rolls in, blotting out stars and swallowing the coastline from sight. The navigator is left without guides, adrift in a vast, grey sea.
When the storm finally clears, the ship clings close to a familiar shore to avoid getting lost again. Having found no new lands to trade with, the fleet returns home empty-handed.
$playername, are you sure this was the right choice for such a perilous journey?
----
[[↩ Back|NC]]
</div>\<div class="blur-box">\
<<nobr>>\
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $old_sailor_visit_count to $old_sailor_visit_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $old_sailor_visit_count lte 1>>
You walk up to the old sailor, who stares at you as you approach. His eyes are narrowed beneath thick brows and his weather-worn face is marked by years of sun, salt, and storms. He doesn’t speak at first, just squints as if deciding whether or not to waste his breath.
<br>A moment passes. Then he mutters, "You don't look like a dock rat... What do you want, then?"
<<elseif $old_sailor_visit_count gte 2>>
You find the old sailor in the same spot, hunched over a coil of rope and watching the bustle of the docks with quiet judgment. He glances at you without surprise and grunts,
“Back again, are you?”
<</if>>
</p>
</div>
<div class="flex-img">
<img src="old_sailor.jpg" alt="Old Sailor">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "ND">>
<</link>>
<br><br>__💬 Speak to the sailor:__
<br><<linkappend "Hi... I'm organising a trading voyage... could you tell me about how to find your way at sea?" t8n>>
<br>//The old sailor throws his head back and lets out a gravelly laugh. “Find your way?” he wheezes, wiping a tear from his weather-worn cheek. “At sea, friend, the way finds you.”
<br>He leans in, voice dropping to a low, knowing murmur. “Keep your eyes open and your mind sharp, it’s the only way to stay on course.”//
<</linkappend>>
<<if $nav_advice_question is true>>
<br><br><<linkappend "I've read about navigating using the stars... do you know about this or know what tools to use?" t8n>>
<br>//The old sailor squints at you, eyes narrowing. “The stars, eh? Smart thinking. They’ve guided sailors long before you were a twinkle in your mother's eye.”
<br>He taps the side of his nose with a calloused finger. “You want to find your way? Stick close to the coast when you can, follow the shape of the land. And when there’s naught but sea around you, look up.”
<br>He nods toward the sky, voice turning low and steady.
<br>“The North Star won’t lie, and the heavens always know the way... if you’ve got the sense to read ’em. Go read about traditional nautical navigation.”
<<if $trad_nav_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $trad_nav_text_unlocked to true>>
<</if>>
<</linkappend>>
<</if>>
<<if ($sailor_tales % 3) is 0>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//The sailor chuckles to himself. "I have tales, friend - more tales than the sea's got secrets. Tales that'll chill your bones and scare the breeches clean off ya.”//
<<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<elseif ($sailor_tales % 3) is 1>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//The sailor’s expression darkens, his voice a low rasp. "Some say there’s a place where the stars spin wrong and time forgets itself."
<br>He glances skyward. "I sailed near it once. Took us a week to get back on course... or so we thought. When we docked, the harbourmaster swore we’d only been gone a day."//
<<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<elseif ($sailor_tales % 3) is 2>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//He scratches at his beard, eyes distant. "There’s a current near the western isles - looks calm, feels calm... but it pulls like the devil’s grip. Drags whole fleets out into nothing.”
<br>He grins without humour. "We call it the Sea’s Snare. Best you never meet it."// <<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<else>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//The sailor grunts and turns back to the sea. "That's all you’ll get from me right now, friend. Best you get moving."//
<</linkappend>>
<</if>>
<</nobr>>
----
[[⚓ Back to Docks|ND]]
[[↩ Leave the Docks|Investigate navigation]]
</div><div class="blur-box">\
<<nobr>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $captain_visit_count to $captain_visit_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $captain_visit_count lte 1>>
The man before you carries himself like the sea answers to him.
<br>The gold buttons on his navy doublet catch the light and gleam like polished coins. His eyes are fixed on the horizon, unblinking, as he stands with hands planted firmly on his hips and feet braced like the dock beneath him might lurch at any moment.
<<elseif $captain_visit_count gte 2>>
The captain glances your way. "Back again? Curious minds make fine sailors… or dangerous ones." His eyes narrow slightly. "What knowledge are you chasing this time?"
<</if>>
</p>
</div>
<div class="flex-img">
<img src="captain.jpg" alt="Captain">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "ND">>
<</link>>
<br><br>__💬 Speak to the captain:__
<br><<linkappend "Sir, I know your time is valuable but I hope you could spare some. I'm organising a trading voyage and wonder if you could tell me about how to find my way at sea?" t8n>>
<br>//The captain exhales sharply through his nose, his eyes narrowing as they lock onto yours. "How to find your way at sea?" he repeats, each word clipped and cool. "That’s not a question, that’s a wish cast into the tide."
<br>He shifts his stance, the leather of his belts creaking as he leans in. "The ocean doesn’t hand out favours to the unprepared. Be precise. Ask properly. Until then, I have no advice to offer you."//
<<if $charting_stars_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $charting_stars_text_unlocked to true>>
<</if>>
<</linkappend>>
<<if $nav_advice_question is true>>
<br><br><<linkappend "I've heard about using the stars for navigation. Any advice on how to do this?" t8n>>
<br>//The captain turns to face you fully, eyes narrowing like he’s measuring your worth.
<br>"The stars, is it? You want advice on how to follow them?"
<br>He exhales through his nose - not a laugh, but close. Dry. Disappointed. "That’s like asking how to read the wind with your eyes closed. Don’t waste your voyage - or my time - with half-formed questions. Get clear. Get serious. Then we talk."//
<</linkappend>>
<</if>>
<<if $does_trad_nav_work_question is true>>
<br><br><<linkappend "I've read about using tools a lead line, a log line and a nocturnal to help navigate. Do tools like this work?" t8n>>
<br>//The captain raises an eyebrow, folding his arms slowly across his broad chest.
<br>"Tools like that have guided many a crew through storms and starlight... and led just as many straight onto the rocks."
<br>He casts a glance toward the open harbor, eyes scanning the horizon with practiced precision. "There’s a ship coming in, might’ve docked already while we’ve been talking here. Word is, they crossed unfamiliar waters and lived to tell it."
He jerks his chin toward the far end of the quay. "End of the docks. You’ll know her when you see her."//
<<if $young_sailor_unlocked is false>>
<br><h5>⚓ Unlocked a Dock Event </h5>
<<set $young_sailor_unlocked to true>>
<</if>>
<</linkappend>>
<</if>>
<</nobr>>
----
[[⚓ Back to Docks|ND]]
[[↩ Leave the Docks|Investigate navigation]]
</div><div class="blur-box">\
<<nobr>>\
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $young_sailor_count to $young_sailor_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $young_sailor_count lte 1>>
The young man leans against a crate, the scent of salt and tar still clinging to him like a second skin. He straightens as you approach, flashing a tired but genuine grin. "You caught me just in time. We docked barely an hour ago."
<br><br>He offers a relaxed salute, the kind shared more in jest than formality. "Name’s Tom. First mate... well, unofficially. Depends who’s asking." He chuckles, shifting the weight of the faded crimson cloak slung over his shoulder.
<br>"You here to hear about our voyage?" He doesn’t wait for your answer. "Figured as much. Word spreads fast when you've got stories to tell."
<<else>>
Tom grins as he spots you approaching, pushing off from the crate where he’d been lounging. "You again? Not that I mind; beats swabbing decks or hauling crates!"
He winks. "Got a question, or just here for the charm?"
<</if>>
</p>
</div>
<div class="flex-img">
<img src="young_sailor.jpg" alt="Young Sailor">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "ND">>
<</link>>
<br><br>__💬 Speak to the young sailor:__
<br><<linkappend "I'm organising a trading voyage and wonder if you could tell me how to find my way at sea?" t8n>>
<br>//The sailor’s eyes brighten, and a wide grin spreads across his face. "Ah, finding your way, is it? First rule: make sure you’re on a ship that floats!" He chuckles, clearly amused with himself.//
<</linkappend>>
<<if $nav_advice_question is true>>
<br><br>
<<linkappend "Tell me, how did your ship navigate home through unfamiliar waters?" t8n>>
<br>//Tom’s gaze drifts out toward the horizon, and he lets out a low whistle. "Navigating home... that was no easy feat."
<br>He scratches the back of his neck, then continues, "We were deep in waters none of us had seen before, stars hidden by cloud... but our quartermaster kept his head. Used a lead line for depth, the log line to keep pace, and when the clouds broke - bam - straight to the North Star like it was pointing home."
<br>Tom laughs lightly, though there's an edge of awe in it. "Still, we nearly ran aground twice, and if the tide hadn’t turned when it did..." He shakes his head, grinning. "Well, I’d be fish food or far off in foreign lands."//
<<if $trad_nav_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $trad_nav_text_unlocked to true>>
<</if>>
<<set $young_sailor_tale to true>>
<<if $does_trad_nav_work_question>>
<<replace "#follow-up-question">>
<br><br><<linkappend "I've read about using tools like the lead line and the stars to navigate, but you said the almost didn't work for you. Do you know of anything else?" t8n>>
<br>//Tom furrows his brow in thought. "The stars and tools, aye... they got us close, but it was far from smooth sailing."
<br>He leans against a post, voice dropping to a conspiratorial tone. "Heard a strange tale in the last port, though. Some scholar with a new kind of tool - some little thing from the East that doesn't need stars."
<br>Tom glances around, then adds, "Don’t rightly know how it works. Magic, maybe. Might be worth poking your nose around the Printing Press. Could be something in those books."//
<<if $compass_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $compass_text_unlocked to true>>
<</if>>
<</linkappend>>
<</replace>>
<</if>>
<</linkappend>>
<</if>>
<div id="follow-up-question">
<<if $does_trad_nav_work_question and $young_sailor_tale>>
<br><br><<linkappend "I've read about using tools like the lead line and the stars to navigate, but you said the almost didn't work for you. Do you know of anything else?" t8n>>
<br>//Tom furrows his brow in thought. "The stars and tools, aye... they got us close, but it was far from smooth sailing."
<br>He leans against a post, voice dropping to a conspiratorial tone. "Heard a strange tale in the last port, though. Some scholar with a new kind of tool - some little thing from the East that doesn't need stars."
<br>Tom glances around, then adds, "Don’t rightly know how it works. Magic, maybe. Might be worth poking your nose around the Printing Press. Could be something in those books."//
<<if $compass_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $compass_text_unlocked to true>>
<</if>>
<</linkappend>>
<</if>>
</div>
<</nobr>>
----
[[⚓ Back to Docks|ND]]
[[↩ Leave the Docks|Investigate navigation]]
</div><div class="blur-box">\
<h3>Choice: Magnetic Compass and Maps</h3>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
You hire a skilled navigator, trained in the use of the magnetic compass and armed with newly printed maps. On the fleet’s test voyage, the ship ventures confidently into uncharted waters.
</p>\
</div>\
<div class="flex-img">\
<img src="compass_cargo.jpg" alt="Navigating by Compass">\
</div>\
</div>\
Midway through the voyage, a fearsome sight lies on the horizon.
<<linkappend "A storm." t8n>>
<img src="storm_at_sea.jpg" alt="Storm at Sea" class="responsive-img"> \
<</linkappend>>
A fierce storm rolls in, blotting out stars and swallowing the coastline from sight. Even as storms rage and the skies turn grey, the compass holds steady, and the navigator is able to keep the fleet on course.
"$playername! $playername! $playername!" Your crew cheer and chant your name, grateful for your choice of navigational tools.
The voyage continues safely around the coasts of the Atlantic and the North Sea. Your ships return triumphantly, laden with wool, salt, and wine for trade.
You’ve unlocked the secret to navigation!
🗝️ The key is: <<linkreplace "//click here//" t8n>> ''direction'' <</linkreplace>>\
----
<<if $playercount is 3>>\
The open sea awaits! Hold tight to that key, you're going to need it!
<<button "🧭''Ready to Voyage''">>\
<<set $playerkey to "direction">>\
<<set $reputation to "Navigation Expert">>\
<<run $reputationlog.push("Navigation Expert")>>
<<goto "TG1">>\
<</button>>\
<<elseif $playercount is 2>>\
Hold tight to that key, you're going to need it!
<<button "✅ ''Continue''">>\
<<set $playerkey to "direction">>\
<<set $reputation to "Navigation Expert">>\
<<run $reputationlog.push("Navigation Expert")>>
<<goto "Holding">>\
<</button>>\
<</if>>\
</div>\<div class="blur-box">\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
You pick a flier half-hidden under a stack of advertisements.\
</p>\
</div>\
<div class="flex-img">\
<img src="ships_types_text.jpg" alt="Flier to Merchants">\
</div>\
</div>\
__You open it and read:__
//Ships Fit for Trade and Travel:
Merchants seeking fortune across the sea must choose their ships with care. A vessel for long voyages needs more than sails and planks - it must be strong enough to face open ocean winds, steady through storms, and spacious enough to carry goods for trade.
Look for ships built to endure: with wide hulls for cargo, raised decks for defense, and a crew that can manage sail and sea alike.
Choose poorly, and you risk losing ship, cargo, and crew to the waves.//
<<nobr>>
<<if ($current_research_topic is "ships") and ($ship_advice_question is false)>><br><h5>💬 Unlocked a Question for the Sailors</h5> <<set $ship_advice_question to true>><<script>>
if (typeof umami !== 'undefined') {
umami.track('unlocked-a-question', { name: State.variables.playername });
}
<</script>><</if>>
<</nobr>>
----
<<if $current_research_topic is "safety">>\
<<link "📜 Back to Printing Press">>
<<goto "GP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate safety on the sea">>
<</link>>\
<<elseif $current_research_topic is "ships">>\
<<link "📜 Back to Printing Press">>
<<goto "CP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate ships">>
<</link>>\
<<elseif $current_research_topic is "navigation">>\
<<link "📜 Back to Printing Press">>
<<goto "NP">>
<</link>>\
<<link "↩ Leave the Printing Press">>\
<<goto "Investigate navigation">>
<</link>>\
<</if>>\<div class="blur-box">\
<<nobr>>\
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $old_sailor_visit_count to $old_sailor_visit_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $old_sailor_visit_count lte 1>>
You walk up to the old sailor, who stares at you as you approach. His eyes are narrowed beneath thick brows and his weather-worn face is marked by years of sun, salt, and storms. He doesn’t speak at first, just squints as if deciding whether or not to waste his breath.
<br>A moment passes. Then he mutters, "You don't look like a dock rat... What do you want, then?"
<<elseif $old_sailor_visit_count gte 2>>
You find the old sailor in the same spot, hunched over a coil of rope and watching the bustle of the docks with quiet judgment. He glances at you without surprise and grunts,
“Back again, are you?”
<</if>>
</p>
</div>
<div class="flex-img">
<img src="old_sailor.jpg" alt="Old Sailor">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "ND">>
<</link>>
<br><br>__💬 Speak to the sailor:__
<br><<linkappend "Hi... I'm organising a trading voyage... could you tell me what ship I should use?" t8n>>
<br>//The old sailor throws his head back and lets out a gravelly laugh. “What ship?” he wheezes, shaking his head like you've just asked what shoes to wear to outrun a storm.
<br>He leans in, eyes gleaming beneath bushy brows. “The sea don’t care what you're sailing, she'll test it all the same. Just don’t forget: it’s not the ship that keeps you afloat. It’s the crew, the sails, and the luck you carry with you.”//
<</linkappend>>
<<if $ship_advice_question is true>>
<br><br><<linkappend "I've read that I need a ship with cargo space that can navigate through storms and travel long distances. Any advice on what I should use?" t8n>>
<br>//The old sailor squints at you, eyes narrowing with the weight of a hundred voyages. “I’ve sailed cogs since I was no taller than a barrel. Broad-bellied ships, slow maybe, but plenty of room for goods, and solid if you treat ’em right.”
<br>His voice lowers, more certain now. “You want cargo space and a hull that won’t crack under pressure? You won’t do better than a cog. Don't believe me? Go read for yourself at that printing press they've set up.”
<<if $cog_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $cog_text_unlocked to true>>
<</if>>
<</linkappend>>
<</if>>
<<if ($sailor_tales % 3) is 0>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//The sailor chuckles to himself. "I have tales, friend - more tales than the sea's got secrets. Tales that'll chill your bones and scare the breeches clean off ya.”//
<<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<elseif ($sailor_tales % 3) is 1>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//He chuckles, but there’s no warmth in it. “We anchored once off a little isle - sea calm as a sleeping babe. Went ashore for fresh water, not a cloud in the sky.”
<br>His gaze goes distant. “Tide came in quicker than I’ve ever seen. Covered the beach, the trees, near half the village. Locals said the island breathes, like the sea owns it and just lets it rise now and then.”//
<<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<elseif ($sailor_tales % 3) is 2>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//The old sailor leans in, voice barely above a whisper. “Ever hear of the Grey Swan? Passed her once in the fog - sails full, not a soul on deck, and no wake behind her.”
He taps his temple. “No birds followed, no sound but the creak of her mast. We hailed her. Nothing. Just vanished into the mist like she was never there. Some say she still sails, chasing a course no man can see.”//
<<set $sailor_tales to $sailor_tales + 1>>
<</linkappend>>
<<else>>
<br><br><<linkappend "Is there anything else you can tell me?" t8n>>
<br>//The sailor grunts and turns back to the sea. "That's all you’ll get from me right now, friend. Best you get moving."//
<</linkappend>>
<</if>>
<</nobr>>
----
[[⚓ Back to Docks|CD]]
[[↩ Leave the Docks|Investigate ships]]
</div><div class="blur-box">\
<<nobr>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $captain_visit_count to $captain_visit_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $captain_visit_count lte 1>>
The man before you carries himself like the sea answers to him.
The gold buttons on his navy doublet catch the light and gleam like polished coins. His eyes are fixed on the horizon, unblinking, as he stands with hands planted firmly on his hips and feet braced like the dock beneath him might lurch at any moment.
<<elseif $captain_visit_count gte 2>>
The captain glances your way. "Back again? Curious minds make fine sailors… or dangerous ones." His eyes narrow slightly. "What knowledge are you chasing this time?"
<</if>>
</p>
</div>
<div class="flex-img">
<img src="captain.jpg" alt="Captain">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "ND">>
<</link>>
<br><br>__💬 Speak to the captain:__
<br><<linkappend "Sir, I know your time is valuable but I hope you could spare some. I'm organising a trading voyage and wonder if you could tell me what ship to use?" t8n>>
<br>//The captain doesn’t look up at first, just keeps polishing a brass fitting with slow, methodical care. Then, without pausing, he speaks. "What ship to use? That’s like asking which blade to carry into battle, without knowing the enemy or the terrain."
<br>He finally meets your eye, gaze hard as iron. "What’s your route? What’s your cargo? How many hands aboard, and how deep are your pockets?"
<br>He sets the fitting down, standing to full height. "Come back when you’re not just chasing sails in the wind."//
<<if $ships_types_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $ships_types_text_unlocked to true>>
<</if>>
<</linkappend>>
<<if $ship_advice_question is true>>
<br><br><<linkappend "I need a ship with cargo space and that can navigate through storms and travel long distances. Could you advise me on what I should use?" t8n>>
<br>//"A ship that can do everything, is it?" he says, voice edged like a drawn blade. "Storms, cargo, distance... you might as well ask for wings on a hull."
<br>He takes a step closer, boots firm on the planks. "There are vessels that can do what you ask - but not all at once, not without trade-offs. You want advice? First decide what matters most: space, speed, or strength."
<br>He nods toward the docks. "When you know what you're willing to risk, come find me again."//
<</linkappend>>
<</if>>
<<if $do_cogs_work_question is true>>
<br><br><<linkappend "I've read about using cogs for trading voyages... but are they a good choice for a long voyage into the unknown?" t8n>>
<br>//“Cogs, you say?” he murmurs, folding his arms. “They’ve hauled cargo across every known coast, aye - thick hulls, wide bellies, slow but steady. But into the __unknown__?”
<br>He glances toward the open sea, his gaze sharp as a hawk’s. “Some say they’re too heavy, too stiff to dance with the kind of waters you’re talking about.”
<br>He nods once toward the far end of the quay. “There’s a ship just in. Word is she braved unfamiliar tides and made it home. If you want answers, speak to those who crossed the edge and came back whole.”//
<<if $young_sailor_unlocked is false>>
<br><h5>⚓ Unlocked a Dock Event </h5>
<<set $young_sailor_unlocked to true>>
<</if>>
<<if $spoken_to_captain is false>>
<br><h5>💬 Unlocked a Question for the Young Sailor</h5>
<<set $spoken_to_captain to true>>
<</if>>
<</linkappend>>
<</if>>
<</nobr>>
----
[[⚓ Back to Docks|CD]]
[[↩ Leave the Docks|Investigate ships]]
</div><div class="blur-box">\
<<nobr>>\
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $young_sailor_count to $young_sailor_count+1>>
<</if>>
<div class="flex-wrap">
<div class="flex-text">
<p>
<<if $young_sailor_count lte 1>>
The young man leans against a crate, the scent of salt and tar still clinging to him like a second skin. He straightens as you approach, flashing a tired but genuine grin. "You caught me just in time. We docked barely an hour ago."
<br><br>He offers a relaxed salute, the kind shared more in jest than formality. <br>"Name’s Tom. First mate... well, unofficially. Depends who’s asking." He chuckles, shifting the weight of the faded crimson cloak slung over his shoulder.
<br>"You here to hear about our voyage?" He doesn’t wait for your answer. "Figured as much. Word spreads fast when you've got stories to tell."
<<else>>
Tom grins as he spots you approaching, pushing off from the crate where he’d been lounging. "You again? Not that I mind; beats swabbing decks or hauling crates!"
He winks. "Got a question, or just here for the charm?"
<</if>>
</p>
</div>
<div class="flex-img">
<img src="young_sailor.jpg" alt="Young Sailor">
</div>
</div>
<br>Do you:
<br><<link "Walk away without talking to him.">>
<<goto "ND">>
<</link>>
<br><br>__💬 Speak to the young sailor:__
<br><<linkappend "I'm organising a trading voyage and wonder if you could tell me what ship I should use?" t8n>>
<br>//The young sailor’s eyes light up, and he lets out a bark of laughter. “What ship should you use? Well, first off: one that doesn’t sink!” He winks, clearly pleased with his own joke.//
<</linkappend>>
<<if $ship_advice_question is true>>
<br><br><<linkappend "I've read that I need a ship with cargo space that can navigate through storms and travel long distances. Any advice on what I should use?" t8n>>
<br>//The young sailor’s grin fades a little as he leans on the railing, eyes narrowing toward the sea. “If cargo space is most important, you want to look at cogs.”
<br>He nods slowly. “I’ve sailed on cogs before. Big bellies for trade goods.” He pauses, thoughtful. “We took one out past the usual trade routes once. Weather turned mean... it was tricky getting through it.” He knocks on the wooden rail with a knuckle. “Wouldn’t call her graceful, but she kept us alive. That counts for something, doesn’t it?”//
<<if $cogs_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $cogs_text_unlocked to true>>
<</if>>
<<set $young_sailor_tale to true>>
<</linkappend>>
<</if>>
<<if ($spoken_to_captain is true)>>
<br><br><<linkappend "I've heard that your ship made it through some rough waters. Is there something special about your ship that helped?" t8n>>
<br>//Tom’s eyes light up with a flicker of pride, and he leans in a little, lowering his voice like he’s letting you in on a secret. “Aye, she’s not like the ones I grew up on,” he says, tapping the edge of a crate with his boot. “New design, they say - from Portugal. Bit sleeker, sails rigged so she can tack against the wind better than any cog I’ve seen.”
<br>He straightens and nods toward the town behind you. “Saw a pamphlet about her once over at the printing press. If you’re serious about this voyage, might be worth a read.”//
<<if $caravel_text_unlocked is false>>
<br><h5>📜 Unlocked a Text at the Printing Press</h5>
<<set $caravel_text_unlocked to true>>
<</if>>
<</linkappend>>
<</if>>
<</nobr>>
----
[[⚓ Back to Docks|CD]]
[[↩ Leave the Docks|Investigate ships]]
</div><div class="blur-box">\
<h3>Choice: The Caravel</h3>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
You commission a fleet of newly designed caravels: sleek, sturdy ships crafted with the latest innovations from Portugal. With their deep hulls for cargo, strong sails for speed, and clever rigging that handles rough winds, they’re built for exactly this kind of voyage.
</p>\
</div>\
<div class="flex-img">\
<img src="caravel_cargo.jpg" alt="Caravel">\
</div>\
</div>\
Midway through the test voyage, a fearsome sight lies on the horizon.
<<linkappend "A storm." t8n>>
<img src="storm_at_sea.jpg" alt="Storm at Sea" class="responsive-img"> \
<</linkappend>>
A fierce storm rolls in, with stong shifting winds. But the caravels hold steady, swift enough to outrun danger and tough enough to face it head-on.
"$playername! $playername! $playername!" The crew cheers as they return to port, triumphant. Their holds are full with wool, salt, wine, and stories from distant shores.
You’ve unlocked the secret to shipping!
🗝️ The key is: <<linkreplace "//click here//" t8n>> ''speed'' <</linkreplace>>\
----
<<nobr>>\
<<if $playercount is 3>>
The open sea awaits! Hold tight to that key, you're going to need it!
<br><<button "🧭''Ready to Voyage''">>
<<set $playerkey to "speed">>
<<set $reputation to "Ship Designs Expert">>
<<run $reputationlog.push("Ship Designs Expert")>>
<<goto "TG1">>
<</button>>
<<elseif $playercount is 2>>
Hold tight to that key, you're going to need it!
<br><<button "✅ ''Continue''">>
<<set $playerkey to "speed">>
<<set $reputation to "Ship Designs Expert">>
<<run $reputationlog.push("Ship Designs Expert")>>
<<goto "Holding">>
<</button>>
<</if>>
<</nobr>>
</div><div class="blur-box">\
<<nobr>>
Dark clouds roll over the coastline. Captain Esteves frowns at the jagged cliffs to port side, then says, “The seas are turning rough, and if the storm worsens, we’ll be dashed against the rocks."
<br><br>He looks worriedly out to sea. "But if I sail into open waters, we’ll lose sight of the land and risk drifting off course. I can't navigate without seeing the coastline or the stars.”
<br><br>He looks to you. “The crew is getting nervous. Your team is in charge of this mission. What’s your call?”
<<if ($my_research_topic is "nagivation") or ($my_research_topic2 is "navigation")>>
<br><br>//$playername, since you investigated the topic of navigation, you are the expert here. Share your knolwedge with your team so that everyone can make the right choice.//
<<else>>
<br><br>//Since one of your team mates investigated the topic of navigation, they the expert here. Ask them to share their knolwedge so that you can make the right choice.//
<</if>>
<br><br>__Do you:__
<br><<link "Stay close to the coast so you don't get lost">>
<<set $crew_morale to $crew_morale - 20>>
<<set $ship_status to $ship_status - 40>>
<<goto "V2.2.b">>
<</link>>
<br><br><<link "Head into open water to avoid the danger of the rocks">>
<<set $navigation_gold_badge to true>>
<<set $crew_morale to $crew_morale + 20>>
<<goto "V2.2.a">>
<</link>>
<</nobr>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves <</if>>\
</div><div class="blur-box">\
You’ve guided the ship through its first major challenge, and have steered it into open waters rather than hug the dangerous, rocky coastline. Now, with the wind at your backs, the caravel cuts steadily southward across unfamiliar seas.
The sky remains thick with cloud and the coastline is long behind you. No stars, no sunrise, no familiar shores - just the steady needle of the magnetic compass and the navigator’s careful tracking on printed maps.
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
One afternoon, Captain Esteves approaches your team on the deck. He looks thoughtful.
"The crew's been talking," he says. "They're uneasy. We’ve been sailing blind for days now with no stars to guide us, and no land in sight. This new way of navigating... it's impressive, but it's strange to them. They’ve trusted the old ways their whole lives."
</p>\
</div>\
<div class="flex-img">\
<img src="crew_captain.jpg" alt="Captain Rodrigo Esteves">\
</div>\
</div>
He glances toward the galley.
"The navigator’s busy charting our course. Could you come down and speak with the crew? Answer their questions? Help them understand how these tools are guiding us and why we’re not lost."
<<if $playercount is 2>>\
<<if ($my_research_topic is "nagivation") or ($my_research_topic2 is "navigation")>>\
You look at $partner1name and realise that they will be relying on you down there. This was your investigation topic, so you will have to help guide them in giving correct answers to the crew.\
<<else>>\
You look at $partner1name and realise that this was their investigation topic, not yours. You will be relying on them to share their knowledge with you, so that you can accurately answer the crew's questions. \
<</if>>\
<<elseif $playercount is 3>>\
<<if ($my_research_topic is "nagivation") or ($my_research_topic2 is "navigation")>>\
You look at $partner1name and $partner2name and realise that they will be relying on you down there. This was your investigation topic, so you will have to help guide them in giving correct answers to the crew.\
<<else>>\
You look at $partner1name and $partner2name and realise that this was one of their investigation topics, not yours. You will be relying on one of them to share their knowledge with you, so that you can accurately answer the crew's questions. \
<</if>>\
<</if>>
<<button "''Go speak to the crew''">>
<<set $nq_visit_count to 0>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>><</if>>
<<set $check_morale_boost to $crew_morale>>
<<goto "2.4">>
<</button>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<div class="blur-box">\
<<if $ship_repaired is false>>\
You reply, “We should stay near the coast. Better to keep our bearings than be lost at sea.”
The captain obeys.
Hours later, a monstrous wave crashes the ship against a hidden reef.
The hull cracks and water starts flooding the lower decks.
🛠️ Ship Status: $ship_status% ▼
<<if $playercount is 2>>"$playername! $partner1name!"<<elseif $playercount is 3>>"$playername! $partner1name! $partner2name!"<</if>>
The Captain Esteves storms towards you and your team, with the navigator, Jean Moreau, in tow.
"You spent money on a navigator, maps and a magnetic compass! And yet you choose to stick close to the coastline? Now we've run aground!" the captain yells before storming off.
Jean Moreau throws his hands up in despair. "Why did you bring me on this voyage if you're just going to navigate the old-fashioned way!?"
He thrusts a paper into your hands. "If you cannot remember why you chose the best navigation option, then remind yourself before we continue!"
<<link "Review Information about the Magnetic Compass">>
<<goto "compass_info_reminder">>
<</link>>
The delay adds an extra week to your travel time, and the morale of your crew drops.
❤️ Crew Morale: $crew_morale% ▼
You’ll need to regroup - and fix the ship - before sailing on.
<<link "Trade some cargo to get supplies to repair the ship">>
<<set $cargo_to_trade to $cargo_to_trade - 10>>
<<set $ship_status to $ship_status + 30>>
<<set $crew_morale to $crew_morale + 20>>
<<set $ship_repaired to true>>
<<goto "V2.2.b">>
<</link>>\
<<elseif $ship_repaired is true>>\
After tense negotiations at a nearby coastal village, you manage to trade ten crates containing wool and salt for enough timber and tar to complete the repairs. The villagers are wary but curious, watching your crew work through the night to patch the battered hull.
By sunrise, the ship is seaworthy again.
The Captain Esteves gives a sharp nod. "It’ll hold... for now."
The crew, though tired, seem bolstered by the teamwork. Supplies are lighter, but the ship is afloat, and the voyage can continue.
You sail out with the rising tide, wiser from your mistake - and ready for what lies ahead - choosing now to trust your compass-wielding navigator and sail further away from the coastline.
<<button "''Continue''">>
<<set $ship_repaired to false>>
<<set $crew_morale to $crew_morale - 10>>
<<goto "2.3">>
<</button>>
<</if>>
----
<<nobr>>
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
<br>🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
<br>💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<br>📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<br><<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>
<</nobr>>
</div>\<div class="blur-box">\
You answer calmly, “Head out to sea. We won’t get lost - we have a skilled navigator, a magnetic compass, and our maps from the press are accurate.”
Captain Esteves nods, impressed.
Out in deeper waters, the storm rocks the ship but never threatens its safety. Your course holds true thanks to your navigator, Jean Moreau, who uses a compass and maps to determine direction without the need of stars or visable coastlines.
Your crew cheer, their spirits raised and their faith in a successful voyage restored.
Achievement Unlocked: 🏅 Successfully Navigated Away From The Coast
<<link "''Continue''">>
<<set $crew_morale to $crew_morale - 10>>
<<goto "2.3">>
<</link>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div><<set $crew_morale to 100>>\
<<set $ship_status to 100>>\
<<set $cargo_to_trade to 100>>\
<<set $cargo_gold to 0>>\
<<set $cargo_ivory to 0>>\
<<set $cargo_slaves to 0>>\
<<set $cargo_gained to 0>>\
<<set $armed to "no">>\
<<set $future_trade_connections to 0>>\
<<set $slave__deal_advice_given to false>>\
<div class="blur-box">\
!!!And so your voyage begins!
Your crew is in good spirits.
Your ship is in good condition.
You're stocked up with goods to trade.
<<nobr>>
❤️ Crew Morale: $crew_morale%
<br>🛠️ Ship Status: $ship_status%
<br>💰 Cargo to Trade: $cargo_to_trade%
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<br>📦 Cargo Gained: $cargo_gained%
<br><<if $cargo_gold isnot 0>>🟡 $cargo_gold | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves<</if>>
<</nobr>>
<<button "''Meet the Crew''">>
<<goto "Your Crew">>
<</button>>
You can find your Mission Status, Ship Crew Details and a Glossary of words in the menu on the left whenever you need it.
<<button "''Continue''">>
<<set $crew_morale to $crew_morale - 20>>
<<goto "V2.1">>
<</button>>
</div><<silent>>\
<<set $playername to 'PLAYER ONE'>>
<<set $partner1name to 'PLAYER TWO'>>
<<set $partner2name to 'PLAYER THREE'>>
<<set $playercount to 3>>
<<set $reflection_unlocked to false>>
<<set $information_passage_unlocked to false>>
<<set $my_research_topic to "ships">>
<<set $crew_menu_unlocked to true>>
<<set $chapterprologue_complete to true>>
<<set $chapter1_complete to true>>
<<set $chapter to "Chapter 2: Setting Out">>
<<set $chapter2_complete to false>>
<<set $chapter3_complete to false>>
<<set $chapter4_complete to false>>
<<set $chapter5_complete to false>>
<<set $chapter6_complete to false>>
<<set $chapter7_complete to false>>
<<set $chapter8_complete to false>>
<<set $cargo_gold to 0>>
<<set $cargo_ivory to 0>>
<<set $cargo_slaves to 0>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<<set $reputation to "unknown">>
<<set $future_trade_connections = 0>>
<<set $reputationlog to ["🛡️"]>>
<<set $navigation_gold_badge to false>>
<<set $good_leadership_badge to false>>
<<set $safety_gold_badge to false>>
<<set $ship_repaired to false>>
<<set $nav_question_1_complete to false>>
<<set $nav_question_2_complete to false>>
<<set $nav_question_3_complete to false>>
<<set $nav_question_4_complete to false>>
<<set $nav_question_5_complete to false>>
<<set $concerns_question_1_complete to false>>
<<set $concerns_question_2_complete to false>>
<<set $concerns_question_3_complete to false>>
<<set $concerns_question_4_complete to false>>
<<set $reputation to "Ship Designs Expert">>\
<<run $reputationlog.push("Ship Designs Expert")>>
<</silent>>\
<<link "Start From Chapter 2 - No-name Players (group of 3)">>
<<set $chapter to "Chapter 2: Setting Out">>
<<goto "VStart">>
<</link>>
<div class="blur-box">\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Captain Rodrigo Esteves</h5>\
//Portuguese//
A weathered sailor in his fifties with a voice like a cracked bell and eyes that have stared down more than one storm. Rodrigo has captained ships for over a decade. He’s a stickler for discipline but respected for his fairness and instincts at sea.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_captain.jpg" alt="Captain">\
</div>
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Quartermaster Yusuf al-Karim</h5>\
//Spanish, Andalusian Muslim heritage//
Born in Granada, Spain, and raised among shipbuilders, Yusuf is responsible for rations, stores, and supplies. A master of logistics, he speaks several languages and reads charts like most men read prayers. Calm and calculating, he carries a curved dagger with ease.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_quartermaster.jpg" alt="Quartermaster">\
</div>
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Boatswain (Bosun) Giulia di Orvieto</h5>\
//Italian, from Venice//
Giulia, a sailor who earned her place through grit and skill - and by first pretending to be a man. Her job is to maintain the rigging, ropes, and sails. Her voice cuts through wind like a whip, and the crew obeys it without question. Rumor has it she once climbed the mast during a squall to cut loose a tangled yardarm.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_boatswain.jpg" alt="Boatswain">\
</div>
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Carpenter Adama Kouyaté</h5>\
//West African, from the Senegambian coast//
A skilled craftsman with knowledge of both ship repair and woodwork, Adama was hired after proving his skill in outfitting caravels in Madeira. His tools are always sharpened, and his stories - told around the fire - carry the rhythms of faraway lands.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_carpenter.jpg" alt="Carpenter">\
</div>
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Navigator Jean Moreau</h5>\
//French, from Brittany//
Trained in the use of the magnetic compass and astrolabe, Jean is soft-spoken but razor-sharp. He carries hand-drawn maps and newly printed charts. He’s particularly interested in new trade routes and celestial navigation, often seen studying the sky at dawn.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_navigator.jpg" alt="Navigator">\
</div>
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Cook and Healer Siti al-Nur</h5>\
//North African, likely from Tunis//
Responsible for feeding the crew and tending to wounds and illnesses, Siti uses herbs and remedies passed down through generations. She speaks fluent Arabic and Portuguese, and though she’s not part of the command, no one dares disrespect her.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_cook.jpg" alt="Cook">\
</div>
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Deckhand Tomasz Zielinski</h5>\
//Polish//
A tall, broad-shouldered seaman who joined in Seville after serving with merchants in the Baltic. Tomasz is strong, loyal, and not too talkative. He’s usually found coiling rope, helping with sails, or wrestling cargo into place.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_deckhand.jpg" alt="Deckhand">\
</div>
</div>
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
<h5>Cabin Boy Malik</h5>\
//Mixed Berber-Iberian//
Still in his teens, Malik was taken on to learn the trade. He runs messages, helps the cook, and watches the navigator work with quiet fascination. He’s sharp, full of questions, and dreams of captaining his own ship someday.
</p>\
</div>\
<div class="flex-img">\
<img src="crew_cabin_boy.jpg" alt="Cabin Boy">\
</div>\
</div>
<<button "''Continue''">>
<<set $crew_morale to $crew_morale - 20>>
<<goto "VStart">>
<</button>>
</div><div class="blur-box">\
!!!A Navigator’s Brief for Wise Mariners
Let it be known that in times past, the mariner’s art was guided chiefly by the stars above and the lands in sight. Many sailors steered by the North Star, watched the sun rise and set, and traced the coastline with careful eyes. These ways served us well - but only when skies were fair and shores close at hand. Such methods falter when clouds cover the heavens, or when winds push us far from known shores.
''Concerning the Magnetic Compass''
The magnetic compass, newly carried aboard our caravel, always points North. It is not affected by the clouds nor the night sky. With this marvel, we may:
*Hold our course through fog or storm
*Cross open seas without sight of land
*Chart new passages with confidence, using reliable printed maps
No longer must we fear the darkened sky or the treacherous drift of the deep. Though the stars are hid and the coast unseen, you are in the care of a skilled navigator, guided not by guesswork but by the needle that knows true North and a set of maps.
<<return "Back">>
</div><div class="blur-box">\
<<nobr>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu = false>>
<<else>>
<<set $nq_visit_count to $nq_visit_count +1>>
<</if>>
<<if ($nav_question_1_complete is true) and ($nav_question_2_complete is true) and ($nav_question_3_complete is true) and ($nav_question_4_complete is true)>>
<<if $check_morale_boost lte $crew_morale>>
The low murmur of doubt has faded from the galley, replaced by the quiet clatter of spoons against bowls and a few relieved chuckles among the crew. Yusuf gives a firm nod of approval, while Malik grins, clearly reassured. The crew’s eyes no longer hold uncertainty - only respect and a renewed sense of purpose.
<<elseif $check_morale_boost > $crew_morale>>
You realise that this question and answer session did not go so well. The crew morale seems to now be even worse than when you started. You can only hope that their spirits will raise as the voyage continues.
<</if>>
<br><br>You climb the steps back to the deck, where a cool wind greets you. The ship rocks gently over deep blue swells, and the horizon stretches wide and open. As you rest your hands on the railing, you watch the endless waves slide past the hull, your mind steady as the compass guiding your course.
<br><br><<button "''Continue''">>
<<set $chapter2_complete to true>>
<<set $chapter to "Chapter 3: Encounter">>
<<goto "3.1">>
<</button>>
<<else>>
<<if $nq_visit_count lte 1>>
As you step below deck into the galley, the scent of salted meat and boiled grain lingers in the air. A low murmur quiets as the crew turns to look at you.
<br><br>They are seated on barrels, holding steaming bowls of brothy soup. All the crew, except for the navigator, is present.
<br><br>The captain’s voice echoes down from the stairwell. "Answer their questions well, $playername. They’re uneasy, but if they understand why we sail this way, they’ll steady their hearts."
<br><br>You take a deep breath and look around the room.
<<elseif $nq_visit_count gte 1>>
You look around, deciding who to answer next.
<</if>>
<<if $nav_question_1_complete is false>>
<br><br><<link "Answer a question from Yusuf, the quartermaster">>
<<set $nq1_answer to "blank">>
<<goto "NQ1">>
<</link>>
<</if>>
<<if $nav_question_2_complete is false>>
<br><br><<link "Answer a question from Adama, the carpenter">>
<<set $nq2_answer to "blank">>
<<goto "NQ2">>
<</link>>
<</if>>
<<if $nav_question_3_complete is false>>
<br><br><<link "Answer a question from Malik, the cabin boy">>
<<set $nq3_answer to "blank">>
<<goto "NQ3">>
<</link>>
<</if>>
<<if $nav_question_4_complete is false>>
<br><br><<link "Answer a question from Giulia, the boatswain ">>
<<set $nq4_answer to "blank">>
<<set $nq4_A to false>>
<<set $nq4_B to false>>
<<set $nq4_C to false>>
<<set $nq4_D to false>>
<<goto "NQ4">>
<</link>>
<</if>>
<</if>>
<</nobr>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<div class="blur-box">\
<<if $nq1_answer is "blank">>\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Yusuf clears his throat and asks,"We’ve always followed the stars and coastlines. Why should we trust this little compass now?”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_quartermaster.jpg" alt="Quartermaster">\
</div>
</div>
"Well," you start. "When it is cloudy, like now, there are no stars to guide us. And sticking to the coastlines can be dangerous with the rocks and waves."
__Choose an ending to your response:__
<<link "A) A compass uses magic to find direction, so it is better.">>\
<<set $nq1_answer to "A">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ1">>
<</link>>
<<link "B) A compass will always point in the direction we need to travel, even if it is cloudy and you cannot see the stars or coastline.">>\
<<set $nq1_answer to "B">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ1">>
<</link>>
<<link "C) A compass will always point north, so we can work out our direction based on that without needing stars or a coastline.">>\
<<set $nq1_answer to "C">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "NQ1">>
<</link>>
<<link "D) A compass is easy to read - much easier than folllowing the stars or coastlines.">>\
<<set $nq1_answer to "D">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ1">>
<</link>>
<<elseif $nq1_answer is "A">>\
Giulia, the boatswain, frowns at your explanation, her head slowly shaking from side to side. "$playername, I do not mean to interrupt, but do not mistake us for ignorant fools. We do not believe in magic on this ship."
She holds out a pamphlet, saying, "I got this from the navigator earlier today. Perhaps it would be helpful to read this to the crew."
<<link "Read the pamphlet">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "compass_info_reminder">>
<</link>>
<<button "↩Back">>
<<set $nav_question_1_complete to true>>
<<goto "2.4">>
<</button>>\
<<elseif $nq1_answer is "B">>\
Giulia, the boatswain, frowns at your explanation, her head slowly shaking from side to side. "$playername, I do not mean to interrupt, but I think you are mistaken."
She holds out a pamphlet, saying, "I got this from the navigator earlier today. Perhaps it would be helpful to read this to the crew."
<<link "Read the pamphlet">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "compass_info_reminder">>
<</link>>
<<button "↩Back">>
<<set $nav_question_1_complete to true>>
<<goto "2.4">>
<</button>>\
<<elseif $nq1_answer is "C">>\
Giulia, the boatswain, nods at your explanation, a slow smile spreading over her face. "Yes! If it always points north, we can use it even in cloud or fog."
The rest of the crew smile in agreement. Yusuf leans back, relaxed now that his question has been answered.
<<button "↩Back">>
<<set $nav_question_1_complete to true>>
<<set $crew_morale to $crew_morale + 1>>
<<goto "2.4">>
<</button>>\
<<elseif $nq1_answer is "D">>\
Giulia, the boatswain, frowns at your explanation, her head slowly shaking from side to side. "$playername, I do not mean to interrupt, but I do not think that a compass is easy to read. If it was, we would not need a skilled navigator aboard. Surely this cannot be the answer."
<<link "Try again">>
<<set $nq1_answer to "blank">>
<<goto "NQ1">>
<</link>>
<</if>>\
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<div class="blur-box">\
<<if $nq2_answer is "blank">>\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Adama looks down at his calloused hands then asks, "But if we’re too far out at sea, how do we know if we're even heading towards land?”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_carpenter.jpg" alt="Adama - Carpenter">\
</div>
</div>
"That's a good question, Adama," you start. "When it's cloudy, like now, and there are no stars or coastlines to guide us, it can be impossible to tell in what direction land is."
__Choose an ending to your response:__
<<link "A) At times like this, we send a scout up into the crow's nest to keep a look out, while the navigator counts the waves and the hours to determine speed.">>\
<<set $nq2_answer to "A">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ2">>
<</link>>
<<link "B) At times like this, we just sail straight and hope to hit land.">>\
<<set $nq2_answer to "B">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ2">>
<</link>>
<<link "C) At times like this, we stop sailing and wait. Eventually the clouds will clear and we will be able to see the stars or a sunrise. Or we will drift and spot a coastline that we can follow.">>\
<<set $nq2_answer to "C">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ2">>
<</link>>
<<link "D) At times like this, the compass will continue to point north. Knowing where north is, along with the maps we brought and tracking the route we've travelled, we can tell where the land is in relation to the ship.">>\
<<set $nq2_answer to "D">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "NQ2">>
<</link>>
<<elseif $nq2_answer is "A">>\
Giulia, the most outspoken of your crew, frowns at your explanation. "$playername, while I never turn down an opportunity to climb the rigging, I cannot see how this strategy will help us find land before we all run out of water."
She holds out a pamphlet, saying, "I got this from the navigator earlier today. Perhaps it would help the crew feel better if you read this to everyone."
<<link "Read the pamphlet">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "compass_info_reminder">>
<</link>>
<<button "↩Back">>
<<set $nav_question_2_complete to true>>
<<goto "2.4">>
<</button>>\
<<elseif $nq2_answer is "B">>\
Yusuf, the quartermaster, stands and throws his hands in the air in frustration. "$playername, you cannot be serious. Just sail straight and //hope//? I cannot ration supplies guided only by the //hope// of finding land!"
Giulia puts her hand on Yusuf's shoulder in a calming gesture. She hands a pamphlet to you saying, "I got this from the navigator earlier today. Perhaps it would help the crew feel better if you read this to everyone."
<<link "Read the pamphlet">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "compass_info_reminder">>
<</link>>
<<button "↩Back">>
<<set $nav_question_2_complete to true>>
<<goto "2.4">>
<</button>>\
<<elseif $nq2_answer is "C">>\
Yusuf, the quartermaster, stands and throws his hands in the air in frustration. "$playername, you cannot be serious. Just stop sailing and //wait//? I cannot ration supplies guided only by the hope of finding land //eventually//!"
Giulia puts her hand of Yusuf's shoulder in a calming gesture. She hands a pamphlet to you saying, "I got this from the navigator earlier today. Perhaps it would help the crew feel better if you read this to everyone."
<<link "Read the pamphlet">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "compass_info_reminder">>
<</link>>
<<button "↩Back">>
<<set $nav_question_2_complete to true>>
<<goto "2.4">>
<</button>>\
<<elseif $nq2_answer is "D">>\
The deckhand, Tomasz, smiles and proclaimes, "Ah, I understand now! Navigation is a dance between compass and map: one shows direction, and the other shows where to go."
The rest of the crew look at him in surprise, and you are sure this is the longest sentence you've yet to hear Tomasz say.
<<button "↩Back">>
<<set $nav_question_2_complete to true>>
<<set $crew_morale to $crew_morale + 1>>
<<goto "2.4">>
<</button>>\
<</if>>\
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<div class="blur-box">\
<<if $nq3_answer is "blank">>\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
"Well..." Malik starts when you indicate he can talk. He shuffles his feet, then stammers nervously, "What happens if the compass breaks?"
He looks at you fearfully and adds in a small voice, "Do we just get... //lost//?”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_cabin_boy.jpg" alt="Malik - Cabin Boy">\
</div>
</div>
The crew chuckle uncomfortably at this question - trying to laugh it off as nonsense, but obviously also concerned about this.
You crouch down to look at Malik as you answer, "You are right to ask this question, because a compass could break or get lost."
__Choose an ending to your response:__
<<link "A) The compass is our best navigation tool, but without it we still have the maps, the charts of our route so far, and traditional nagivation methods of using the stars, the sun and the moon. It will be tricky at times like this, with clouds covering the sky, but we will not be completely lost.">>\
<<set $nq3_answer to "A">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "NQ3">>
<</link>>
<<link "B) Without a compass, we will have no other way to navigate. We will not know what direction to travel and we will get lost. So make sure you never let anything bad happen to the compass!">>\
<<set $nq3_answer to "B">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ3">>
<</link>>
<<link "C) If the compass breaks, we stop sailing and wait for it to be repaired. We cannot sail blindly or we will get lost. Once it is repaired, we can sail on again.">>\
<<set $nq3_answer to "C">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ3">>
<</link>>
<<link "D) If the compass breaks, we stop sailing and send out a messanger bird for help. The bird will be able to bring back instructions on what direction to sail to find land.">>\
<<set $nq3_answer to "D">>
<<set $crew_morale to $crew_morale - 1>>
<<goto "NQ3">>
<</link>>
<<elseif $nq3_answer is "A">>\
Malik holds your gaze, clearly thinking through the answer you have given. Slowly, he smiles as the tension in his body melts away.
"Yes," he says, confidence restored, "us sailors still know how to use the sun and stars. But the compass won't break!"
You smile and repead, "The compass won't break."
<<button "↩Back">>
<<set $nav_question_3_complete to true>>
<<set $crew_morale to $crew_morale + 1>>
<<goto "2.4">>
<</button>>\
<<elseif $nq3_answer is "B">>\
Giulia scoffs at your statement, pushing up from her seated position and coming towards you. "$playername, no need to scare the poor boy. He is afraid enough as it is."
As she reaches you, she hands over a pamphlet, saying, "I got this from the navigator earlier today. Perhaps it would help the crew feel better if you read this to everyone."
<<link "Read the pamphlet">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "compass_info_reminder">>
<</link>>
<<button "↩Back">>
<<set $nav_question_3_complete to true>>
<<goto "2.4">>
<</button>>\
<<elseif $nq3_answer is "C">>\
Adama, with a look of disbelief on his face, addresses you, "//Repair// the compass? Who will do these repairs? Don't look at me! $playername, I may be the only skilled craftsman on this ship, but I do not know how that contraption was made."
Giulia stands and, with a calming gesture to her crewmates, turns to you. She hands over a pamphlet, saying, "I got this from the navigator earlier today. Perhaps it would help the crew feel better if you read this to everyone."
<<link "Read the pamphlet">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "compass_info_reminder">>
<</link>>
<<button "↩Back">>
<<set $nav_question_3_complete to true>>
<<goto "2.4">>
<</button>>\
<<elseif $nq3_answer is "D">>\
Tomasz, unpon hearing your answer, looks horrified. "Messanger birds...?" he stammers. "//What// messanger birds? This ship ain't got no messanger birds!"
Giulia scoffs and says, "$playername, why say this? We don't have messanger birds - and that wouldn't work."
She walks over to you and you a pamphlet, saying, "I got this from the navigator earlier today. Perhaps it would help the crew feel better if you read this to everyone."
<<link "Read the pamphlet">>
<<set $crew_morale to $crew_morale + 1>>
<<goto "compass_info_reminder">>
<</link>>
<<button "↩Back">>
<<set $nav_question_3_complete to true>>
<<goto "2.4">>
<</button>>\
<</if>>\
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<div class="blur-box">\
<<if $nq4_answer is "blank">>\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Giulia raises her voice confidently above the creaking of the ship. "What makes the compass better than the tools we've always used before?”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_boatswain.jpg" alt="Giulia - Boatswain ">\
</div>
</div>\
Those sitting around her nod eagerly, and you are sure you heard someone whisper, "Good question."
You look around at the crew, knowing that you are close to convincing some of them that the ship will not be lost at sea.
"Traditional tools and methods include things like a lead line, log line or nocturnal; or using the stars, the sun or coastlines."
__Choose ''ALL'' the correct and appropriate options from the list below to complete your response:__
<<linkappend "A) Unlike navigating by the stars or the coastline, the compass works in storms or at night, when the stars or coast lines are hidden. " t8n>>
✅ Selected \
<<set $nq4_A to true>>\
<</linkappend>>
<<linkappend "B) The compass is a new and expensive invention, so of course it is better than tools and methods that just use logs and rope. ">>
✅ Selected \
<<set $nq4_B to true>> \
<</linkappend>>
<<linkappend "C) A compass with a map can guide you through areas you haven't been before, which you cannot do if you rely on familiar coastlines and landmarks to direct you. ">>
✅ Selected \
<<set $nq4_C to true>> \
<</linkappend>>
<<linkappend "D) Now that we have the compass, we can sail out into the open ocean, away from any dangers along the coasts. If we were trying to navigate by measuring the depth of the sea, or looking at the coastlines, we would not be able to do this. ">>
✅ Selected \
<<set $nq4_D to true>> \
<</linkappend>>
<<button "Reset">>
<<set $nq4_A to false>>
<<set $nq4_B to false>>
<<set $nq4_C to false>>
<<set $nq4_D to false>>
<<goto "NQ4">>
<</button>>
<<button "''Submit''">>
<<if ($nq4_A is true) and ($nq4_B is false) and ($nq4_C is true) and ($nq4_D is true)>>
<<set $nq4_answer to "correct">>
<<else>>
<<set $nq4_answer to "incorrect">>
<</if>>
<<goto "NQ4">>
<</button>>\
<<elseif $nq4_answer is "correct">>\
Giulia nods along as you list all of the ways a compass is better than traditional navigational tools and methods.
"I see," she says. "Yes, that makes sense."
You feel like you have won a small victory by successfully convincing Giulia.
<<button "↩Back">>
<<set $nav_question_4_complete to true>>
<<set $crew_morale to $crew_morale + 2>>
<<goto "2.4">>
<</button>>\
<<elseif $nq4_answer is "incorrect">>\
At first, it seems like you might be winning Giulia over. She nods along as you start listing off all the ways a compass is better than traditional navigational tools and method. But then something changes.
You cringe. Did you say something wrong?
Giulia shakes her head and says, "I asked you that question to give you a chance to set the crew's fears at ease, not because I don't know the answer."
She holds up her hand, counting off on her fingers as she starts listing, "Compasses work in storms and at night, which you don't get with traditional methods if you try navigating when the stars or coast lines are hidden."
Her second finger comes up. "Using a compass with a map means that you can travel in places you haven't been before. That is definitely not something you can do if you're trying to navigate using coastlines or landmarks that you recognise."
Her third finger raises. "And with the compass, we can sail out here - in the middle of the ocean - and avoid the dangerous wind and waves on the coast. Without it, we'd be stuck looking at rocks and measuring the depth of the ocean."
She closes her hand in a swift motion and slams her fist down on the barrel in front of her. "New and expensive ain't got nothing to do with it. A compass is better becuse of what it can //do//, not because of how much it costs."
An awkward moment of silence hangs over everyone.
"Yes... yes, of course," you murmer. Ready to be done with these questions.
<<button "↩Back">>
<<set $nav_question_4_complete to true>>
<<set $crew_morale to $crew_morale - 2>>
<<goto "2.4">>
<</button>>\
<</if>>\
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\@import url('https://fonts.googleapis.com/css2?family=Playfair+Display:ital,wght@0,400;0,500;0,600;0,700;0,800;0,900;1,400;1,500;1,600;1,700;1,800;1,900&display=swap');
@import url('https://fonts.googleapis.com/css2?family=Playfair+Display+SC:ital,wght@0,400;0,700;0,900;1,400;1,700;1,900&display=swap');
@import url('https://fonts.googleapis.com/css2?family=Italianno&display=swap');
:root {
--body: #E5E5E5; /// light grey///
--text: #000; /// black///
--silver: #d9d9d9;
--accent1: #14213D; /// blue///
--accent2: #FCA311; /// yellow///
--banner-top: url("divider.png");
--banner-bottom: url("divider.png");
--back: url("https://cdn.discordapp.com/attachments/786579757755400193/888418932996861972/back.png");
--body-font: Century Gothic,CenturyGothic,AppleGothic,sans-serif;
--header-font: 'Playfair Display SC', serif;
--accent-font: 'Italianno', cursive;
}
// {
box-sizing: border-box;
margin: 0;
padding: 0;
}
body {
background-color: var(--body);
color: var(--text);
font-family: var(--body-font);
}
h1 {
font-family: var(--accent-font);
font-size: 3em;
text-align: right;
margin: 0;
}
h2 {
font-family: var(--accent-font);
font-size: 2em;
text-align: left;
margin: 0;
}
h3 {
font-family: var(--header-font);
font-size: 2em;
text-align: left;
margin: 0;
}
h4 {
font-family: var(--header-font);
font-size: 1em;
text-align: left;
margin: 0;
}
#ui-bar {
background-image: var(--banner-top), var(--banner-bottom);
background-size: contain;
background-repeat: no-repeat;
background-position: center top, center bottom;
background-color: #000;
border: none;
cursor: default;
color: var(--silver);
}
#ui-bar-body {
margin: 10vh 0vw;
}
#story-author {
font-family: var(--accent-font);
font-size: 2em;
margin-top: 1vh;
}
#story-title {
font-family: var(--header-font);
border-bottom: 1px solid var(--accent2);
padding: 1vh 2vw;
text-align: center;
}
#menu-item-saves a::before, #menu-item-settings a::before, #menu-item-restart a::before {
content: none;
}
#menu ul {
border: none;
letter-spacing: .1rem;
margin: 0;
}
#menu li, #menu li a {
border: none;
letter-spacing: .1rem;
transition: .4s;
color: var(--accent2);
}
#menu li a:hover {
border: none;
background-color: transparent;
color: var(--silver);
}
#ui-bar-history {
display: none;
}
#ui-bar-toggle {
display: none;
}
#passages {
border-top: 1px solid var(--accent2);
padding: 5vh 5vw 5vh 25vw;
margin: 0;
max-width: 100vw;
width: 100vw;
height: 100%;
overflow-y: scroll;
scrollbar-width: thin;
border-bottom: 1px solid var(--accent2);
scrollbar-color: var(--accent2) transparent;
}
#passages a {
color: var(--accent2);
text-decoration: bold;
transition: .4s;
}
#passages a:hover {
color: var(--silver);
text-decoration: bold;
}
#passages a:before {
content: "► ";
}
.passage {
line-height: 2;
height: 90vh;
}
#menu-core li:first-child, #menu-core li:not(:first-child), #menu li:not(:first-child) {
border-top: 1px solid var(--accent2);
}
#story {
margin-left: 0vw;
margin-top: 5px;
margin-bottom: 5px;
height: calc(100vh - 12px);
}
button {
background-color: transparent;
border: none;
font-family: var(--header-font);
color: var(--accent2);
}
button:hover {
background-color: transparent;
border: none;
color: var(#FFF);
}
button:disabled {
background-color: transparent;
border: none;
}
#ui-dialog {
width: 50vw;
background-color: #000;
}
#ui-dialog-titlebar {
background-color: #000;
border: 1px solid var(--accent2);
}
#ui-dialog-title {
font-family: var(--header-font);
}
#ui-dialog-close {
height: 100%;
}
#ui-dialog-body {
background-color: var(--body);
border: 1px solid var(--accent2);
border-top: none;
}
#ui-dialog-body.saves tr:not(:first-child), #ui-dialog-body.saves > :not(:first-child) {
border-top: 1px solid var(--accent2);
}
.blur-box {
background: rgba(0, 0, 0, 0.4);
backdrop-filter: blur(10px);
-webkit-backdrop-filter: blur(10px);
padding: 1.5em;
border-radius: 10px;
color: #ffffff;
z-index: 1;
}
.responsive-img {
max-width: 100%;
height: auto;
display: block;
margin: 1em auto;
}
.flex-wrap {
display: flex;
gap: 1em;
align-items: flex-start;
flex-wrap: wrap;
}
.flex-text {
flex: 2;
min-width: 200px;
}
.flex-img {
flex: 1;
min-width: 150px;
max-width: 250px;
}
.flex-img img {
width: 100%;
height: auto;
display: block;
border-radius: 6px; /// optional: rounded corners ///
}
/// width ///
::-webkit-scrollbar {
width: 10px;
}
/// Track ///
::-webkit-scrollbar-track {
background: transparent;
}
/// Handle ///
::-webkit-scrollbar-thumb {
background: var(--accent2);
}
/// Handle on hover ///
::-webkit-scrollbar-thumb:hover {
background: #555;
}
@media screen and (max-width: 1024px) and (min-width: 801px) {
#passages {
width: 75%;
padding-right: 10vw;
}
#ui-bar {
width: 25vw;
background-color: #000;
}
#ui-bar-toggle {
display: block;
}
}
@media screen and (max-width: 800px) {
#ui-bar-toggle {
display: block;
color: var(--text);
background-color: transparent;
border: none;
}
#ui-bar-toggle:hover {
background-color: transparent;
border: none;
color: var(--silver);
}
#ui-bar {
width: 100vw;
background-color: #000;
}
#ui-bar.stowed {
left: -95vw;
background-color: #000;
}
#ui-bar.stowed ~ #story {margin-left:10vw;}
#passages {padding: 5vh 5vw 5vh 5vw;width:90vw;}
h1 {text-align:center;}
#ui-dialog {top:0;left:0;width: calc(100vw - 32px);height: calc(100vh - 32px);}
#ui-dialog-body, #ui-dialog-titlebar {width:100%;}
}
<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
The clouds have finally cleared. For days now, you’ve made steady progress under a wide blue sky, warm winds billowing in your sails. Spirits are high, and even the cook is humming a tune in the galley.
Suddenly, a shout from the crow's nest cuts through your peaceful rumination.
<h4>“Sails! On the horizon!”</h4>
You squint into the sunlit glare. Sure enough, a dark ship is gaining fast, its sails patched and hull low in the water.
<<linkappend "Pirates." t8n>>
<img src="pirates_attack.jpg" alt="Pirates Attack" class="responsive-img"> \
<</linkappend>>\
The captain turns to your team, eyes narrowed.
<<if $playercount is 2>>\
“We don't have long. $playername, $partner1name... what should we do?”
<<if ($my_research_topic is "safety") or ($my_research_topic2 is "safety")>>\
//$playername, since you investigated the topic of safety at sea, you are the expert here. Share your knowledge with $partner1name so that they can also make the right choice.//\
<<else>>\
//Since $partner1name investigated the topic of safety at sea, they are the expert here. Ask them to share their knowledge so that you can make the right choice.//\
<</if>>\
<<elseif $playercount is 3>>\
“We don't have long. $playername, $partner1name, $partner2name... what should we do?”
<<if ($my_research_topic is "safety") or ($my_research_topic2 is "safety")>>\
//$playername, since you investigated the topic of safety at sea, you are the expert here. Share your knowledge with $partner1name and $partner2name so that they can also make the right choice.//\
<<else>>\
//Since $partner1name or $partner2name investigated the topic of safety at sea, they are the expert here. Ask them to share their knowledge so that you can make the right choice.//\
<</if>>\
<</if>>
You weigh your options:
→ ''Wait and see'': Perhaps it's not an attack. Better not provoke them with sudden moves.
→ ''Flee'': Unfurl all sails and attempt to outrun them before they get any closer.
→ ''Fire a warning'': Ready the cannons and fire shots towards them to show that you're not an easy target.
__Do you:__
<<link "Wait and see">>\
<<set $crew_morale to $crew_morale - 20>>\
<<set $ship_status to $ship_status - 20>>\
<<goto "3.2.a">>\
<</link>>\
<<link "Flee">>\
<<set $crew_morale to $crew_morale - 10>>\
<<goto "3.2.b">>\
<</link>>\
<<link "Fire a warning">>\
<<set $safety_gold_badge to true>>\
<<set $crew_morale to 100>>\
<<goto "3.2.c">>\
<</link>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves <</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
You hold your position, trying not to show fear or aggression.
“We don't want to provoke them,” you reason.
The sails of the approaching ship flap like the wings of a hungry beast.
But hesitation proves costly.
The pirate vessel closes the distance fast. A thundering crack can be heard as grappling hooks latch onto your rails. Chaos erupts on deck as the crew scrambles to cut the ropes and push back the intruders.
Crew members shout in panic. Barrels topple. Someone cries out for help.
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
The captain turns to you again, eyes blazing. “We can’t hold them off like this! What now?!”
You must choose quickly:
→ ''Flee'': Cut the hooks, unfurl the sails, and try to escape.
→ ''Fight'': Draw weapons and defend the ship hand-to-hand.
→ ''Load the Cannons'': Use your firepower to force them back before they board.
__Do you:__
<<link "Flee">>\
<<set $crew_morale to $crew_morale - 20>>\
<<set $ship_status to $ship_status - 20>>\
<<goto "3.2.b">>\
<</link>>\
<<link "Fight">>\
<<set $crew_morale to $crew_morale - 20>>\
<<set $ship_status to $ship_status - 20>>\
<<goto "3.2.d">>\
<</link>>\
<<link "Load the Cannons">>\
<<set $crew_morale to $crew_morale + 15>>\
<<goto "3.2.c">>\
<</link>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
"To the sails!"
You shout the command and the crew leaps into action. The sails billow and fill with wind, pulling the ship forward.
It's working! The pirate vessel falls behind and cheers rise from the deck.
Then - suddenly - the wind shifts. The sails fall and lose tension. The pirates are quick to close the gap, and soon they are close enough for you to see them readying their grappling hooks to haul your ship in.
Panic ripples across the deck.
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>>
The captain turns to you, shouting over the wind, "We're losing our lead! What do we do now?"
You must choose quickly:
→ ''Fight'': Draw weapons and defend the ship hand-to-hand.
→ ''Load the Cannons'': Use your firepower to force them back before they board.
__Do you:__
<<link "Fight">>\
<<set $crew_morale to $crew_morale - 20>>\
<<set $ship_status to $ship_status - 20>>\
<<goto "3.2.d">>\
<</link>>\
<<link "Load the Cannons">>\
<<set $crew_morale to $crew_morale + 15>>\
<<goto "3.2.c">>\
<</link>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
You call out, “Ready the cannons!”
Crew members spring into motion, loading powder and shot.
<h4>BOOM!</h4>
A cannonball thunders across the sea, landing with a towering splash just off the pirate ship’s bow. The enemy vessel jolts, then slows.
You watch as the pirates hesitate. Armed with only arrows and swords, the pirates are no match for you. They turn... it looks like they are backing away.
A cheer erupts from your crew as relief spreads through the ship.
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>>
“Keep watch,” the captain warns. “They might return when the stars are out and no one’s looking.”
Your crew remains alert, setting a watch rotation, but there is a new confidence on deck. You’ve shown you’re not an easy mark.
<<if $safety_gold_badge is true>>\
Achievement Unlocked: 🏅 Successfully Defended Against Pirates
<</if>>\
<<button "''Continue''">>\
<<set $chapter3_complete to true>>
<<set $chapter to "Chapter 4: Landfall">>
<<goto "4.1">>\
<</button>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
You shout for the crew to arm themselves.
Swords are drawn, makeshift weapons come out from every corner of the deck, and someone runs to get the small hand-held gunpowder weapons.
The clash is immediate. Steel rings against steel and someone shouts that the enemy has broken through.
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
A small number of pirates push into your cargo hold, just as Tomasz returns with the gunpowder weapons.
With the power of your new weapons, each making a loud crack as they are fired, the pirates scurry off your decks, startled by the noise and the unfamiliar force.
Despite your crew’s brave defense, five crates of goods that you were carrying to trade were carried off in the chaos.
<<set $cargo_to_trade to $cargo_to_trade - 5>>\
💰 Cargo to Trade: $cargo_to_trade Crates <if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
The captain takes a deep breath and surveys the battered deck.
“Good work driving them off,” he says, wiping sweat from his brow. “But the hull's taken a hit. We'll need to get repairs underway before we sail much further.”
Below deck, sailors begin patching up the worst of the damage. The mood is tense but relieved. You’ve survived the encounter, and learned that firepower might be your best defense on these waters.
<<button "''Continue''">>\
<<set $chapter3_complete to true>>
<<set $chapter to "Chapter 4: Landfall">>
<<set $ship_status to $ship_status +20>>
<<goto "4.1">>\
<</button>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
Days pass without further sign of pirate sails on the horizon. The crew finds a rhythm again, and under clear skies, your ship cuts steadily through the waves.
Jean Moreau, your navigator, has been steering you south with confidence, adjusting course slightly eastward a few days ago. He believes you're nearing land, perhaps even a trading post.
One morning, a cry rings out from high above the deck.
<h4>“Land ahead!”</h4>
It’s Giulia, perched up in the rigging, her sharp eyes scanning the horizon. Sure enough, a dark line breaks the blue where sea meets sky. The faint outline of a coastline grows clearer with each passing minute.
Captain Esteves joins you on deck and leans toward you.
“We're close,” he says. “What’s our move?”
__What will you do?__
<<link "Sail straight to the coast and send a small boat onto land to search for people to trade with.">>\
<<set $trading_party to "walking group">>
<<set $cargo_available_to_trade to 10>>
<<goto "4.2.a">>\
<</link>>
<<link "Sail closer to the shore and continue south along the coastline, watching for a settlement.">>\
<<set $trading_party to "sailing group">>
<<set $cargo_available_to_trade to 20>>
<<set $fourpoint_two_bee_visit_count to 1>>
<<if $returning_from_menu is true>><<set $returning_from_menu = false>><</if>>
<<goto "4.2.b">>\
<</link>>
<<link "Consult with the navigator before deciding your next course of action.">>\
<<goto "4.2.c">>\
<</link>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
You give the order to head for shore.
The crew works quickly, adjusting sails and preparing the small boat for landing. The captain insists on coming along himself, saying, "Best I know what we’re trading and with whom."
Yusuf al-Karim, your trusted quartermaster, selects a few high-value goods from the hold. “Only what we can carry,” he says firmly.
💰 Cargo Available to Trade: $cargo_available_to_trade crates
"Remember," Yusuf cautions, "we need to get at least 2 gold pieces or 6 ivory tusks for each of our crates of goods. Any less and the merchant won't be happy."
Tomasz Zielinski joins as well, ready to carry any heavy goods you might find.
You and your team climb into the boat, the wood creaking under the weight of the crew and cargo. The waves are gentle, and the beach soon rises before you. The boat slides into the sand with a soft scrape. You hop out, boots sinking slightly into the shore.
You head inland, keeping the coastline just within sight. The terrain shifts between grassy stretches and patches of scrub. Birds call from somewhere above, and every now and then, the distant crash of the waves reminds you of how far you’ve come.
Hours pass. Hope dwindles.
At last, just as the sun begins its descent, you spot something ahead. Rising smoke. A small coastal settlement.
It looks promising... but what kind of welcome will you receive?
<<button "''Continue to the settlement''">>\
<<goto "4.3">>\
<</button>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<<if $returning_from_menu is true>>\
<<set $returning_from_menu = false>>
<<else>>\
<<set $fourpoint_two_bee_visit_count to $fourpoint_two_bee_visit_count + 1>>
<</if>>\
<div class="blur-box">\
<<if $fourpoint_two_bee_visit_count lte 1>>
You give the order to get closer to the coastline, but to keep sailing until you see a settlement.
The ship adjusts its course and sails in closer to the shore. As the coastline sharpens into view, you and the crew gather at the rails, watching intently for any sign of life. After days of open water, the sight of land lifts everyone's spirits.
You continue sailing south, the warm wind filling your sails as your eyes scan the shoreline. Hills rise gently inland, scattered with scrub and sand, and the occasional bird arcs overhead.
Then - just as morale begins to dip - a cry rings out from the rigging.
“There! Smoke!”
You rush to the bow just in time to see it: a thin plume rising above a distant grove of trees, and beyond it, a settlement hugging the edge of the coast.
The captain gives the order to prepare for shore.
<<button "''Continue''">>\
<<goto "4.2.b">>\
<</button>>\
<<elseif $fourpoint_two_bee_visit_count gte 2>>\
The crew bustles into action, excited to trade and set foot on solid ground. They adjust the sails and prepare a small boat for landing.
The captain insists on coming along himself, saying, "Best I know what we’re trading and with whom."
Yusuf al-Karim, your trusted quartermaster, selects some high-value goods from the hold. “Just what will fit in the boat,” he says firmly.
💰 Cargo Available to Trade: $cargo_available_to_trade crates
"Remember," Yusuf cautions, "we need to get at least 2 gold pieces or 6 ivory tusks for each of our crates of goods. Any less and the merchant won't be happy."
Tomasz Zielinski joins as well, ready to carry any heavy goods you might find.
You and your team climb into the boat, the wood creaking under the weight of the crew and cargo. The waves are gentle, and the beach soon rises before you. The boat slides into the sand with a soft scrape. You hop out, boots sinking slightly into the shore.
Ahead of you is the setlement. It looks promising... but what kind of welcome will you receive?
<<link "''Continue to the settlement''">>\
<<goto "4.3">>\
<</link>>
<</if>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
You head over to where the navigator stands, wanting to speak to him before giving any orders. Jean Moreau unrolls his maps on a crate near the helm, adjusting his compass as you approach. He nods thoughtfully as you explain the options.
“I recommend we stay aboard and continue sailing until we see a settlement,” he says, tapping a blank spot near the coast on his chart. “That way, I can accurately chart its position for future voyages. If we go ashore too early, we may miss the chance to record the location properly.”
Yusuf al-Karim, the quartermaster, overhears the discussion and walks over. “He’s right,” Yusuf adds. “If we take a small party inland, we’ll only be able to carry a fraction of our trade goods. Not to mention, it’s safer for the whole crew if we stay together on the ship and approach an unknown settlement by sea.”
Their reasoning is sound. You take a deep breath, weighing their advice, and turn back to deliver your decision to the captain.
__What will you do?__
<<link "Sail straight to the coast and send a small boat onto land to search for people to trade with.">>\
<<set $trading_party to "walking group">>
<<set $cargo_available_to_trade to 10>>
<<goto "4.2.a">>\
<</link>>
<<link "Sail closer to the shore and continue south along the coastline, watching for a settlement.">>\
<<set $trading_party to "sailing group">>
<<set $cargo_available_to_trade to 20>>
<<set $fourpoint_two_bee_visit_count to 1>>
<<goto "4.2.b">>\
<</link>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
You step through the rough wooden gates of the settlement, the hot sun casting long shadows across sunbaked earth. The buildings are made of a mix of mudbrick and timber, shaded by palm fronds and cloth awnings. Goats bleat in the distance and people bustle around open-air stalls, their wares laid out on woven mats. This is not the first time outsiders have come to trade here — the settlement is clearly accustomed to dealing with foreign merchants.
A small group of locals approaches, eyeing your party with cautious interest. One older man steps forward. He speaks a few words in a local dialect before switching to broken Arabic, enough for your quartermaster Yusuf to understand. It is the common tongue along many trade routes, and it allows for some basic communication.
Soon, your group is led to a shaded area where negotiations begin.
The locals have gold and ivory to offer - valuabe goods you know the merchant back in Europe will be happy with. In return, they’re interested in your wool, salt, dried fish and iron tools.
But the terms of the deal are lopsided: they offer far less than what your cargo is worth.
<<if $cargo_available_to_trade lte 10>>\
$cargo_available_to_trade crates of your trade goods in return for 8 pieces of gold and 10 tusks of ivory.
<<else>>\
$cargo_available_to_trade crates of your trade goods in return for 16 pieces of gold and 20 tusks of ivory.
<</if>>\
Captain Esteves frowns and folds his arms. “They know we're far from home and low on options.”
Yusuf mutters under his breath, “It would hurt morale if we gave away our goods for so little.”
__You must decide how to proceed:__
→ ''Accept the unfair trade'': You’ll leave with something, but your crew won’t be happy.
→ ''Walk away'': Call off the trade and continue sailing, hoping to find better opportunities elsewhere.
→ ''Return with force'': Go back to the ship, prepare your cannons and weapons, and use intimidation to demand a better deal.
__What will you do?__
<<link "Accept the unfair trade">>\
<<set $cargo_to_trade = $cargo_to_trade - $cargo_available_to_trade>>
<<set $cargo_available_to_trade = 0>>
<<set $crew_morale = $crew_morale - 30>>
<<set $trade_choice1 to "accept unfair trade">>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<set $future_trade_connections to $future_trade_connections + 1>>
<<if $cargo_available_to_trade lte 10>>
<<set $cargo_gold to 8>>
<<set $cargo_ivory to 10>>
<<else>>
<<set $cargo_gold to 16>>
<<set $cargo_ivory to 20>>
<</if>>
<<goto "4.4">>\
<</link>>\
<<link "Walk away">>\
<<set $trade_choice1 to "walk away">>
<<set $cargo_available_to_trade = 0>>
<<set $reputation to "Overly Cautious">>
<<run $reputationlog.push("Overly Cautious")>>
<<if $trading_party is "sailing group">>
<<set $crew_morale = $crew_morale - 30>>
<<else>>
<<set $crew_morale = $crew_morale - 15>>
<</if>>
<<goto "4.4">>\
<</link>>\
<<link "Return with force">>\
<<goto "4.3.a">>\
<</link>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
You voice your plan to go back to the ship and then return to the settlement with firepower, to remind them of your strength and thus force a better deal.
<<if $trading_party is "walking group">>\
Captain Esteves looks at you sharply.
“You want to walk back now? That’s hours there and back. We return empty-handed, and we’ll still need to make the crew wait while we come back here again?”
The quartermaster crosses his arms, brow furrowed. “We risk losing what little respect they have for us. And if we do all that and still leave without a trade, it’ll drag morale through the mud.”
Tomasz shifts uncomfortably beside you. “It could work… but only if you’re sure they’ll be scared off enough to change their tune.”
They look to you, waiting for your decision.
__What will you do?__
<<link "Accept the unfair trade">>\
<<set $cargo_to_trade = $cargo_to_trade - $cargo_available_to_trade>>
<<set $cargo_available_to_trade = 0>>
<<set $crew_morale = $crew_morale - 30>>
<<set $trade_choice1 to "accept unfair trade">>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<set $future_trade_connections to $future_trade_connections + 1>>
<<if $cargo_available_to_trade lte 10>>
<<set $cargo_gold to 8>>
<<set $cargo_ivory to 10>>
<<else>>
<<set $cargo_gold to 16>>
<<set $cargo_ivory to 20>>
<</if>>
<<goto "4.4">>\
<</link>>\
<<link "Walk away">>\
<<set $trade_choice1 to "walk away">>
<<set $cargo_available_to_trade = 0>>
<<set $reputation to "Overly Cautious">>
<<run $reputationlog.push("Overly Cautious")>>
<<if $trading_party is "sailing group">>
<<set $crew_morale = $crew_morale - 30>>
<<else>>
<<set $crew_morale = $crew_morale - 15>>
<</if>>
<<goto "4.4">>\
<</link>>\
<<link "Return with force">>\
<<set $trading_party to "walking group returns">>
<<set $crew_morale = $crew_morale - 20>>
<<goto "4.3.a">>\
<</link>>\
<<elseif $trading_party is "sailing group">>\
You return to the ship and immediately set the crew to work.
“Ready the cannons!” Captain Esteves orders grimly.
You aim the ship’s cannons not at the settlement, but just near it - a warning shot.
<h4>BOOM!</h4>
The cannons thunder across the sea, splashing great plumes of water near the shore. Birds scatter from the trees and the echo rolls across the hills.
Weapons in hand, your team rows back to shore - this time not as traders, but as a force to be reckoned with.
The settlement is quieter now as people watch nervously. The man who negotiated with you before reappears, visibly shaken but trying to maintain dignity.
Your quartermaster leans toward you, gunpowder weapon resting on his shoulder.
“We have the upper hand now. Do we make a fair deal… or take what we want?”
__Your options now:__
<<link "Steal the goods">>\
<<set $cargo_available_to_trade to 0>>
<<set $crew_morale to 90>>
<<set $trade_choice1 to "steal">>
<<set $cargo_gold to 16>>
<<set $cargo_ivory to 20>>
<<set $reputation to "Raider">>
<<run $reputationlog.push("Raider")>>
<<goto "4.4">>\
<</link>>\
<<link "Demand a fair trade: 16 gold pieces and 20 tusks for 10 crates">>\
<<set $trade_choice1 to "fair trade">>
<<set $cargo_available_to_trade = 0>>
<<set $cargo_to_trade = $cargo_to_trade - 10>>
<<set $cargo_gold = $cargo_gold + 16>>
<<set $cargo_ivory = $cargo_ivory +20>>
<<set $crew_morale = 100>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $future_trade_connections to $future_trade_connections + 1>>
<<goto "4.4">>\
<</link>>\
<<elseif $trading_party is "walking group returns">>\
After hours of walking, you arrive back at the ship. The hopeful expressions of the waiting crew waiting drop as soon as they see you, knowing that something has not gone to plan.
Time dragged as they waited for your return, and hearing that you need to return to the settlement again has everyone in a glum mood.
Captain Esteves consults with the navigator, plotting a course to bring the ship closer to the settlement.
“Ready the cannons!” the captain grunts.
You aim the ship’s cannons not at the settlement, but just near it - a warning shot.
<h4>BOOM!</h4>
The cannons thunder across the sea, splashing great plumes of water near the shore. Birds scatter from the trees and the echo rolls across the hills.
Weapons in hand, your team rows back to shore - this time not as traders, but as a force to be reckoned with.
The settlement is quieter now as people watch nervously. The man who negotiated with you before reappears, visibly shaken but trying to maintain dignity.
Your quartermaster leans toward you, gunpowder weapon resting on his shoulder.
“We have the upper hand now. Do we make a fair deal… or take what we want?”
__Your options now:__
<<link "Steal the goods">>\
<<set $cargo_available_to_trade = 0>>
<<set $crew_morale to 90>>
<<set $trade_choice1 to "steal">>
<<set $cargo_gold to 8>>
<<set $cargo_ivory to 10>>
<<set $reputation to "Raider">>
<<run $reputationlog.push("Raider")>>
<<goto "4.4">>\
<</link>>\
<<link "Demand a fair trade: 8 gold pieces and 10 tusks for 5 crates">>\
<<set $trade_choice1 to "fair trade">>
<<set $cargo_available_to_trade = 0>>
<<set $cargo_to_trade = $cargo_to_trade - 5>>
<<set $cargo_gold = $cargo_gold + 8>>
<<set $cargo_ivory = $cargo_ivory + 10>>
<<set $crew_morale = 100>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $future_trade_connections to $future_trade_connections + 1>>
<<goto "4.4">>\
<</link>>\
<</if>>
----
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
The crew watches from the deck as your landing party returns.
<<if $trade_choice1 is "accept unfair trade">>\
🔗 ''Future Trade Connections Fostered: $future_trade_connections''
Your boots thud against the deck as you climb aboard, folowed by Yusuf who carries a small stack of gold and ivory.
Tomasz, tasked with carrying any heavy items, is noticably empty-handed.
The waiting crew silently take stock of what you brought back. Eventually, whispers ripple through the crew.
//“That was it?”//
//“We gave away too much. Poor negotiation skills.”//
//“If they make decisions like that, can we even trust them?”//
Though no one speaks outright rebellion, the mood is heavy. The crew knows the deal was poor, and they worry about what that kind of leadership might get them into next. \
<<elseif $trade_choice1 is "walk away">>\
Your boots thud against the deck as you climb aboard empty-handed. The crew gathers around, hopeful expressions quickly fading as they see the lack of goods.
//“We have travelled this far and traded... nothing? That's just being too cautious,” someone mutters.//
//“At this rate, we'll be sailing forever before we can go home,” another says under their breath.//
Captain Esteves tries to rally them, but it’s clear: morale has dropped. Even Tomasz doesn’t meet your eyes.
In hushed voices, the crew begins to debate whether the next stop should be approached differently.
“Next time we go ashore,” Yusuf says quietly to you, “we may need to consider taking weapons to help force a fair negotiation.” \
<<elseif $trade_choice1 is "steal">>\
The boots hit the deck with a satisfying thump, and your crew begins unloading sacks of gold and ivory. Your own trade goods - reclaimed and unspent - are hoisted aboard too.
Cheers erupt across the deck. The crew rushes to help, laughing and clapping backs.
But not everyone joins in. Tomasz eyes the bags uneasily. “We just stole all this…”
Yusuf pulls you aside, voice low. “We won today,” he says. “But we’ve also made enemies. That settlement won’t welcome us again. You’re not just a trader now - you're a raider."
He looks at you, a serious expression on his face. "Be careful. This exploding powder gives us an advantage... but if the next port has it too, we won’t walk away so easily.”
The wind picks up as the sails are raised. Your ship moves forward, heavy with spoils... and consequence. \
<<elseif $trade_choice1 is "fair trade">>\
🔗 ''Future Trade Connections Fostered: $future_trade_connections''
Your boots thud against the deck as you climb aboard, proud smiles on your faces. The ship erupts into cheers when they see the gold and ivory you have brought back.
“We did it!” Tomasz grins, handing off a sack to another sailor and launching into the tale of how you successfully managed the trade negotiation.
The crew is energized. They know they can defend themselves if needed, but these trade goods feel earned - not stolen.
Even Captain Esteves smiles. “That’s how we do things. Fair and strong.”
Yusuf logs the trade carefully while Jean notes the settlement’s location in the captain’s map journal.
“They’ll remember us,” Jean says. “And not as thieves. We’ll be welcomed again.”
The sails rise high as your ship turns south again. The first victory is behind you, and many ports ahead.\
<</if>>
<<button "''Continue the voyage''">>\
<<set $chapter4_complete to true>>
<<set $chapter to "Chapter 5: A Storm Approaches">>
<<goto "5.1">>\
<</button>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<if $crew_morale < 50>>>\
You’ve been at sea for several days now. The weather has held, but the mood on board has not. Crew morale is too low to sustain a long voyage.
Whispers have turned into silence, and silence into tension. But this is not the only storm brewing.
On the horizon, dark clouds gather - thick and heavy.
A storm is coming.
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Captain Esteves approaches you with a grim expression. “We’ve weathered storms before,” he says, “but not with a crew this divided. Please... talk to them. I need them at their best to get through this in one piece.”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_captain.jpg" alt="Captain Rodrigo Esteves">\
</div>\
</div>\
<<elseif ($crew_morale gte 50) and ($crew_morale < 80)>>>\
You’ve been at sea for several days now. The weather has held, but the mood on board has been dropping. Whispered questions have been fueling a spreading doubt in the success of your voyage. But this is not the only storm brewing.
On the horizon, dark clouds gather - thick and heavy.
A storm is coming.
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Captain Esteves approaches you with a grim expression. “We’ve weathered storms before,” he says, “but not with a crew this unsettled. Please... talk to them. I need them at their best to get through this in one piece.”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_captain.jpg" alt="Captain Rodrigo Esteves">\
</div>\
</div>\
<<elseif $crew_morale gte 80>>>\
You’ve been at sea for several days now. The weather has held, but the mood on board has been dropping.
On the horizon, dark clouds gather - thick and heavy - adding to the growing tension.
A storm is coming.
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Captain Esteves approaches you with a grim expression. “We’ve weathered storms before,” he says, “but not with a crew this unsettled. Please... talk to them. I need them at their best to get through this in one piece.”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_captain.jpg" alt="Captain Rodrigo Esteves">\
</div>\
</div>\
<</if>>
<<button "''Gather the Crew''">>\
<<set $morale_check1 = $crew_morale>>/
<<goto "5.2">>\
<</button>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>>
<<set $chapter to "Chapter 2: Setting Out">>
<<set $chapter2_complete to false>>
<<set $chapter3_complete to false>>
<<set $chapter4_complete to false>>
<<set $chapter5_complete to false>>
<<set $chapter6_complete to false>>
<<set $chapter7_complete to false>>
<<set $chapter8_complete to false>>
<<set $cargo_gold to 0>>
<<set $cargo_ivory to 0>>
<<set $cargo_slaves to 0>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<<set $future_trade_connections = 0>>
<<set $reputationlog to ["🛡️"]>>
<<if $playercount is 3>>
<<if $my_research_topic is "ships">>
<<set $reputation to "Ship Designs Expert">>
<<run $reputationlog.push("Ship Designs Expert")>>
<<elseif $my_research_topic is "navitation">>
<<set $reputation to "Navigation Expert">>
<<run $reputationlog.push("Navigation Expert")>>
<<elseif $my_research_topic is "safety">>
<<set $reputation to "Safety Expert">>
<<run $reputationlog.push("Safety Expert")>>
<</if>>
<<elseif $playercount is 2>>
<<if $my_research_topic is "ships">>
<<set $reputation to "Ship Designs Expert">>
<<run $reputationlog.push("Ship Designs Expert")>>
<<elseif $my_research_topic is "navitation">>
<<set $reputation to "Navigation Expert">>
<<run $reputationlog.push("Navigation Expert")>>
<<elseif $my_research_topic is "safety">>
<<set $reputation to "Safety Expert">>
<<run $reputationlog.push("Safety Expert")>>
<</if>>
<<if $my_research_topic2 is "ships">>
<<set $reputation to "Ship Designs Expert">>
<<run $reputationlog.push("Ship Designs Expert")>>
<<elseif $my_research_topic2 is "navitation">>
<<set $reputation to "Navigation Expert">>
<<run $reputationlog.push("Navigation Expert")>>
<<elseif $my_research_topic is "safety">>
<<set $reputation to "Safety Expert">>
<<run $reputationlog.push("Safety Expert")>>
<</if>>
<</if>>
<<set $navigation_gold_badge to false>>
<<set $good_leadership_badge to false>>
<<set $safety_gold_badge to false>>
<<set $ship_repaired to false>>
<<set $nav_question_1_complete to false>>
<<set $nav_question_2_complete to false>>
<<set $nav_question_3_complete to false>>
<<set $nav_question_4_complete to false>>
<<set $nav_question_5_complete to false>>
<<set $concerns_question_1_complete to false>>
<<set $concerns_question_2_complete to false>>
<<set $concerns_question_3_complete to false>>
<<set $concerns_question_4_complete to false>>
<<silent>>
<<goto "VStart">><<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<if ($concerns_question_1_complete is true) and ($concerns_question_2_complete is true) and ($concerns_question_3_complete is true)>>\
<<if ($crew_morale > $morale_check1) or ($crew_morale gte 100)>>\
<<if $crew_morale gte 60>>\
You’ve listened. You’ve answered. And you’ve earned a measure of respect.
The crew disperses quickly, barking commands and tightening rigging. Boots pound across the deck. The storm is nearly upon you, but your crew is ready to face it together.
<<if ($cq1_answer is "C") and ($cq2_answer is "correct") and ($cq3_answer is "B")>>\
Achievement Unlocked: 🏅 Good Leadership
<</if>>\
<<button "''Continue''">>
<<set $chapter5_complete to true>>
<<set $chapter to "Chapter 6: New Lands">>
<<if $crew_morale gte 80>> <<set $good_leadership_badge to true>> <</if>>
<<goto "6.1">>
<</button>>\
<<elseif $crew_morale < 60>>\
Your answers falter. Your tone wavers. While you answered some questions well, the crew sees weakness - or worse, indifference.
Shouts rise. The captain tries to intervene, but it’s too late. The sailors push forward, fueled by doubt and anger. \
<<if $playercount is 2>>You and $partner1name are dragged to the brig. <<elseif $playercount is 3>>You, $partner1name and $partner2name are dragged to the brig. <</if>>
The door slams shut behind you. From here, all you hear is the rising wind and the sound of a crew who no longer trusts you to lead them.
<h4>Your voyage is over. </h4>
<<button "''Restart Voyage''">>
<<goto "Mission Failed Restart Point">>
<</button>>\
<</if>>
<<else>>\
<<if $crew_morale gte 60>>\
You’ve listened. You’ve answered. And yet you have not earned any extra respect.
The crew disperses quickly, barking commands and tightening rigging. Boots pound across the deck. The storm is nearly upon you, but is your crew ready?
<<button "''Continue''">>
<<set $chapter5_complete to true>>
<<set $chapter to "Chapter 6: New Lands">>
<<if $crew_morale gte 80>> <<set $good_leadership_badge to true>> <</if>>
<<goto "6.1">>
<</button>>\
<<elseif $crew_morale < 60>>\
Your answers falter. Your tone wavers. The crew sees weakness - or worse, indifference.
Shouts rise. The captain tries to intervene, but it’s too late. The sailors push forward, fueled by doubt and anger. \
<<if $playercount is 2>>You and $partner1name are dragged to the brig. <<elseif $playercount is 3>>You, $partner1name and $partner2name are dragged to the brig. <</if>>
The door slams shut behind you. From here, all you hear is the rising wind and the sound of a crew who no longer trusts you to lead them.
<h4>Your voyage is over. </h4>
<<button "''Restart Voyage''">>
<<goto "Mission Failed Restart Point">>
<</button>>\
<</if>>\
<</if>>\
<<else>>\
<<if $crew_morale < 50>>\
You gather the sailors in the galley. They are clearly unhappy, the air thick with doubt and resentment.
You clear your throat.
“What are your concerns?” you say. “Let’s talk, openly. Before the storm hits.”
Three sailors speak up.\
<<elseif ($crew_morale gte 50) and ($crew_morale < 80)>>\
You gather the sailors in the galley, a few of them clearly unhappy.
You clear your throat.
“What are your concerns?” you say. “Let’s talk, openly. Before the storm hits.”
Three sailors speak up.\
<<elseif $crew_morale gte 80>>\
You gather the sailors in the galley, a few of them shifting uneasily.
You clear your throat.
“What are your concerns?” you say. “Let’s talk, openly. Before the storm hits.”
Three sailors speak up. \
<</if>>
<<nobr>>
<<if $concerns_question_1_complete is false>>
<<link "Answer a question from Giulia, the the boatswain">>
<<set $cq1_answer to "blank">>
<<goto "CQ1">>
<</link>>
<</if>>
<<if $concerns_question_2_complete is false>>
<br><br><<link "Answer a question from Tomasz, the deckhand">>
<<set $cq2_answer to "blank">>
<<set $cq2_A to false>>
<<set $cq2_B to false>>
<<set $cq2_C to false>>
<<set $cq2_D to false>>
<<goto "CQ2">>
<</link>>
<</if>>
<<if $concerns_question_3_complete is false>>
<br><br><<link "Answer a question from Malik, the cabin boy">>
<<set $cq3_answer to "blank">>
<<goto "CQ3">>
<</link>>
<</if>>
<</nobr>>\
<</if>>\
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<set $boost_morale_amount = Math.round((95 - $crew_morale)/3)>>\
<div class="blur-box">\
<<if $cq1_answer is "blank">>\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Giulia, perched on the edge of a bench with her arms folded, meets your gaze.
“I want to know what the plan is next time we make landfall,” she says.
<<if $reputation is "Raider">>\
“Are we traders or are we raiders? Will you use weapons to steal again? Because I didn’t sign up to be a pirate.”
<<elseif $reputation is "Fair Traider">>\
“Will you continue to use weapons //only// to make sure we get a fair trade? Because I didn’t sign up to be a pirate or a raider.”
<<elseif $reputation is "Overly Cautious">>\
“We need to make a trade next time - we cannot walk away again. Will you use the weapons? And if so, will you use them //only// to make sure we get a fair trade, not to steal? Because I didn’t sign up to be a pirate.”
<<elseif $reputation is "Poor Negotiator">>\
“We need to make a good trade next time - we cannot end up with a cargo hold emptier than when we set off! Will you use the weapons? And if so, will you use them //only// to make sure we get a fair trade, not to steal? Because I didn’t sign up to be a pirate or a raider.”
<</if>>
</p>\
</div>\
<div class="flex-img">\
<img src="crew_boatswain.jpg" alt="Boatswain">\
</div>\
</div>\
<<if $reputation is "Raider">>\
You nod your head thoughtfully. You did not realise that the crew would be so against the reputation of being a raider.
<<elseif $reputation is "Fair Traider">>\
You nod your head thoughtfully, understanding the crew's strong feelings against being thought of as a pirate.
<<elseif $reputation is "Overly Cautious">>\
You nod your head thoughtfully, feeling in agreement with Giulia that trade ''must'' happen next time. You also take note of the crew's strong feelings against being thought of as a pirate.
<<elseif $reputation is "Poor Negotiator">>\
You nod your head thoughtfully, feeling in agreement with Giulia that a good trade deal ''must'' happen next time. You also take note of the crew's strong feelings against being thought of as a pirate.
<</if>>\
__Choose your response:__
<<link "A) Next time we make landfall to trade, we’ll do whatever it takes to get what we want.">>\
<<set $cq1_answer to "A">>
<<set $crew_morale to $crew_morale - 10>>
<<goto "CQ1">>
<</link>>
<<link "B) Next time we make landfall to trade, I will evaluate the situation and make a decision then. You will follow orders, like a crew member should.">>\
<<set $cq1_answer to "B">>
<<set $crew_morale to $crew_morale - 10>>
<<goto "CQ1">>
<</link>>
<<link "C) Next time we make landfall to trade, we will use weapons only to ensure we aren’t exploited. We’ll trade, not just take, but we'll make sure the trade is fair for us.">>\
<<set $cq1_answer to "C">>
<<if $crew_morale gte 90>>
<<set $crew_morale to 100>>
<<else>>
<<set $crew_morale = ($crew_morale+$boost_morale_amount)>>
<</if>>
<<goto "CQ1">>
<</link>>
<<elseif $cq1_answer is "A">>\
Giulia frowns at your explanation, visably unhappy with your answer.
"$playername, that sounds like you are ready to make pirates out of us. I will not go along with this."
<<button "''Back''">>
<<set $concerns_question_1_complete to true>>
<<goto "5.2">>
<</button>>\
<<elseif $cq1_answer is "B">>\
Giulia frowns at your explanation, visably unhappy with your answer.
"$playername, that sounds like you are ready to make pirates out of us. I will not go along with this."
<<button "''Back''">>
<<set $concerns_question_1_complete to true>>
<<goto "5.2">>
<</button>>\
<<elseif $cq1_answer is "C">>\
Giulia nods at your answer, tension seeming to ease from her body.
"Alight," she says. I will continue to follow you.
<<button "''Back''">>
<<set $concerns_question_1_complete to true>>
<<goto "5.2">>
<</button>>\
<</if>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<set $boost_morale_amount = Math.round((95 - $crew_morale)/3)>>\
<div class="blur-box">\
<<if $cq2_answer is "blank">>\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Tomasz, one of the older, more experienced sailors, leans forward.
“I want to know how this ship will hold up in a storm,” he says. “Everyone talks about the caravel like it’s the future of sailing. But why is it better than a cog? We trusted the cog for years.”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_deckhand.jpg" alt="Deckhand">\
</div>\
</div>\
<<if $playercount is 2>>\
<<if ($my_research_topic is "ships") or ($my_research_topic2 is "ships")>>\
//$playername, this is your moment to shine! You investigated both the cog and the caravel, so you are ready to answer this question! Just remember to help $partner1name so that they, too, can answer this question.
<<else>>\
//$playername, this topic was investigated by $partner1name. You'd better ask them to share their knowledge so that you are ready to answer this question!//
<</if>>\
<<elseif $playercount is 3>>\
<<if ($my_research_topic is "ships") or ($my_research_topic2 is "ships")>>\
//$playername, this is your moment to shine! You investigated both the cog and the caravel, so you are ready to answer this question! Just remember to help $partner1name and $partner2name so that they, too, can answer this question.
<<else>>\
//$playername, this topic was investigated by $partner1name or $partner2name. You'd better ask them to share their knowledge so that you are ready to answer this question!//
<</if>>\
<</if>>\
__Choose ''ALL'' the correct and appropriate options from the list below to complete your response:__
You think for a moment, then say, "The cog has a deep hull with high, bulky sides and is steered by a large rudder at the stern. The caravel is better for us in this storm because..."
<<linkappend "A) it is designed to be more maneuverable, which will help us steer through the changing winds." t8n>>\
✅ Selected \
<<set $cq2_A to true>>\
<</linkappend>>
<<linkappend "B) it has lateen sails that make it good for sailing against the wind." t8n>>\
✅ Selected \
<<set $cq2_B to true>>\
<</linkappend>>
<<linkappend "C) it is a new design - and new designs are always better." t8n>>\
✅ Selected \
<<set $cq2_C to true>>\
<</linkappend>>
<<linkappend "D) it is sleek and lightwight, meaning it will hold up better in the storm." t8n>>\
✅ Selected \
<<set $cq2_D to true>>\
<</linkappend>>
<<button "''Reset''">>
<<set $cq2_A to false>>
<<set $cq2_B to false>>
<<set $cq2_C to false>>
<<set $cq2_D to false>>
<<goto "CQ2">>
<</button>>
<<button "''Submit''">>
<<if ($cq2_A is true) and ($cq2_B is true) and ($cq2_C is false) and ($cq2_D is true)>>
<<set $cq2_answer to "correct">>
<<if $crew_morale gte 90>>
<<set $crew_morale to 100>>
<<else>>
<<set $crew_morale = ($crew_morale+$boost_morale_amount)>>
<</if>>
<<else>>
<<set $cq2_answer to "incorrect">>
<<set $crew_morale to $crew_morale - 10>>
<</if>>
<<goto "CQ2">>
<</button>>\
<<elseif $cq2_answer is "correct">>\
Tomasz nods, saying, "Yes, that does sound like this ship is a much better choice than the cog."
The other crew members nod, and you can almost feel the mood starting to turn in your favour.
<<button "Back">>
<<set $concerns_question_2_complete to true>>
<<goto "5.2">>
<</button>>\
<<elseif $cq2_answer is "incorrect">>\
Tomasz looks uncertain and Adama frowns at your explanation.
"New does not always mean better!" Giulia exclaims. "How are we supposed to trust you if you believe that just because something is newly designed, it is automatically better?"
The other crew members murmer their agreement.
Whoops - seems like you did not manage to win them over on this question.
<<button "Back">>
<<set $concerns_question_2_complete to true>>
<<goto "5.2">>
<</button>>\
<</if>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<set $boost_morale_amount = Math.round((95 - $crew_morale)/3)>>\
<div class="blur-box">\
<<if $cq3_answer is "blank">>\
<div class="flex-wrap">\
<div class="flex-text">\
<p>\
Malik, wide-eyed but earnest, pipes up.
“Have we really gone further than a cog ever could?” he asks. “My uncle told me cogs could go far... but this feels like something new.”
</p>\
</div>\
<div class="flex-img">\
<img src="crew_cabin_boy.jpg" alt="Cabin Boy">\
</div>\
</div>\
<<if $playercount is 2>>\
<<if ($my_research_topic is "ships") or ($my_research_topic2 is "ships")>>\
//$playername, as you investigated both the cog and the caravel, you should take point here. Make sure you help $partner1name so that they, too, can answer this question.
<<else>>\
//$playername, this topic was investigated by $partner1name. Ask them to share their knowledge so that you can answer this question!//
<</if>>\
<<elseif $playercount is 3>>\
<<if ($my_research_topic is "ships") or ($my_research_topic2 is "ships")>>\
//$playername, as you investigated both the cog and the caravel, you should take point here. Make sure you help $partner1name and $partner2name so that they, too, can answer this question.
<<else>>\
//$playername, this topic was investigated by $partner1name or $partner2name. Ask them to share their knowledge so that you can answer this question!//
<</if>>\
<</if>>\
__Choose the best response:__
<<link "A) What a silly question. Of course a cog wouldn't be able to sail this far! A caravel is a far superior ship.">>\
<<set $cq3_answer to "A">>
<<set $crew_morale = $crew_morale - 20>>
<<goto "CQ3">>
<</link>>
<<link "B) Yes. Thanks to our new sails and hull design, we can explore farther and faster than ever before. We’re sailing into new waters, Malik.">>\
<<set $cq3_answer to "B">>
<<if $crew_morale gte 90>>
<<set $crew_morale to 100>>
<<else>>
<<set $crew_morale = ($crew_morale+$boost_morale_amount)>>
<</if>>
<<goto "CQ3">>
<</link>>
<<link "C) Your uncle said a //cog// can sail far? Does he know //nothing//? A cog could never make this journey without drowing all of her crew.">>\
<<set $cq3_answer to "C">>
<<set $crew_morale = $crew_morale - 20>>
<<goto "CQ3">>
<</link>>
<<elseif $cq3_answer is "A">>\
Malik cringes, his shoulders pulling up as if he could shink into himself and disappear. Too late, you realise that your answer was too harsh and has further alienated the crew.
<<button "''Back''">>
<<set $concerns_question_3_complete to true>>
<<goto "5.2">>
<</button>>\
<<elseif $cq3_answer is "B">>\
Malik grins at you. "I bet my uncle will be so jealous!"
The crew chuckle, and you know that you have won their favour with this answer.
<<button "''Back''">>
<<set $concerns_question_3_complete to true>>
<<goto "5.2">>
<</button>>\
<<elseif $cq3_answer is "C">>\
Malik cringes, his shoulders pulling up as if he could shink into himself and disappear. Too late, you realise that your answer was too harsh and has further alienated the crew.
<<button "''Back''">>
<<set $concerns_question_3_complete to true>>
<<goto "5.2">>
<</button>>\
<</if>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade Crates <<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>>
<<set $armed to "no">>
<</silent>>\
<div class="blur-box">\
You’ve been sailing south for weeks now - surely farther than any ship of your kind has ever dared. The warm winds have held steady, and the seas have been kind.
Captain Esteves has spent hours studying the coastlines along with Jean Moreau, plotting your course with care. The plan: continue hugging the shore in search of a new opportunity to trade. It pays off quickly.
Within a day, the sharp cry of Giulia echoes down from the crow’s nest.
<h4>“Village! Off the port side!”</h4>
The crew leaps into action. Crates of goods are hauled up and loaded into rowboats - salt, wool, and iron tools. Quartermaster Yusuf al-Karim, overseeing the preparations, reminds you, "We cannot afford to trade lower than 2 gold pieces or 6 tusks for each crate."
As the first landing party climbs into the boats, Captain Esteves pulls you aside. “Before they set off,” he says, voice low, “you must decide: do they go ashore armed with gunpowder weapons, or leave them behind?”
<<linkreplace "Give the order to take the weapons" t8n>>//The crew arms themselves, each strapping on a hand-held weapon and a pouch of gunpowder.//
<<set $armed to "yes">>\
<<link "//Undo//">>
<<set $armed to "no">>
<<goto "6.1">>
<</link>>
<</linkreplace>>
<<button "''Continue''" "6.2">> <</button>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<div class="blur-box">\
<<if $cargo_to_trade lte 1>>\
<<if $crew_morale lte 10>>\
<h3>Morale is dangerously low - on the edge of collapse!</h3>
❤️ Crew Morale: $crew_morale%
If you do not act now, your crew will likely mutiny and your voyage will be over.
You must decide if you want to make a difficult decision.
As your available cargo to trade is $cargo_to_trade crates - too little to use to help raise your crew's spirits - will you give them each a piece of gold or an ivory tusk to win back their loyalty?
If you do, you will have less goods to take back home - and you hope the merchant won't notice!
But if you don't, you face a mutiny.
<<if $cargo_gold gte 8>>\
<<link "Give them each 1 gold piece (8 pieces in total)" $return>>
<<set $cargo_gold = $cargo_gold - 8>>
<<set $crew_morale to 100>>
<</link>>\
<<else>> \
Oh no! It seems like you don't have enough gold either!
<</if>>\
<<if $cargo_ivory gte 8>>\
<<link "Give them each 1 ivory tusk (8 tusks in total)" $return>>
<<set $cargo_ivory = $cargo_ivory - 8>>
<<set $crew_morale to 80>>
<</link>>\
<<else>> \
Oh no! It seems like you don't have enough ivory either!
<</if>>
<<link "Don't give them anything">>
<<goto "Boost Failed">>
<</link>>\
<<else>>\
<h3>Morale is getting low. </h3>
❤️ Crew Morale: $crew_morale%
The crew moves about the ship with sluggish effort and narrowed eyes. You must decide if you want to make a difficult decision.
As your available cargo to trade is $cargo_to_trade crates - too little to use to help raise your crew's spirits - will you give them each a piece of gold or an ivory tusk to win back their loyalty?
If you do, you will have less goods to take back home - and you hope the merchant won't notice!
But if you don't, you face a mutiny.
<<if $cargo_gold gte 8>>\
<<link "Give them each 1 gold piece (8 pieces in total)" $return>>
<<set $cargo_gold = $cargo_gold - 8>>
<<set $crew_morale to 100>>
<</link>>\
<<else>> \
Oh no! It seems like you don't have enough gold either!
<</if>>\
<<if $cargo_ivory gte 8>>\
<<link "Give them each 1 ivory tusk (8 tusks in total)" $return>>
<<set $cargo_ivory = $cargo_ivory - 8>>
<<set $crew_morale to 80>>
<</link>>\
<<else>> \
Oh no! It seems like you don't have enough ivory either!
<</if>>
<<link "Don't give them anything" $return>>
<</link>>\
<</if>>\
<<else>>\
<<if $crew_morale lte 10>>\
<h3>Morale is dangerously low - on the edge of collapse!</h3>
❤️ Crew Morale: $crew_morale%
If you do not act now, your crew will likely mutiny and your voyage will be over.
You must decide if you want to make a difficult decision: Do you give the crew two crates of valuable goods - the items meant for trade - in an effort to raise their spirits?
💰 Available cargo to trade: $cargo_to_trade crates
If you do, you will have less to trade - and you hope the merchant won't notice!
But if you don't, you face a mutiny.
<<link "Give them the crates" $return>>
<<set $cargo_to_trade to $cargo_to_trade - 2>>
<<set $crew_morale to 80>>
<</link>>\
<<link "Don't give them the crates">>
<<goto "Boost Failed">>
<</link>>\
<<else>>\
<h3>Morale is getting low. </h3>
❤️ Crew Morale: $crew_morale%
The crew moves about the ship with sluggish effort and narrowed eyes. You must decide if you want to make a difficult decision.
Do you give the crew two crates of valuable goods - the items meant for trade - in an effort to raise their spirits?
💰 Available cargo to trade: $cargo_to_trade crates
If you do, you will have less to trade - and you hope the merchant won't notice!
But if you don't and the crew morale continues to drop, you might be facing a mutiny.
<<link "Give them the crates" $return>>
<<set $cargo_to_trade to $cargo_to_trade - 2>>
<<set $crew_morale to 80>>
<</link>>\
<<link "Don't give them the crates" $return>>
<</link>>\
<</if>>\
<</if>>\
</div>\<div class="blur-box">\
Having done nothing to win back the favour of the crew, hostility towards you and this voyage increases.
Suddenly, shouts rise. The captain tries to intervene, but it’s too late. The sailors push forward, fueled by doubt and anger.
<<if $playercount is 2>>\
You and $partner1name are dragged to the brig. \
<<elseif $playercount is 3>>\
You, $partner1name and $partner2name are dragged to the brig. \
<</if>>
The door slams shut behind you. From here, all you hear is the rising wind and the sound of a crew who no longer trusts you to lead them.
<h3>Your voyage is over. </h3>
<<button "Restart Voyage">>
<<goto "Mission Failed Restart Point">>
<</button>>
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
The oars cut through the calm waters as your rowboat glides toward land. Behind some low trees you see small structures, clearly homes, simple but well-built.
You’ve landed on the northwest coast of Africa, and the village here feels quieter, more isolated than your last stop. Its people are cautious - adults retreating behind doors and pulling children out of view.
The landing party stays near the boats, waiting patiently and respectfully. After some time, a middle-aged man approaches. He speaks in a local dialect interspersed with broken Arabic.
You manage to gather that the villagers do have gold and, when you open your crates to show off your goods, they say that they are willing to trade.
<<if $armed is "yes">>\
''Will you:''
→ Take the gold by force: you are stronger than them, they won't be able to stop you
→ Trade, but make sure your weapons are visible: using them as silent persuasion
→ Trade, but make sure your weapons are discreet: close at hand but hidden, in a show of cautious respect
__Make your choice:__
<<link "Take the gold by force">>\
<<set $armed to "raiding">>\
<<set $crew_morale to 11>>
<<goto "6.3">>\
<</link>>\
<<link "Keep your weapons visible">>\
<<goto "6.3">>\
<</link>>\
<<link "Keep your weapons hidden">>\
<<set $armed to "hidden">>\
<<goto "6.3">>\
<</link>>
<<else>>\
''Will you:''
→ Enter into trade discussions
→ Get weapons and raid them because they seem easy to overcome
__Make your choice__
<<link "Enter into trade discussions">>\
<<goto "6.3">>\
<</link>>\
<<link "Get weapons and raid them">>\
<<set $armed to "raiding">>\
<<set $crew_morale to 11>>
<<goto "6.3">>\
<</link>>\
<</if>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<nobr>>
<<if $armed is "no">>
You approach the central meeting area with open hands and no visible weapons. The villagers observe you closely, still wary but visibly relieved that your crew carries no signs of violence.
<br><br>A few elders gather, speaking softly among themselves before one steps forward to represent the group. He gestures to your crates and holds up a small pouch containing 20 pieces of gold.
<br><br>With a firm but respectful tone, he asks, through broken Arabic,
<br>“How many of your crates... for this?”
<br><br>The tone is businesslike, not hostile. They are curious, cautious, and willing.
<br><br>Your quatermaster's words come back to you: //We cannot afford to trade lower than 2 gold pieces or 6 tusks for each crate.//
<br><br>"For 20 pieces of gold... I will trade <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.3.a">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $armed is "yes">>
As your crew steps forward into the village, weapons clearly displayed across shoulders and at hips, the mood shifts palpably. Mothers pull children back from doorways. The man who spoke to you earlier reappears, slower this time, his gaze fixed uneasily on your hand weapons.
<br><br>His voice trembles slightly as he holds up a small pouch of 20 gold pieces and gestures to the crates.
<br><br>“How... many crates... for this?” he asks.
<br><br> It is clear he feels pressure to agree to a trade - but that pressure comes from fear, not trust.
<br>Your quatermaster's words come back to you: //We cannot afford to trade lower than 2 gold pieces or 6 tusks for each crate.//
<br><br>"For 20 pieces of gold... I will trade <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.3.a">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $armed is "hidden">>
Your crew keeps their weapons tucked under cloaks and behind belts - close at hand but out of sight. The villagers keep glancing at your boots and belts, perhaps sensing a tension just beneath the surface. But with no weapons openly displayed, the air remains fragile but civil.
<br><br>One villager, acting as spokesperson, steps forward. He eyes the crates, then raises a small bag containing 20 gold pieces, weighing it in one hand.
<br><br>“How many crates... for this?” he asks, his tone measured.
There’s a flicker of concern in his eyes, but also genuine interest in what your team has brought.
<br>Your quatermaster's words come back to you: //We cannot afford to trade lower than 2 gold pieces or 6 tusks for each crate.//
<br><br>"For 20 pieces of gold... I will trade <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.3.a">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $armed is "raiding">>
You gather the crew near the boats and speak with conviction. “This village has no defenses. We can take what we need by force - quickly and cleanly. Why waste time with negotiations?”
<br><br>There’s a moment of stunned silence. Then, one by one, voices rise in anger.
<br><br>Giulia steps forward first. “We warned you. We are not pirates.”
<br>Adama’s voice cuts in, “You put all of us at risk with that kind of thinking.”
<br><br>Before you can explain further, the crew seizes your arms and hauls you back to the boats. The row back to the ship is silent, but the message is clear.
<<if $playercount is 2>>
<br><br>Once aboard, you and $partner1name are dragged to the brig.
<<elseif $playercount is 3>>
<br><br>Once aboard, you, $partner1name and $partner2name are dragged to the brig.
<</if>>
<br>The door slams shut behind you. From here, all you hear is the rising wind and the sound of a crew who no longer trusts you to lead them.
<br>Once aboard, they shove you into the brig.
<br><br><h3>Your voyage is over. </h3>
<br><br><<button "''Restart Voyage''">>
<<goto "Mission Failed Restart Point">>
<</button>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<if $armed is "no">>\
<<if $crate_offer lte 3>>\
He blinks, then scowls. “$crate_offer crates,” he repeates.
"No fair," he says, and the gathered villagers murmur in agreement. Without another word, the elder waves his hand sharply. “No more talk. Go.”
The crowd begins to disperse, and the mood turns cold. You’ve offended them.
You have two choices:
<<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.4">>
<</link>>
<<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $armed to "yes">>
<<goto "6.3">>
<</link>>\
<<elseif ($crate_offer gte 4) and ($crate_offer < 9)>>\
The elder frowns and shakes his head slowly. “Too little,” he says, returning the pouch to his cloak.
But he doesn’t walk away. Instead, he watches you carefully as if waiting. It seems he’s willing to continue if you’re willing to make a better offer.
Do you <<link "walk away?">>\
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.4">>
<</link>>
Or do you <<linkappend "offer more crates?" t8n>>
"How about <<textbox "$crate_offer" "">> crates," you suggest.
<<button "''Continue''">>\
<<if $crate_offer.match(/^\d+$/)>>\
<<set $crate_offer = parseInt($crate_offer)>>\
<<goto "6.3.a">>\
<<else>>\
<<replace "#input-error">>\
//Enter a number using only digits before continuing.//
<</replace>>\
<</if>>\
<</button>>\
<br><div id="input-error"></div>\
<</linkappend>>\
<<elseif ($crate_offer gte 9) and ($crate_offer < 12)>>\
The elder examines the goods one last time, then smiles broadly. “Good trade,” he says, nodding.
The exchange is smooth and respectful: $crate_offer crates in exchange for 20 gold pieces.
As your crew begins loading the gold into your crates, the elder gestures and a group of villagers approach carrying baskets loaded with local sweet treats and dried meats - gifts of friendship.
The crew cheers, warmed by the gesture.
<<button "''Continue''">>
<<set $crew_morale to 100>>
<<set $cargo_gold to $cargo_gold + 20>>
<<set $cargo_to_trade to $cargo_to_trade - $crate_offer>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $future_trade_connections to $future_trade_connections+1>>
<<set $gold_trade_deal to "success">>
<<goto "6.4">>
<</button>>\
<<elseif $crate_offer gte 12>>\
The elder raises his eyebrows, surprised. He glances at his companions, who exchange wide-eyed looks.
Still, he nods quickly. “Yes. We trade. $crate_offer crates for 20 gold pieces."
As the crates are moved and the gold exchanged, he claps his hands, and more villagers bring forward baskets of sweet treats and cured meats for your crew - gifts of friendship.
Everyone seems delighted.
But a quiet thought nags at you: //Did I just cheat myself out of better trading options?//
<<button "''Continue''">>
<<set $crew_morale to 100>>
<<set $cargo_gold to $cargo_gold + 20>>
<<set $cargo_to_trade to $cargo_to_trade - $crate_offer>>
<<set $future_trade_connections to $future_trade_connections+1>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $gold_trade_deal to "success">>
<<goto "6.4">>
<</button>>\
<<elseif $crate_offer > $cargo_to_trade>>\
The elder nods slowly, pleased, and gestures for his people to begin preparing the gold.
But then Quartermaster Yusuf al-Karim steps forward, brow furrowed.
“$playername, we don’t have $crate_offer crates, we only have $cargo_to_trade,” he says under his breath.
The elder watches your side conversation suspiciously. He senses something is wrong.
When the misunderstanding becomes clear, his face hardens.
“You lie?” he asks simply. The villagers stop what they’re doing.
“We cannot trade with those who speak false,” the elder says firmly, turning away.
The deal is off. You’ve embarrassed your crew and damaged your reputation.
You have two choices:
<<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.4">>
<</link>>
<<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<set $armed to "yes">>
<<goto "6.3">>
<</link>>\
<</if>>\
<<elseif $armed is "yes">>\
<<if $crate_offer lte 1>>\
The man listens, eyes narrowing at the weapons clearly visible at your side. He hesitates, then frowns deeply.
"No fair," he says, his voice tight with tension as he continues to eye your weapons. The villagers, already uneasy, step back. A few hold tools like they might be needed. The man raises a hand to signal an end to the talks.
“Go now. Not return,” he says firmly.
The mood turns cold and your crew exchanges wary looks. You’ve offended them.
Do you <<link "walk away ">>\
<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.4">>
<</link>> empty handed.
Or do you <link "take the gold by force.">>\
<<set $armed to "raiding">>\
<<set $crew_morale to 11>>
<<goto "6.3">>\
<</link>>\
Or do you apologise loudly, putting your weapons away and <linkappend "offer more crates?" t8n>>
"How about <<textbox "$crate_offer" "">> crates," you suggest.
<<button "''Continue''">>\
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.3.a">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer gte 2) and ($crate_offer < 7)>>\
The man tilts his head, clearly uncomfortable but unwilling to show fear.
“Too little,” he says cautiously. The air is tense. You see some villagers eyeing your weapons nervously, while others begin moving their families away from the trading area.
But the man doesn’t walk away, so perhaps he’s willing to continue if you’re willing to make a better offer.
Do you <<link "walk away?">>\
<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.4">>
<</link>>
Or do you <<linkappend "offer more crates?" t8n>>
"How about <<textbox "$crate_offer" "">> crates," you suggest.
<<button "''Continue''">>\
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.3.a">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer gte 7) and ($crate_offer < 10)>>\
The man pauses for a long moment, eyes lingering on the weapons on display. Then, with a slow nod, he gestures for the gold. “We accept,” he says.
The villagers begin the exchange: $crate_offer crates in exchange for 20 gold pieces. Despite the fair deal, the man seems cautious and keeps darting glances at the weapons.
The exchange is smooth and soon your crew has loaded the gold into your crates, ready to return to your ship.
<<button "''Continue''">>
<<set $cargo_gold to $cargo_gold + 20>>
<<set $cargo_to_trade to $cargo_to_trade - $crate_offer>>
<<set $reputation to "Intimidating Trader">>
<<run $reputationlog.push("Intimidating Trader")>>
<<set $future_trade_connections to $future_trade_connections+1>>
<<set $gold_trade_deal to "success">>
<<goto "6.4">>
<</button>>\
<<elseif $crate_offer gte 10>>\
The man listens, eyebrows raised and clearly surprised. His eyes dart between your face and the weapons clearly on display before he nods slowly, though looking almost confused. “Agreed,” he says, and the villagers begin loading the goods. $crate_offer crates in exchange for 20 gold pieces.
Soon your crew has loaded the gold into your crates and is ready to return to your ship.
But a quiet thought nags at you: //Did I just cheat myself out of a better deal? Did they think I would bargain harder because we have our weapons out?//
<<button "''Continue''">>
<<set $cargo_gold to $cargo_gold + 20>>
<<set $cargo_to_trade to $cargo_to_trade - $crate_offer>>
<<set $future_trade_connections to $future_trade_connections+1>>
<<set $reputation to "Intimidating Trader">>
<<run $reputationlog.push("Intimidating Trader")>>
<<set $gold_trade_deal to "success">>
<<goto "6.4">>
<</button>>\
<<elseif $crate_offer > $cargo_to_trade>>\
The man blinks at the number, then gestures for the gold to be brought forward.
But then Quartermaster Yusuf al-Karim steps forward, brow furrowed.
“$playername, we don’t have $crate_offer crates crates, we only have $cargo_to_trade crates,” he says under his breath.
The man watches your side conversation suspiciously. He senses something is wrong.
When the misunderstanding becomes clear, his face hardens.
“You lie?” he asks simply, then eyes your weapons again. "You lie and you bring weapons?"
Villagers scatter. The atmosphere turns hostile fast. The man turns his back, saying, "This is no trade. You came to take, not offer."
The deal is off. You’ve embarrassed your crew and damaged your reputation.
You have two choices:
<<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.4">>
<</link>>
<<link "Take the gold by force.">>
<<set $armed to "raiding">>\
<<set $crew_morale to 11>>
<<goto "6.3">>\
<</link>>\
<</if>>\
<<elseif $armed is "hidden">>\
<<if $crate_offer lte 2>>\
The villager blinks, then scowls. “$crate_offer crates,” he repeates.
"No fair," he says, and the gathered villagers murmur in agreement. Without another word, he waves his hand sharply. “No more talk. Go.”
The crowd begins to disperse, and the mood turns cold. You’ve offended them.
You have two choices:
<<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.4">>
<</link>>
<<link "Get out your weapons and try again.">>
<<set $crew_morale to $crew_morale - 5>>
<<set $armed to "yes">>
<<goto "6.3">>
<</link>>\
<<elseif ($crate_offer gte 3) and ($crate_offer < 8)>>\
The villager frowns and shakes his head slowly. “Too little,” he says, returning the pouch to his cloak.
But he doesn’t walk away. Instead, he watches you carefully as if waiting. It seems he’s willing to continue if you’re willing to make a better offer.
Do you <<link "walk away?">>\
<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.4">>
<</link>>
Or do you <<linkappend "offer more crates?" t8n>>
"How about <<textbox "$crate_offer" "">> crates," you suggest.
<<button "''Continue''">>\
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.3.a">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer gte 8) and ($crate_offer < 10)>>\
The villager examines the goods one last time, then smiles broadly. “Good trade,” he says, nodding.
The exchange is smooth and respectful: $crate_offer crates in exchange for 20 gold pieces. As your crew begins loading the gold into your crates, the man gestures and a group of villagers approach carrying baskets loaded with local sweet treats and dried meats - gifts of friendship.
The crew cheers, warmed by the gesture.
<<button "''Continue''">>
<<set $crew_morale to 100>>
<<set $cargo_gold to $cargo_gold + 20>>
<<set $cargo_to_trade to $cargo_to_trade - $crate_offer>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $future_trade_connections to $future_trade_connections+1>>
<<set $gold_trade_deal to "success">>
<<goto "6.4">>
<</button>>\
<<elseif $crate_offer gte 10>>\
The villager raises his eyebrows, surprised. He glances at his companions, who exchange wide-eyed looks.
Still, he nods quickly. “Yes. We trade. $crate_offer crates for 20 gold pieces."
As the crates are moved and the gold exchanged, he claps his hands, and more villagers bring forward baskets of sweet treats and cured meats for your crew - gifts of friendship.
Everyone seems delighted.
But a quiet thought nags at you: //Did I just cheat myself out of better deal?//
<<button "''Continue''">>
<<set $crew_morale to 100>>
<<set $cargo_gold to $cargo_gold + 20>>
<<set $cargo_to_trade to $cargo_to_trade - $crate_offer>>
<<set $future_trade_connections to $future_trade_connections+1>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $gold_trade_deal to "success">>
<<goto "6.4">>
<</button>>\
<<elseif $crate_offer > $cargo_to_trade>>\
The villager nods slowly, pleased, and gestures for his people to begin preparing the gold.
But then Quartermaster Yusuf al-Karim steps forward, brow furrowed.
“$playername, we don’t have $crate_offer crates, we only have $cargo_to_trade” he says under his breath.
The villager watches your side conversation suspiciously. He senses something is wrong.
When the misunderstanding becomes clear, his face hardens.
“You lie?” he asks simply. The villagers stop what they’re doing.
“We cannot trade with those who speak false,” the man says firmly, turning away.
The deal is off. You’ve embarrassed your crew and damaged your reputation.
You have two choices:
<<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.4">>
<</link>>
<<link "Get out your weapons and try again.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<set $armed to "yes">>
<<goto "6.3">>
<</link>>\
<</if>>\
<</if>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>>
<<set $playername to 'Amy'>>
<<set $partner1name to 'Rob'>>
<<set $partner2name to 'Raymond'>>
<<set $playercount to 2>>
<<set $my_research_topic to "ships">>
<<set $my_research_topic2 to "navigation">>
<<set $shippingkey to "speed">>
<<set $navigationkey to "direction">>
<<set $safetykey to "powder">>
<<set $safetykey to "powder">>
<<set $crew_menu_unlocked to true>>
<</silent>>
<<link "Chapter 6">>
<<set $chapter to "Chapter 6: New Lands">>
<<set $crew_morale to 70>>
<<set $ship_status to 100>>\
<<set $cargo_to_trade to 80>>\
<<set $armed to "no">>
<<set $crate_offer to 3>>
<<set $future_trade_connections to 0>>
<<goto "6.1">>
<</link>><<listbox "$armed">>
<<option "Bring weapons, but conceal them" "hidden">>
<<option "Bring weapons and wear them openly" "yes">>
<<option "Leave the weapons behind" "no">>
<</listbox>>
<<if $crate_offer lte 2>>\
He blinks, then scowls. “$crate_offer crates,” he repeates.
"No fair," he says, and the gathered villagers murmur in agreement.Without another word, the elder waves his hand sharply. “No more talk. Go.”
The crowd begins to disperse, and the mood turns cold. You’ve offended them.
You have two choices:
<<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 20>>
<<goto "6.4">>
<</link>>
<<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $armed to "yes">>
<<goto "6.3">>
<</link>>\
<<elseif ($crate_offer gte 3) and ($crate_offer < 8)>>\
The elder frowns and shakes his head slowly. “Too little,” he says, returning the pouch to his cloak.
But he doesn’t walk away. Instead, he watches you carefully as if waiting. It seems he’s willing to continue if you’re willing to make a better offer.
Do you <<link "walk away?">>\
<set $crew_morale to $crew_morale - 20>>
<<goto "6.4">>
<</link>>
Or do you <<linkappend "offer more crates?" t8n>>
"How about <<textbox "$crate_offer" "">> crates," you suggest.
<<link "''Continue''" "Test 2">><</link>>\
<</linkappend>>
<<elseif ($crate_offer gte 8) and ($crate_offer < 10)>>\
The elder examines the goods one last time, then smiles broadly. “Good trade,” he says, nodding.
The exchange is smooth and respectful. As your crew begins loading the gold into your crates, the elder gestures and a group of villagers approach carrying baskets loaded with local sweet treats and dried meats - gifts of friendship.
The crew cheers, warmed by the gesture.
<<button "''Continue''">>
<<set $crew_morale to 100>>
<<set $cargo_gold to $cargo_gold + 20>>
<<set $cargo_to_trade to $cargo_to_trade - $crate_offer>>
<<goto "6.4">>
<</button>>\
<<elseif $crate_offer gte 10>>\
The elder raises his eyebrows, surprised. He glances at his companions, who exchange wide-eyed looks.
Still, he nods quickly. “Yes. We trade.”
As the crates are moved and the gold exchanged, he claps his hands, and more villagers bring forward baskets of sweet treats and cured meats for your crew - gifts of friendship.
Everyone seems delighted.
But a quiet thought nags at you: //Did I just cheat myself out of better trading options?//
<<button "''Continue''">>
<<set $crew_morale to 100>>
<<set $cargo_gold to $cargo_gold + 20>>
<<set $cargo_to_trade to $cargo_to_trade - $crate_offer>>
<<goto "6.4">>
<</button>>\
<<elseif $crate_offer > $cargo_to_trade>>\
The elder nods slowly, pleased, and gestures for his people to begin preparing the gold.
But then Quartermaster Yusuf al-Karim steps forward, brow furrowed.
“$playername, we don’t have that many crates,” he says under his breath.
The elder watches your side conversation suspiciously. He senses something is wrong.
When the misunderstanding becomes clear, his face hardens.
“You lie?” he asks simply. The villagers stop what they’re doing.
“We cannot trade with those who speak false,” the elder says firmly, turning away.
The deal is off. You’ve embarrassed your crew and damaged your reputation.
You have two choices:
<<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<goto "6.4">>
<</link>>
<<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<set $armed to "yes">>
<<goto "6.3">>
<</link>>\
<</if>><<set $armed to "unknown">>\
<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<if $gold_trade_deal is "success">>\
🔗 ''Future Trade Connections Fostered: $future_trade_connections''
With the newly-acquired gold packed away and the ship once more underway, you decide to continue sailing along the coast in search of further trade.
<<else>>\
Back on the ship, the mood is sombre. Everyone is hoping for a trading deal soon, so that the end to their voyage will be in sight.
<</if>>\
The wind is in your favor, and after only a day at sea, a cry rings out from the crow’s nest - another village has been spotted. This one appears larger and more established than the last, with signs of fishing boats, herds of livestock, and smoke curling from multiple hearths.
Excitement buzzes among the crew as Quartermaster Yusuf begins directing preparations for landing. Crates are hauled toward the rowboats as the crew gathers, waiting for your instruction.
Captain Esteves turns to you, his face serious. "Again, you must decide: do we go ashore armed with gunpowder weapons on display, arm ourselves but keep it hidden, or leave them behind?"
Your choice may shape how this new village sees you - and whether your reputation as a trader or a threat continues to grow.
//Select your choice from the box below://
<<listbox "$armed">>
<<option "Bring weapons, but conceal them" "hidden">>
<<option "Bring weapons and wear them openly" "yes">>
<<option "Leave the weapons behind" "no">>
<</listbox>>
<<button "''Continue''">>
<<goto "6.5">>
<</button>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<if $armed is "hidden">> \
✅ Weapons equipped but hidden
<<elseif $armed is "yes">> \
✅ Weapons equipped and visable
<<elseif $armed is "no">> \
❌ Weapons not equipped
<</if>>\
The rowboats crunch gently onto the sandy shore as your crew steps out, their eyes scanning the surroundings. This village is larger than the last. The homes, made from mudbrick and wood, are scattered among palm trees. Smoke from cooking fires curls lazily into the sky while goats bleat nearby, tethered to stakes.
But the reception is uneasy. As your party approaches, movement slows. Women carry children indoors. A few men linger at doorways, watching you silently. The air is still, heavy with tension and curiosity.
You order your crew to remain near the boats. Eventually, an elder with deep lines on his face steps forward, flanked by two younger villagers. He addresses you in a mix of local dialect and halting Arabic.
You manage to learn that this village possesses both gold and ivory. When you open your crates to reveal the items you've brought for trade, he studies them carefully. He nods slowly, then speaks again: they are willing to trade.
<<if ($armed is "yes") or ($armed is "hidden")>>\
''Will you:''
→ Take the goods by force: you think you are stronger than them, and they won't be able to stop you
→ Negotiate for gold
→ Negotiate for ivory
__Make your choice:__
<<link "Take the gold by force">>\
<<set $armed to "raiding">>\
<<set $crew_morale to 11>>
<<goto "6.6">>\
<</link>>\
<<link "Negotiate for gold">>\
<<goto "6.6_gold">>\
<</link>>\
<<link "Negotiate for ivory">>\
<<goto "6.6_ivory">>\
<</link>>\
<<else>>\
''Will you:''
→ Negotiate for gold
→ Negotiate for ivory
→ Get your weapons and raid them, because you think they won't be able to stop you
__Make your choice__
<<link "Negotiate for gold">>\
<<goto "6.6_gold">>\
<</link>>\
<<link "Negotiate for ivory">>\
<<goto "6.6_ivory">>\
<</link>>\
<<link "Get weapons and raid them">>\
<<set $armed to "raiding">>\
<<set $crew_morale to 11>>\
<<goto "6.6">>\
<</link>>\
<</if>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
You gather the crew near the boats and speak with conviction. “We can take what we need by force - quickly and cleanly. Why waste time with negotiations?”
There’s a moment of stunned silence. Then, one by one, voices rise in anger.
Giulia steps forward first. “We warned you. We are not pirates.”
Adama’s voice cuts in, “You put all of us at risk with that kind of thinking.”
Before you can explain further, the crew seizes your arms and hauls you back to the boats. The row back to the ship is silent, but the message is clear.
<<if $playercount is 2>>\
Once aboard, you and $partner1name are dragged to the brig. \
<<elseif $playercount is 3>>\
Once aboard, you, $partner1name and $partner2name are dragged to the brig. \
<</if>>\
The door slams shut behind you. From here, all you hear is the rising wind and the sound of a crew who no longer trusts you to lead them.
<h3>Your voyage is over</h3>
<<button "''Restart Voyage''">>
<<goto "Mission Failed Restart Point">>
<</button>>
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<nobr>>
<<if $armed is "no">>
The elder brings out pouches of gold. He opens one and shows you that each pouch holds 10 pieces of gold.
<br><br>He asks, through broken Arabic, “How many crates you give... for 1 pouch?”
<br><br>"For one pouch... I will give you <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_gold2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $armed is "yes">>
The elder looks uneasily at your weapons, then brings out pouches of gold. He opens one and shows you that each pouch holds 10 pieces of gold.
<br><br>His voice trembles slightly as he says, through broken Arabic, “How many crates you give... for 1 pouch?”
<br><br>"For one pouch... I will give you <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_gold2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $armed is "hidden">>
The elder looks at your crew uncertainly. Even through your weapons are hidden - tucked under cloaks and behind belts - the villagers seem to sense possible danger.
<br><br>"How many crates you give... for 1 pouch?” the elder asks, revealing a number of pouches of gold. He opens one and shows you that each pouch holds 10 pieces of gold.
<br><br>"For one pouch... I will give you <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_gold2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<if $crew_morale lte 60>>\
<<if ($ivory_trade_deal2 is "success") and ($gold_trade_deal2 is "success")>>\
The ship creaks beneath your feet as you stand listening to the quiet laughter from across the deck. The crew celebrates a successful trade of both gold and ivory, but you know that beneath the cheer there is a lingering tension.
<<if $cargo_to_trade is 0>>\
You have no more cargo to trade, and are eager to turn home. But before you do, you must make one last stop at a settlement rumoured to be just a bit further along the coastline.\
<<else>>\
You realise that you will need to make careful decisions at the next stop if you want to keep their morale up. \
<</if>>\
<<elseif ($ivory_trade_deal2 is "success") or ($gold_trade_deal2 is "success")>>\
The ship creaks beneath your feet as you stand listening to the quiet conversations from across the deck. Despite not managing to secure both gold and ivory, the crew is relieved that the cargo hold is heavier.
But you know that beneath the cheer there is a lingering tension.
<<if $cargo_to_trade is 0>>\
You have no more cargo to trade, and are eager to turn home. But before you do, you must make one last stop at a settlement rumoured to be just a bit further along the coastline.\
<<else>>\
You realise that you will need to make careful decisions at the next stop if you want to keep their morale up. \
<</if>>\
<<else>>\
The sails rise, but the spirits aboard remain low.
No trade was made, and the crew is frustrated. They speak in hushed tones about wasted opportunities and warn you that the next stop had better be worth it.
<<if $cargo_to_trade is 0>>\
You have no more cargo to trade, and are eager to turn home. But before you do, you must make one last stop at a settlement rumoured to be just a bit further along the coastline.
<<else>>\
You realise that you will need to make careful decisions at the next stop if you want to keep their morale up. \
<</if>>\
<</if>>
<<else>>\
<<if ($ivory_trade_deal2 is "success") and ($gold_trade_deal2 is "success")>>\
Laughter and cheer echo across the deck. Your successful trade of both gold and ivory has earned their respect and excitement. Even the dark clouds on the horizon can’t dampen the mood.
<<if $cargo_to_trade is 0>>\
You have no more cargo to trade, and are eager to turn home. But before you do, you must make one last stop at a settlement rumoured to be just a bit further along the coastline.
<<else>>\
With cargo holds fuller and hearts lighter, the crew looks forward to another trading opportunity.\
<</if>>\
<<elseif ($ivory_trade_deal2 is "success") or ($gold_trade_deal2 is "success")>>\
The mood on deck is upbeat. Despite not managing to secure both gold and ivory, the crew is still pleased that the cargo hold is heavier.
<<if $cargo_to_trade is 0>>\
You have no more cargo to trade, and are eager to turn home. But before you do, you must make one last stop at a settlement rumoured to be just a bit further along the coastline.
<<else>>\
There's a cautious optimism in the air as you set your sights on the horizon - and the next trading opportunity.\
<</if>>\
<<else>>\
The sails rise, but the trading success did not.
No trade was made, and the crew is frustrated.
<<if $cargo_to_trade is 0>>\
You have no more cargo to trade, and are eager to turn home. But before you do, you must make one last stop at a settlement rumoured to be just a bit further along the coastline.
<<else>>\
You realise that you will need to make careful decisions at the next stop if you want to keep their morale up. \
<</if>>\
<</if>>\
<</if>>
<<button "''Continue''">>
<<set $chapter6_complete to true>>
<<set $chapter to "Chapter 7: Choices">>
<<goto "7.1">>
<</button>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<nobr>>
<<if $armed is "no">>
<<if $crate_offer lte 2>>
He blinks, then scowls. “$crate_offer crates,” he repeates.
"No fair," he says, and the gathered villagers murmur in agreement. Without another word, the elder waves his hand sharply. “No more talk. Go.”
<br><br>The crowd begins to disperse, and the mood turns cold. <br>You’ve offended them.
<br><br>You have two choices:
<br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $armed to "yes">>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.6_gold">>
<</link>>
<<elseif ($crate_offer is 3)>>
The elder frowns and shakes his head slowly. “Too little,” he says.
<br><br>But he doesn’t walk away. Instead, he watches you carefully as if waiting. It seems he’s willing to continue if you’re willing to make a better offer.
<br><br>Do you <<link "walk away?">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br>Or do you <<linkappend "offer more crates?" t8n>>
<br>"How about <<textbox "$crate_offer" "">> crates," you suggest.
<br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_gold2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer is 4) or ($crate_offer is 5)>>
The elder smiles broadly. “Good trade,” he says, nodding.
Then, "How many pouches you want?"
<br><br>You think about this for a moment. You've offered $crate_offer crates for one pouch. You have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for ivory - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$gold_pouches_received" "">> pouches."
<br><br><<button "''Continue''">>
<<if $gold_pouches_received.match(/^\d+$/)>>
<<set $gold_pouches_received = parseInt($gold_pouches_received)>>
<<goto "6.6_gold3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer gte 6>>
The elder raises his eyebrows, surprised. Still, he nods quickly. “Yes. We trade. How many pouches you want?”
<br><br> think about this for a moment. You've offered $crate_offer crates for one pouch. You have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for ivory - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$gold_pouches_received" "">> pouches."
<br><br><<button "''Continue''">>
<<if $gold_pouches_received.match(/^\d+$/)>>
<<set $gold_pouches_received = parseInt($gold_pouches_received)>>
<<goto "6.6_gold3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer > $cargo_to_trade>>
The elder nods slowly, pleased. “Yes. We trade."
<br><br>Just then, Quartermaster Yusuf al-Karim steps forward, brow furrowed. “$playername, we don’t have that many crates,” he says under his breath.
<br><br>The elder watches your side conversation suspiciously, sensing that something is wrong.
<br><br>When the misunderstanding becomes clear, his face hardens.
“You lie?” he asks simply. “We cannot trade with those who speak false,” the elder says firmly, turning away.
<br><br>The deal is off. You’ve embarrassed your crew and damaged your reputation.
<br><br>You have two choices:
<br><<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<set $armed to "yes">>
<<goto "6.6_gold">>
<</link>>
<</if>>
<<elseif $armed is "yes">>
<<if $crate_offer lte 1>>
The man listens, eyes narrowing at the weapons clearly visible at your side. He hesitates, then frowns deeply.
<br><br>"No fair," he says, his voice tight with tension as he continues to eye your weapons. The villagers, already uneasy, step back. A few hold tools like they might be needed. The man raises a hand to signal an end to the talks.
<br><br>“Go now. Not return,” he says firmly.
<br><br>The mood turns cold and your crew exchanges wary looks. You’ve offended them.
<br><br>Do you <<link "walk away ">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>> empty handed.
<br><br>Or do you <link "take the gold by force.">>
<<set $armed to "raiding">>
<<set $crew_morale to 11>>
<<goto "6.6">>
<</link>>
<br><br>Or do you apologise loudly, putting your weapons away and <linkappend "offer more crates?" t8n>>
<br>"How about <<textbox "$crate_offer" "">> crates," you suggest.
<br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_gold2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer is 2)>>
The man tilts his head, clearly uncomfortable but unwilling to show fear.
<br><br>“Too little,” he says cautiously. The air is tense. You see some villagers eyeing your weapons nervously, while others begin moving their families away from the trading area.
<br><br>But the man doesn’t walk away, so perhaps he’s willing to continue if you’re willing to make a better offer.
<br><br>Do you <<link "walk away?">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br>Or do you <<linkappend "offer more crates?" t8n>>
<br>"How about <<textbox "$crate_offer" "">> crates," you suggest.
<br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_gold2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer is 3) or ($crate_offer is 4)>>
The man pauses for a long moment, eyes lingering on the weapons on display. Then, with a nod, he says, “We accept."
<br><br>Then, "How many pouches you want?"
<br><br>You think about this for a moment. You've offered $crate_offer crates for one pouch. You have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for ivory - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$gold_pouches_received" "">> pouches."
<br><br><<button "''Continue''">>
<<if $gold_pouches_received.match(/^\d+$/)>>
<<set $gold_pouches_received = parseInt($gold_pouches_received)>>
<<goto "6.6_gold3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer gte 5>>
The elder raises his eyebrows, surprised. Still, he nods quickly. “Yes. We trade. How many pouches you want?”
<br><br>You think about this for a moment. You've offered $crate_offer crates for one pouch. You have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for ivory - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$gold_pouches_received" "">> pouches."
<br><br><<button "''Continue''">>
<<if $gold_pouches_received.match(/^\d+$/)>>
<<set $gold_pouches_received = parseInt($gold_pouches_received)>>
<<goto "6.6_gold3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer > $cargo_to_trade>>
The elder nods slowly, pleased. “Yes. We trade."
<br><br>But then Quartermaster Yusuf al-Karim steps forward, brow furrowed.
<br>“$playername, we don’t have that many crates,” he says under his breath.
<br><br>The man watches your side conversation suspiciously. He senses something is wrong.
<br><br>When the misunderstanding becomes clear, his face hardens.
<br>“You lie?” he asks simply, then eyes your weapons again. "You lie and you bring weapons?"
<br><br>Villagers scatter. The atmosphere turns hostile fast. The man turns his back, saying, "This is no trade. You came to take, not offer."
<br><br>The deal is off. You’ve embarrassed your crew and damaged your reputation.
<br><br>You have two choices:
<br><<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<set $armed to "yes">>
<<goto "6.6_gold">>
<</link>>
<</if>>
<<elseif $armed is "hidden">>
<<if $crate_offer lte 1>>
He blinks, then scowls. “$crate_offer crates,” he repeates.
"No fair," he says, and the gathered villagers murmur in agreement. Without another word, the elder waves his hand sharply. “No more talk. Go.”
<br><br>The crowd begins to disperse, and the mood turns cold. You’ve offended them.
<br><br>You have two choices:
<br> <<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get out your weapons and force them to trade.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $armed to "yes">>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.6_gold">>
<</link>>
<<elseif ($crate_offer is 2) or ($crate_offer is 3)>>
The elder frowns and shakes his head slowly. “Too little,” he says.
<br><br>But he doesn’t walk away. Instead, he watches you carefully as if waiting. It seems he’s willing to continue if you’re willing to make a better offer.
<br><br>Do you <<link "walk away?">>\
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br>Or do you <<linkappend "offer more crates?" t8n>>
<br>"How about <<textbox "$crate_offer" "">> crates," you suggest.
<br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_gold2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer is 4) or ($crate_offer is 5)>>
The elder smiles broadly. “Good trade,” he says, nodding.
Then, "How many pouches you want?"
<br><br>You think about this for a moment. You've offered $crate_offer crates for one pouch. You have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for ivory - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$gold_pouches_received" "">> pouches."
<br><br><<button "''Continue''">>
<<if $gold_pouches_received.match(/^\d+$/)>>
<<set $gold_pouches_received = parseInt($gold_pouches_received)>>
<<goto "6.6_gold3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer gte 6>>
The elder raises his eyebrows, surprised. Still, he nods quickly. “Yes. We trade. How many pouches you want?”
<br><br>You think about this for a moment. You've offered $crate_offer crates for one pouch. You have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for ivory - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$gold_pouches_received" "">> pouches."
<br><br><<button "''Continue''">>
<<if $gold_pouches_received.match(/^\d+$/)>>
<<set $gold_pouches_received = parseInt($gold_pouches_received)>>
<<goto "6.6_gold3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer > $cargo_to_trade>>
The elder nods slowly, pleased. “Yes. We trade."
<br><br>Just then, Quartermaster Yusuf al-Karim steps forward, brow furrowed. “$playername, we don’t have that many crates,” he says under his breath.
<br><br>The elder watches your side conversation suspiciously, sensing that something is wrong.
<br><br>When the misunderstanding becomes clear, his face hardens.
<br>“You lie?” he asks simply. “We cannot trade with those who speak false,” the elder says firmly, turning away.
<br><br>The deal is off. You’ve embarrassed your crew and damaged your reputation.
<br><br>You have two choices:
<br><<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get out weapons and force them to trade.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<set $armed to "yes">>
<<goto "6.6_gold">>
<</link>>
<</if>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<<set $crates_given to $crate_offer*$gold_pouches_received>>\
<<set $gold_pieces_received = $gold_pouches_received*10>>\
<div class="blur-box">\
<<nobr>>
<<if $gold_pouches_received is 0>>
Surprised by your sudden change of mind, the elder asks, "You want 0 baskets? No trade?"
<br><br>You reply:
<br><<link "I would rather not trade today">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br> <<link "The gold is good value, but I will have to trade for it another day.">>
<<set $crew_morale to $crew_morale - 5>>
<<goto "6.7">>
<</link>>
<br><br>Sorry, my mistake! "I'll take <<textbox "$gold_pouches_received" "">> pouches."
<br><<button "''Continue''">>
<<if $gold_pouches_received.match(/^\d+$/)>>
<<set $gold_pouches_received = parseInt($gold_pouches_received)>>
<<goto "6.6_gold3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<else>>
<<if $cargo_to_trade < $crates_given>>
<<set $cargo_count_3 to $cargo_to_trade-1>>
<<set $cargo_count_2 to $cargo_to_trade-2>>
<<set $cargo_count_1 to $cargo_to_trade-3>>
You start offloading crates from you ship, counting each one as they are handed over to the village. $cargo_count_1... $cargo_count_2... $cargo_count_3... $cargo_to_trade...
<br><br>Hang on a second.
<br>Didn't you ask to buy $gold_pouches_received pouches at $crate_offer crates per pouch? That would mean you need to give them $crates_given crates... but you don't have $crates_given crates!
<br>You only have $cargo_to_trade crates.
<br><br>The elder scowls at you, realising that something is wrong. "Where rest?" he demands.
<br><br>You hesitate, embarrassed, and stumble over an apology.
<br><br>It's too late. You’ve offended them. Do You:
<<if $armed is "yes">>
<br><br><<link "Take the gold by force">>
<<set $armed to "raiding">>
<<set $crew_morale to 11>>
<<goto "6.6">>
<</link>>
<br><br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 40>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<<elseif $armed is "no">>
<br><br><<link "Get weapons from the ship and force them to start the trade deal over.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $armed to "yes">>
<<goto "6.6_gold">>
<</link>>
<br><br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 40>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<<elseif $armed is "hidden">>
<br><br><<link "Get out you weapons and force them to start the trade deal over.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $armed to "yes">>
<<goto "6.6_gold">>
<</link>>
<br><br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 40>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<</if>>
<<else>>
A sense of celebration hangs in the air as your crew exchanges the $crates_given crates for $gold_pouches_received pouches of gold.
<<if $playercount is 2>>
<br><br>You and $partner1name grin at each other.
<<elseif $playercount is 3>>
<br><br>You, $partner1name and $partner2name grin at each other.
<</if>>
<br>$gold_pouches_received pouches of gold, each with 10 pieces of gold inside, means that you just secured $gold_pieces_received pieces of gold!
<<if ($armed is "no") or ($armed is "hidden")>>
<br><br>Just before you depart, the elder approaches you again with a warm smile and a bundle in his arms. He holds out the bundle, saying, "Gift for you. Trade again in future."
<br><br><<linkreplace "Accept the bundle." t8n>>
You take the bundle from the elder, realising that he has just given you two ivory tusks for free.
<<set $cargo_ivory to $cargo_ivory+2>>
<</linkreplace>>
<br><br>Soon, your new trade goods are safely tucked away in your ship's hold.
<<if $ivory_trade_deal2 isnot "success">>
<br><br><<link "Ask to negotiate for ivory">>
<<set $crew_morale to 100>>
<<set $cargo_gold = $cargo_gold + $gold_pieces_received>>
<<set $cargo_to_trade = $cargo_to_trade - $crates_given>>
<<set $future_trade_connections = $future_trade_connections+1>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $gold_trade_deal2 to "success">>
<<goto "6.6_ivory">>
<</link>>
<</if>>
<br><br><<button "Return to the ship and continue sailing">>
<<set $crew_morale to 100>>
<<set $cargo_gold = $cargo_gold + $gold_pieces_received>>
<<set $cargo_to_trade = $cargo_to_trade - $crates_given>>
<<set $future_trade_connections = $future_trade_connections+1>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $gold_trade_deal2 to "success">>
<<goto "6.7">>
<</button>>
<<else>>
<br><br>Soon, your new trade goods are safely tucked away in your ship's hold.
<<if $ivory_trade_deal2 isnot "success">>
<br><br><<link "Ask to negotiate for ivory">>
<<set $crew_morale to 100>>
<<set $cargo_gold = $cargo_gold + $gold_pieces_received>>
<<set $cargo_to_trade = $cargo_to_trade - $crates_given>>
<<set $future_trade_connections = $future_trade_connections+1>>
<<set $reputation to "Intimidating Trader">>
<<run $reputationlog.push("Intimidating Trader")>>
<<set $gold_trade_deal2 to "success">>
<<goto "6.6_ivory">>
<</link>>
<</if>>
<br><br><<button "Return to the ship and continue sailing">>
<<set $crew_morale to 100>>
<<set $cargo_gold = $cargo_gold + $gold_pieces_received>>
<<set $cargo_to_trade = $cargo_to_trade - $crates_given>>
<<set $future_trade_connections = $future_trade_connections+1>>
<<set $reputation to "Intimidating Trader">>
<<run $reputationlog.push("Intimidating Trader")>>
<<set $gold_trade_deal2 to "success">>
<<goto "6.7">>
<</button>>
<</if>>
<</if>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<nobr>>
<<if $armed is "no">>
The elder brings out woven baskets filled with ivory tusks. Each basket holds 8 tusks, their smooth ivory shining in the sun.
<br><br>He asks, through broken Arabic, “How many crates you give... for 1 basket?”
<br><br>"For one basket... I will give you <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_ivory2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $armed is "yes">>
The elder looks uneasily at your weapons, then brings out basketes filled with ivory tusks. He opens one and shows you that each basket holds 8 tusks, their smooth ivory shining in the sun.
<br><br>His voice trembles slightly as he says, through broken Arabic, “How many crates you give... for 1 basket?”
<br><br>"For one basket... I will give you <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_ivory2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $armed is "hidden">>
The elder looks at your crew uncertainly. Even through your weapons are hidden - tucked under cloaks and behind belts - the villagers seem to sense possible danger.
<br><br>"How many crates you give... for 1 basket?” the elder asks. He reveals woven basketes, each holding 8 tusks, their smooth ivory shining in the sun.
<br><br>"For one basket... I will give you <<textbox "$crate_offer" "">> crates," you reply.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_ivory2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<nobr>>
<<if $armed is "no">>
<<if $crate_offer < 1>>
He blinks, then scowls.
<br>Without another word, the elder waves his hand sharply. <br>“No more talk. Go.”
<br><br>The crowd begins to disperse, and the mood turns cold. <br>You’ve offended them.
<br><br>You have two choices:
<br><br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $armed to "yes">>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.6_ivory">>
<</link>>=
<<elseif $crate_offer is 1>>
The elder frowns and shakes his head slowly. “Too little,” he says.
<br><br>But he doesn’t walk away. Instead, he watches you carefully as if waiting. It seems he’s willing to continue if you’re willing to make a better offer.
<br><br>Do you <<link "walk away?">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br>Or do you <<linkappend "offer more crates?" t8n>>
<br>"How about <<textbox "$crate_offer" "">> crates," you suggest.
<br><br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_ivory2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer is 2) or ($crate_offer is 3)>>
The elder smiles, announcing, “Good trade!”
"How many baskets you want?"
<br><br>You consider for a moment. You've offered $crate_offer crates for one basket of 8 tusks, and you have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for gold - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$ivory_baskets_received" "">> baskets."
<br><br><<button "''Continue''">>
<<if $ivory_baskets_received.match(/^\d+$/)>>
<<set $ivory_baskets_received = parseInt($ivory_baskets_received)>>
<<goto "6.6_ivory3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer > 3>>
The elder seems surprised, as if he did not expect such a high number. "Yes. We trade," he agrees quickly.
<br>"How many baskets you want?”
<br><br>You consider for a moment. You've offered $crate_offer crates for one basket of 8 tusks, and you have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for gold - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$ivory_baskets_received" "">> baskets."
<br><br><<button "''Continue''">>
<<if $ivory_baskets_received.match(/^\d+$/)>>
<<set $ivory_baskets_received = parseInt($ivory_baskets_received)>>
<<goto "6.6_ivory3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer > $cargo_to_trade>>
The elder nods slowly. “Yes. We trade."
<br><br>“$playername," quartermaster Yusuf al-Karim urgently whispers to you. “We don’t have that many crates.”
<br><br>The elder watches your conversation suspiciously. When the misunderstanding becomes clear, his face hardens.
<br><br>“You lie?” he asks simply. “No trade with liar."
<br><br>The deal is off. You’ve embarrassed your crew and damaged your reputation.
<br><br>You have two choices:
<br><<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<set $armed to "yes">>
<<goto "6.6_ivory">>
<</link>>
<</if>>
<<elseif $armed is "yes">>
<<if $crate_offer < 1>>
The man's eyes narrow at the weapons clearly visible at your side. He frowns deeply, then without another word, the elder waves his hand sharply. “No more talk. Go. Not return.”
<br><br>The mood turns cold and your crew exchanges wary looks. You’ve offended them.
<br><br>Do you <<link "walk away ">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>> empty handed.
<br><br>Or do you <link "take the ivory by force.">>
<<set $armed to "raiding">>
<<set $crew_morale to 11>>
<<goto "6.6">>
<</link>>
<br><br>Or do you apologise loudly, putting your weapons away and <linkappend "offer more crates?" t8n>>
<br>"How about <<textbox "$crate_offer" "">> crates," you suggest.
<br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_ivory2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif $crate_offer is 1>>
The man tilts his head, clearly uncomfortable but unwilling to show fear. He thinks, then slowly nods. "Yes. We trade."
"How many baskets you want?"
<br><br>You consider for a moment. You've offered $crate_offer crates for one basket of 8 tusks, and you have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for gold - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$ivory_baskets_received" "">> baskets."
<br><br><<button "''Continue''">>
<<if $ivory_baskets_received.match(/^\d+$/)>>
<<set $ivory_baskets_received = parseInt($ivory_baskets_received)>>
<<goto "6.6_ivory3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif ($crate_offer is 2) or ($crate_offer is 3)>>
The man's eyes linger on the visable weapons, but he smiles and says, "Yes. Good trade."
<br>"How many baskets you want?"
<br><br>You consider for a moment. You've offered $crate_offer crates for one basket of 8 tusks, and you have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for gold - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$ivory_baskets_received" "">> baskets."
<br><br><<button "''Continue''">>
<<if $ivory_baskets_received.match(/^\d+$/)>>
<<set $ivory_baskets_received = parseInt($ivory_baskets_received)>>
<<goto "6.6_ivory3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer > 3>>
The elder seems surprised, as if he did not expect such a high number. "Yes. We trade," he agrees quickly.
<br>"How many baskets you want?”
<br><br>You consider for a moment. You've offered $crate_offer crates for one basket of 8 tusks, and you have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for gold - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$ivory_baskets_received" "">> baskets."
<br><br><<button "''Continue''">>
<<if $ivory_baskets_received.match(/^\d+$/)>>
<<set $ivory_baskets_received = parseInt($ivory_baskets_received)>>
<<goto "6.6_ivory3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer > $cargo_to_trade>>
The elder nods slowly. “Yes. We trade."
<br><br>“$playername," quartermaster Yusuf al-Karim urgently whispers to you. “We don’t have that many crates.”
<br><br>The elder watches your conversation suspiciously. When the misunderstanding becomes clear, his face hardens.
<br><br>“You lie?” he asks simply. “No trade with liar."
<br><br>The deal is off. You’ve embarrassed your crew and damaged your reputation.
<br><br>You have two choices:
<br><<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get weapons from the ship and force them to trade.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<set $armed to "yes">>
<<goto "6.6_ivory">>
<</link>>
<</if>>
<<elseif $armed is "hidden">>
<<if $crate_offer < 1>>
He blinks, then scowls.
<br>Without another word, the elder waves his hand sharply. “No more talk. Go.”
<br><br>The crowd begins to disperse, and the mood turns cold. You’ve offended them.
<br><br>You have two choices:
<br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br><<link "Get out your weapons and force them to trade.">>
<<set $crew_morale to $crew_morale - 20>>
<<set $armed to "yes">>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.6_ivory">>
<</link>>
<<elseif $crate_offer is 1>>
The elder frowns and shakes his head slowly. “Too little,” he says.
<br><br>But he doesn’t walk away. Instead, he watches you carefully as if waiting. It seems he’s willing to continue if you’re willing to make a better offer.
<br><br>Do you <<link "walk away?">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br>Or do you <<linkappend "offer more crates?" t8n>>
<br>"How about <<textbox "$crate_offer" "">> crates," you suggest.
<br><<button "''Continue''">>
<<if $crate_offer.match(/^\d+$/)>>
<<set $crate_offer = parseInt($crate_offer)>>
<<goto "6.6_ivory2">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</linkappend>>
<<elseif ($crate_offer is 2) or ($crate_offer is 3)>>
The elder smiles, announcing, “Good trade!”
<br>"How many baskets you want?"
<br><br>You consider for a moment. You've offered $crate_offer crates for one basket of 8 tusks, and you have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for gold - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$ivory_baskets_received" "">> baskets."
<br><br><<button "''Continue''">>
<<if $ivory_baskets_received.match(/^\d+$/)>>
<<set $ivory_baskets_received = parseInt($ivory_baskets_received)>>
<<goto "6.6_ivory3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $crate_offer > 3>>
The elder seems surprised, as if he did not expect such a high number. "Yes. We trade," he agrees quickly.
<br>"How many baskets you want?”
<br><br>You consider for a moment. You've offered $crate_offer crates for one basket of 8 tusks, and you have $cargo_to_trade crates availabe. How many crates can you afford to spend here? Do you want to save any to trade for gold - or any other goods you might find leter in the voyage?
<br><br>You reply, "I'll take <<textbox "$ivory_baskets_received" "">> baskets."
<br><br><<button "''Continue''">>
<<if $ivory_baskets_received.match(/^\d+$/)>>
<<set $ivory_baskets_received = parseInt($ivory_baskets_received)>>
<<goto "6.6_ivory3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<<elseif $crate_offer > $cargo_to_trade>>
The elder nods slowly. “Yes. We trade."
<br><br>“$playername," quartermaster Yusuf al-Karim urgently whispers to you. “We don’t have that many crates.”
<br><br>The elder watches your conversation suspiciously. When the misunderstanding becomes clear, his face hardens.
<br><br>“You lie?” he asks simply. “No trade with liar."
<br><br>The deal is off. You’ve embarrassed your crew and damaged your reputation.
<br><br>You have two choices:
<br><<link "Head back to the ship empty-handed and look for new village.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<goto "6.7">>
<</link>>
<<link "Get out weapons and force them to trade.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $reputation to "Liar">>
<<run $reputationlog.push("Liar")>>
<<set $armed to "yes">>
<<goto "6.6_ivory">>
<</link>>
<</if>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_ivory + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_ivory isnot 0>>🟡 $cargo_ivory ivory pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<<set $crates_given to $crate_offer*$ivory_baskets_received>>\
<<set $ivory_tusks_received = $ivory_baskets_received*8>>\
<div class="blur-box">\
<<nobr>>
<<if $ivory_baskets_received is 0>>
Surprised by your sudden change of mind, the elder asks, "You want 0 baskets? No trade?"
<br><br>You reply:
<br><<link "I would rather not trade today">>
<<set $crew_morale to $crew_morale - 20>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<br><br><<link "The ivory is good value, but I will have to trade for it another day.">>
<<set $crew_morale to $crew_morale - 5>>
<<goto "6.7">>
<</link>>
<br><br>Sorry, my mistake! I'll take <<textbox "$ivory_baskets_received" "">> baskets."
<br><<button "''Continue''">>
<<if $ivory_baskets_received.match(/^\d+$/)>>
<<set $ivory_baskets_received = parseInt($ivory_baskets_received)>>
<<goto "6.6_ivory3">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<else>>
<<if $cargo_to_trade < $crates_given>>
<<set $cargo_count_3 to $cargo_to_trade-1>>
<<set $cargo_count_2 to $cargo_to_trade-2>>
<<set $cargo_count_1 to $cargo_to_trade-3>>
You start offloading crates from you ship, counting each one as they are handed over to the village. $cargo_count_1... $cargo_count_2... $cargo_count_3... $cargo_to_trade...
<br><br>Hang on a second.
<br>Didn't you ask to buy $ivory_baskets_received baskets at $crate_offer crates per basket? That would mean you need to give them $crates_given crates... but you don't have $crates_given crates!
<br>You only have $cargo_to_trade crates.
<br><br>The elder scowls at you, realising that something is wrong. "Where rest?" he demands.
<br><br>You hesitate, embarrassed, and stumble over an apology.
<br><br>It's too late. You’ve offended them. Do You:
<<if $armed is "yes">>
<br><br><<link "Take the ivory by force">>
<<set $armed to "raiding">>
<<set $crew_morale to 11>>
<<goto "6.6">>
<</link>>
<br><br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 40>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<<elseif $armed is "no">>
<br><br><<link "Get weapons from the ship and force them to start the trade deal over.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $armed to "yes">>
<<goto "6.6_ivory">>
<</link>>
<br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 40>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<<elseif $armed is "hidden">> \
<br><br><<link "Get out you weapons and force them to start the trade deal over.">>
<<set $crew_morale to $crew_morale - 30>>
<<set $armed to "yes">>
<<goto "6.6_ivory">>
<</link>>
<br><br><<link "Head back to the ship empty-handed and look for a new village.">>
<<set $crew_morale to $crew_morale - 40>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<goto "6.7">>
<</link>>
<</if>>\
<<else>>
A sense of celebration hangs in the air as your crew exchanges the $crates_given crates for $ivory_baskets_received baskets of ivory.
<<if $playercount is 2>>
<br><br>You and $partner1name grin at each other.
<<elseif $playercount is 3>>
<br><br>You, $partner1name and $partner2name grin at each other.
<</if>>
<br>$ivory_baskets_received baskets, each with 8 tusks of ivory inside, means that you just secured $ivory_tusks_received tusks of ivory!
<<if ($armed is "no") or ($armed is "hidden")>>
<br><br>Just before you depart, the elder approaches you again with a warm smile and a pouch in his hands. He holds out the pouch, saying, "Gift for you. Trade again in future."
<br><br><<linkreplace "Accept the pouch." t8n>>
You take the pouch from the elder, realising that he has just given you a pouch of 5 gold pieces for free.
<<set $cargo_gold to $cargo_gold + 5>>
<</linkreplace>>
<br><br>Soon, your new trade goods are safely tucked away in your ship's hold.
<<if $gold_trade_deal2 isnot "success">>
<br><br><<link "Ask to negotiate for gold">>
<<set $crew_morale to 100>>
<<set $cargo_ivory = $cargo_ivory + $ivory_tusks_received>>
<<set $cargo_to_trade = $cargo_to_trade - $crates_given>>
<<set $future_trade_connections = $future_trade_connections+1>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $ivory_trade_deal2 to "success">>
<<goto "6.6_gold">>
<</link>>
<</if>>
<br><br><<button "Return to the ship and continue sailing">>
<<set $crew_morale to 100>>
<<set $cargo_ivory = $cargo_ivory + $ivory_tusks_received>>
<<set $cargo_to_trade = $cargo_to_trade - $crates_given>>
<<set $future_trade_connections = $future_trade_connections+1>>
<<set $reputation to "Fair Trader">>
<<run $reputationlog.push("Fair Trader")>>
<<set $ivory_trade_deal2 to "success">>
<<goto "6.7">>
<</button>>
<<elseif $armed is "yes">>
<br><br>Soon, your new trade goods are safely tucked away in your ship's hold.
<<if $gold_trade_deal2 isnot "success">>
<br><br><<link "Ask to negotiate for gold">>
<<set $crew_morale to 100>>
<<set $cargo_ivory = $cargo_ivory + $ivory_tusks_received>>
<<set $cargo_to_trade = $cargo_to_trade - $crates_given>>
<<set $future_trade_connections = $future_trade_connections+1>>
<<set $reputation to "Intimidating Trader">>
<<run $reputationlog.push("Intimidating Trader")>>
<<set $ivory_trade_deal2 to "success">>
<<goto "6.6_gold">>
<</link>>
<</if>>
<br><br><<button "Return to the ship and continue sailing">>
<<set $crew_morale to 100>>
<<set $cargo_ivory = $cargo_ivory + $ivory_tusks_received>>
<<set $cargo_to_trade = $cargo_to_trade - $crates_given>>
<<set $future_trade_connections = $future_trade_connections+1>>
<<set $reputation to "Intimidating Trader">>
<<run $reputationlog.push("Intimidating Trader")>>
<<set $ivory_trade_deal2 to "success">>
<<goto "6.7">>
<</button>>
<</if>>
<</if>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_ivory + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_ivory isnot 0>>🟡 $cargo_ivory ivory tusks | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
After days of steady sailing, you hear the cry you have been waiting for.
<h4>Land ahead!</h4>
As the ship draws nearer, you see a sprawling village. Narrow pathways wind between mudbrick homes and market stalls covered in woven canopies.
This settlement is clearly large and wealthy.
Fishermen haul in nets and the air hums with life.
<<if $cargo_to_trade is 0>>\
Captain Esteves and Yusuf al-Karim come over to you. "We have no more crates from home to trade, but we have the goods we reveived while on our voyage. We should see what this place has to offer - mayber there is something of value that the merchant might want."
<<else>>\
Captain Esteves nods to you. This could be your final chance to trade your remaining cargo before turning home.
"Remember..." Yusuf starts. You laugh and complete for him, "At least 2 gold pieces or 6 ivory tusks for each crate!"
<</if>>\
While the landing party readies the rowboats, you make the call on the weapons.
__Select your choice from the box below:__
<<listbox "$armed">>
<<option "Bring weapons, but conceal them" "hidden">>
<<option "Bring weapons and wear them openly" "yes">>
<<option "Leave the weapons behind" "no">>
<</listbox>>
<<button "''Continue''">>
<<goto "7.2">>
<</button>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<nobr>>
<<if $armed is "yes">>
Stepping ashore, your party is met promptly by a tall, regal-looking man. His tunic is embroidered and he wears golden bracelets and a curved blade at his waist.
<br><br>The men beside him, clearly his guards, are equipped with wooden shields, spears tipped with iron, and long knives - a show of both tradition and power.
<br><br>The man speaks in confident, accented Arabic.
<br>"I am Chief Kalifa of this region. My people trade far and wide. We are a strong people, successful in battle."
<br>He eyes your weapons. "Today, we welcome you. But trading cannot be done with weapons."
<br><br><<linkreplace "Leave your weapons behind?" t8n>>
❌ Weapons not equipped
<<set $armed to "no">>
<</linkreplace>>
<<elseif ($armed is "no") or ($armed is "hidden")>>
Stepping ashore, your party is met promptly by a tall, regal-looking man. His tunic is embroidered and he wears golden bracelets and a curved blade at his waist.
<br><br>The men beside him, clearly his guards, are equipped with wooden shields, spears tipped with iron, and long knives - a show of both tradition and power.
<br><br>The man smiles and speaks in confident, accented Arabic.
<br><br>"You've arrived on a fortunate day, strangers. I am Chief Kalifa of this region. My people trade far and wide - and today, we welcome you."
<br><br>"Let us speak. As long as there are no weapons, I am happy to see what we might exchange."
<</if>>
<br><br><<button "''Enter trade talks with Chief Kalifa''" "7.3">><</button>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>>
<<if $crew_morale lte 10>>
<<goto "Boost Crew">>
<</if>><</silent>>\
<<if $returning_from_menu is true>>\
<<set $returning_from_menu to false>>
<<else>>\
<<set $slave_deal_visit_count to $slave_deal_visit_count + 1>>\
<</if>>\
<div class="blur-box">\
<<nobr>>
<<if $slave_deal_visit_count lte 1>>
You nod, expressing interest.
<br>Chief Kalifa smiles, then gestures for one of his men to bring forward a slate with three trade options.
<br><br>“I give you a deal,” he says. “You take one, two or all three.”
<br><br>You scan the options:
<br>→ Option 1: 4 crates for 1 captive
<br>→ Option 2: 8 gold pieces for 1 captive
<br>→ Option 3: 20 tusks for 1 captive
<br><br>__Do you:__
<br><<linkappend "Trade" t8n>>
<br>"I will trade," you reply.
<br>→ "4 crates each for <<listbox "$captives_crates_bought">>
<<option "0 captives" 0>>
<<option "1 captive" 1>>
<<option "2 captives" 2>>
<<option "3 captives" 3>>
<</listbox>>."
<br>→ "8 gold pieces each for <<listbox "$captives_gold_bought">>
<<option "0 captives" 0>>
<<option "1 captive" 1>>
<<option "2 captives" 2>>
<<option "3 captives" 3>>
<</listbox>>."
<br>→ "20 tusks each for <<listbox "$captives_ivory_bought">>
<<option "0 captives" 0>>
<<option "1 captive" 1>>
<<option "2 captives" 2>>
<<option "3 captives" 3>>
<</listbox>>."
<br><<button "''Continue''" "7.4.a">>
<<set $slave_deal to "traded">>
<<set $slave_deal_crates to $captives_crates_bought*4>>
<<set $slave_deal_gold to $captives_gold_bought*8>>
<<set $slave_deal_ivory to $captives_ivory_bought*20>>
<</button>>
<</linkappend>>
<<if $armed is "hidden">>
<br><br><<link "Take out your weapons and force a better deal">>
<<set $slave_deal to "overthrown">>
<<goto "7.4.a">>
<</link>>
<</if>>
<br><br><<link "Say you'd actually rather trade for gold or ivory" "7.4.b">>
<</link>>
<br><br><<link "Say you're not interested in traiding any longer, and return to the ship">>
<<set $slave_deal to "not interested">>
<<goto "7.4.d">>
<</link>>
<<elseif $slave_deal_visit_count gte 2>>
<<if $slave_deal is "traded">>
<<set $total_slaves_bought to $captives_crates_bought + $captives_gold_bought + $captives_ivory_bought>>
<<if $total_slaves_bought gte 4>>
Chief Kalifa laughs and says, "My friend, we only have 3 captives today, not $total_slaves_bought."
<br><br><<button "''Try Again''">>
<<set $slave_deal to "try again">>
<<goto "7.4.a">>
<</button>>
<<else>>
Kalifa nods with approval.
<br>You have agreed to trade for $total_slaves_bought captives:
<<if $slave_deal_crates gte 1>>
<br>→ $slave_deal_crates crates for $captives_crates_bought captives (4 crates each)
<br>(Available crates: $cargo_to_trade)
<</if>>
<<if $slave_deal_gold gte 1>>
<br>→ $slave_deal_gold gold pieces for $captives_gold_bought captives (8 gold pieces each)
<br>(Available gold: $cargo_gold)
<</if>>
<<if $slave_deal_ivory gte 1>>
<br>→ $slave_deal_ivory ivory tusks for $captives_ivory_bought captives (20 tusks each)
<br>(Available ivory: $cargo_ivory)
<</if>>
<<if ($slave_deal_crates > $cargo_to_trade) or ($slave_deal_gold > $cargo_gold) or ($slave_deal_ivory > $cargo_ivory)>>
<br><br>But wait!
<<if ($slave_deal_crates > $cargo_to_trade)>>
<br>Available crates: $cargo_to_trade - this is not enough for the trade you proposed.
<</if>>
<<if ($slave_deal_gold > $cargo_gold)>>
<br>Available gold: $cargo_gold - this is not enough for the trade you proposed.
<</if>>
<<if ($slave_deal_ivory > $cargo_ivory)>>
<br>Available ivory: $cargo_ivory - this is not enough for the trade you proposed.
<</if>>
<br><br><<button "Try again">>
<<set $slave_deal to "try again">>
<<goto "7.4.a">>
<</button>>
<<else>>
<br><br>The deal is made and the $total_slaves_bought captives are loaded onto your boats.
<<if $slave_deal_crates gte 1>>
<<set $cargo_to_trade to $cargo_to_trade - $slave_deal_crates>>
<</if>>
<<if $slave_deal_gold gte 1>>
<<set $cargo_gold to $cargo_gold - $slave_deal_gold>>
<</if>>
<<if $slave_deal_ivory gte 1>>
<<set $cargo_ivory to $cargo_ivory - $slave_deal_ivory>>
<</if>>
<<set $future_trade_connections to $future_trade_connections+1>>
<<set $reputation to "Slave Trader">>
<<run $reputationlog.push("Slave Trader")>>
<<set $cargo_slaves to $cargo_slaves + $total_slaves_bought>>
<br>⛓️ $cargo_slaves slaves
<br><br>__Do you:__
<br><<link "Ask to trade for gold or ivory next" "7.4.b">><</link>>
<br><<link "Say goodbye and head back to the ship" "8.1">><</link>>
<</if>>
<</if>>
<<elseif $slave_deal is "try again">>
You scan the options again:
<br>→ Option 1: 4 crates for 1 captive
<br>→ Option 2: 8 gold pieces for 1 captive
<br>→ Option 3: 20 tusks for 1 captive
<br><br>__Do you:__
<br><<linkappend "Trade" t8n>>
<br>"I will trade," you reply.
<br>→ "4 crates each for <<listbox "$captives_crates_bought">>
<<option "0 captives" 0>>
<<option "1 captive" 1>>
<<option "2 captives" 2>>
<<option "3 captives" 3>>
<</listbox>>."
<br>→ "8 gold pieces each for <<listbox "$captives_gold_bought">>
<<option "0 captives" 0>>
<<option "1 captive" 1>>
<<option "2 captives" 2>>
<<option "3 captives" 3>>
<</listbox>>."
<br>→ "20 tusks each for <<listbox "$captives_ivory_bought">>
<<option "0 captives" 0>>
<<option "1 captive" 1>>
<<option "2 captives" 2>>
<<option "3 captives" 3>>
<</listbox>>."
<br><<button "''Continue''" "7.4.a">>
<<set $slave_deal to "traded">>
<<set $slave_deal_crates to $captives_crates_bought*4>>
<<set $slave_deal_gold to $captives_gold_bought*8>>
<<set $slave_deal_ivory to $captives_ivory_bought*20>>
<</button>>
<</linkappend>>
<<if $armed is "hidden">>
<br><br><<link "Take out your weapons and force a better deal">>
<<set $slave_deal to "overthrown">>
<<goto "7.4.a">>
<</link>>
<</if>>
<br><br><<link "Say you'd actually rather trade for gold or ivory" "7.4.b">>
<</link>>
<br><br> <<link "Say you're not interested in traiding any longer, and return to the ship">>
<<set $slave_deal to "not interested">>
<<goto "7.4.d">>
<</link>>
<<elseif $slave_deal is "overthrown">>
You quietly indicate to your landing crew that they must take out their weapons. You will not let Chief Kalifa give you a bad deal.
<br><br>Hands slowly intch towards where their weapons are hidden, but before anyone can draw, Kalifa's guards surge forward. Their training and numbers easily overpower your group.
<br><br>"I told you no weapons!" Chief Kalifa bellows.
<br><br>You’re thrown to the ground and bound. The chief is livid.
<br><br>That night, cold and defeated, you sit in silence under guard. At dawn, Chief Kalifa confiscates all your cargo - “As payment for your insult,” he says.
<br><br>Your ship is returned to you - empty.
<h3>Your voyage is over. </h3>
<br><<button "''Restart Voyage''">>
<<goto "Mission Failed Restart Point">>
<</button>>
<</if>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<nobr>>
<<if $armed is "yes">>
Chief Kalifa shakes his head. "Trading cannot be done here with weapons."
<br><br><<linkreplace "Leave your weapons behind?" t8n>>
<br>❌ Weapons not equipped
<<set $armed to "no">>
<</linkreplace>>
<br><br><<button "Enter trade talks with Chief Kalifa" "7.3">><</button>>
<br><br><<button "Go back to the ship">>
<<set $new_lands_trade to "none">>
<<set $crew_morale to $crew_morale - 30>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<<elseif ($armed is "no") or ($armed is "hidden")>>
As talks progress, Chief Kalifa strokes his chin thoughtfully, eyes sharp.
<br><br>"I see you trade many goods," he says. "I have something many traders want. Something... profitable."
<br><br>He waves and three people are brought forward, bound in ropes.
<br><br>"My men are strong. We raided a village over the hill, so now I have valuable trade," Kalifa says plainly. "Strong and healthy. We will trade them for a good price."
<br><br>__Do you:__
<br><<link "Say you're interested">>
<<set $slave_deal_visit_count to 0>>
<<if $returning_from_menu is true>><<set $returning_from_menu = false>><</if>>
<<goto "7.4.a">>
<</link>>
<br><<link "Say you're not interested - you only want gold or ivory" "7.4.b">><</link>>
<<if $slave__deal_advice_given is false>>
<br><<link "Ask the captain and quartermaster for advice">>
<<set $slave_deal to "get advice">>
<<goto "7.4.d">>
<</link>>
<</if>>
<br><<link "Say you're not interested and would rather leave">>
<<set $slave_deal to "not interested">>
<<goto "7.4.d">>
<</link>>
<<if $armed is "hidden">>
<br><<link "Take out your weapons and fight to free the captives">>
<<set $slave_deal to "overthrown">>
<<goto "7.4.d">>
<</link>>
<</if>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
At Chief Kalifa's signal, baskets of ivory and gold nuggets are brought forward and laid before you.
"We trade!" the chief bellows joyfully. "What goods do you want to give me?"
You consider what items you still have available.
💰 $cargo_to_trade crates
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces <</if>>
<<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks <</if>>
Do you:
<<link "Trade with CRATES for ivory and gold">>
<<set $final_trade to "crates">>
<<set $final_trade_visit_count to 0>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu to false>>
<</if>>
<<goto "7.4.c">>
<</link>>
<<link "Trade with GOLD for ivory">>
<<set $final_trade to "gold">>
<<set $final_trade_visit_count to 0>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu to false>>
<</if>>
<<goto "7.4.c">>
<</link>>
<<link "Trade with IVORY for gold">>
<<set $final_trade to "ivory">>
<<set $final_trade_visit_count to 0>>
<<if $returning_from_menu is true>>
<<set $returning_from_menu to false>>
<</if>>
<<goto "7.4.c">>
<</link>>
<<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<<if $returning_from_menu is true>>\
<<set $returning_from_menu to false>>
<<else>>\
<<set $final_trade_visit_count to $final_trade_visit_count + 1>>\
<</if>>\
<div class="blur-box">\
<<nobr>>
<<if $final_trade_visit_count lte 1>>
<<if $final_trade is "gold">>
Chief Kalifa nods, then says, "You tell me how much gold you give me, and I tell you what I give you for it."
<br><br>You have $cargo_gold gold pieces available, but you wonder how many you should take home. Would the merchant want you to bring home more gold or more ivory?
<br><br>"I will trade with <<textbox "$final_gold_offer" "">> gold pieces."
<br><br><<button "''Continue''">>
<<if $final_gold_offer.match(/^\d+$/)>>
<<set $final_gold_offer = parseInt($final_gold_offer)>>
<<goto "7.4.c">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $final_trade is "ivory">>
Chief Kalifa nods, then says, "You tell me how much ivory you give me, and I tell you what I give you for it."
<br><br>You have $cargo_ivory ivory tusks available, but you wonder how many you should take home. Would the merchant want you to bring home more gold or more ivory?
<br><br>"I will trade with <<textbox "$final_ivory_offer" "">> ivory tusks."
<br><br><<button "''Continue''">>
<<if $final_ivory_offer.match(/^\d+$/)>>
<<set $final_ivory_offer = parseInt($final_ivory_offer)>>
<<goto "7.4.c">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<<elseif $final_trade is "crates">>
Chief Kalifa nods, then says, "You tell me how much crates you give me, and I tell you what I give you for it."
<br><br>You have $cargo_to_trade crates available. You wonder what the chief will offer you, and whether you should try get more gold or more ivory.
<br><br>"I will trade with <<textbox "$final_crates_offer" "">> crates."
<br><br><<button "''Continue''">>
<<if $final_crates_offer.match(/^\d+$/)>>
<<set $final_crates_offer = parseInt($final_crates_offer)>>
<<goto "7.4.c">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br><div id="input-error"></div>
<</if>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<<elseif $final_trade_visit_count is 2>>
<<if $final_trade is "gold">>
<<set $chief_lowball = $final_gold_offer*2>>
"For $final_gold_offer gold pieces..." The chief thinks deeply then offers, "I will give you $chief_lowball ivory tusks."
<br><br>__Do you:__
<br><<link "Accept the trade">>
<<set $cargo_ivory = $cargo_ivory + $chief_lowball>>
<<set $cargo_gold = $cargo_gold - $final_gold_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Successful Trader">>
<<run $reputationlog.push("Successful Trader")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your gold is good value so you were hoping for a better deal" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<<elseif $final_trade is "ivory">>
<<set $chief_lowball = Math.round($final_ivory_offer/4)>>
"For $final_ivory_offer ivory tusks..." The chief thinks deeply then offers, "I will give you $chief_lowball gold pieces."
<br><br>__Do you:__
<br><<link "Accept the trade">>
<<set $cargo_gold = $cargo_gold + $chief_lowball>>
<<set $cargo_ivory = $cargo_ivory - $final_ivory_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Successful Trader">>
<<run $reputationlog.push("Successful Trader")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your ivory is good value so you were hoping for a better deal" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<<elseif $final_trade is "crates">>
<<set $chief_lowball_gold = $final_crates_offer>>
<<set $chief_lowball_ivory = $final_crates_offer*6>>
<<set $chief_lowball_both_gold = Math.round($chief_lowball_gold/2)>>
<<set $chief_lowball_both_ivory = Math.round($chief_lowball_ivory/2)>>
"For $final_crates_offer crates..." The chief thinks deeply then offers, "I will give you:
<br>→ Option 1: $chief_lowball_gold gold pieces
<br>→ Option 2: $chief_lowball_ivory ivory tusks
<br>→ Option 3: $chief_lowball_both_gold gold pieces and $chief_lowball_both_ivory ivory tusks
<br><br>__Do you:__
<br><<link "Accept the gold trade">>
<<set $cargo_gold = $cargo_gold + $chief_lowball_gold>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Successful Trader">>
<<run $reputationlog.push("Successful Trader")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Accept the ivory trade">>
<<set $cargo_ivory = $cargo_ivory + $chief_lowball_ivory>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Successful Trader">>
<<run $reputationlog.push("Successful Trader")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Accept the gold and ivory trade">>
<<set $cargo_gold = $cargo_gold + $chief_lowball_both_gold>>
<<set $cargo_ivory = $cargo_ivory + $chief_lowball_both_ivory>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Successful Trader">>
<<run $reputationlog.push("Successful Trader")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your crates are of good value so you were hoping a better deal" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<</if>>
<<elseif $final_trade_visit_count is 3>>
<<if $final_trade is "gold">>
<<set $chief_middle = $final_gold_offer*3>>
The chief chuckles, then says, "I will give you $chief_middle ivory tusks for $final_gold_offer gold pieces."
<br><br>__Do you:__
<br><<link "Accept the trade">>
<<set $cargo_ivory = $cargo_ivory + $chief_middle>>
<<set $cargo_gold = $cargo_gold - $final_gold_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Good Negotiator">>
<<run $reputationlog.push("Good Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your gold is good value so you were hoping for a better deal" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<<elseif $final_trade is "ivory">>
<<set $chief_middle = Math.round($final_ivory_offer/3)>>
The chief chuckles, then says, "I will give you $chief_middle gold pieces for $final_ivory_offer ivory tusks."
<br><br>__Do you:__
<br><<link "Accept the trade">>
<<set $cargo_gold = $cargo_gold + $chief_middle>>
<<set $cargo_ivory = $cargo_ivory - $final_ivory_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Good Negotiator">>
<<run $reputationlog.push("Good Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your ivory is good value and you were hoping for more" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<<elseif $final_trade is "crates">>
<<set $chief_middle_gold = $final_crates_offer*2>>
<<set $chief_middle_ivory = $final_crates_offer*7>>
<<set $chief_middle_both_gold = Math.round($chief_middle_gold/2)>>
<<set $chief_middle_both_ivory = Math.round($chief_middle_ivory/2)>>
The chief chuckles, then says, "For $final_crates_offer crates, I will give you:
<br>→ Option 1: $chief_middle_gold gold pieces
<br>→ Option 2: $chief_middle_ivory ivory tusks
<br>→ Option 3: $chief_middle_both_gold gold pieces and $chief_middle_both_ivory ivory tusks
<br><br>__Do you:__
<br><<link "Accept the gold trade">>
<<set $cargo_gold = $cargo_gold + $chief_middle_gold>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Good Negotiator">>
<<run $reputationlog.push("Good Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Accept the ivory trade">>
<<set $cargo_ivory = $cargo_ivory + $chief_middle_ivory>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Good Negotiator">>
<<run $reputationlog.push("Good Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Accept the gold and ivory trade">>
<<set $cargo_gold = $cargo_gold + $chief_middle_both_gold>>
<<set $cargo_ivory = $cargo_ivory + $chief_middle_both_ivory>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Good Negotiator">>
<<run $reputationlog.push("Good Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your crates are of good value so you were hoping for a better deal" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<</if>>
<<elseif $final_trade_visit_count is 4>>
<<if $final_trade is "gold">>
<<set $chief_high = $final_gold_offer*3 + 6>>
He is no longer smiling. He gives you a hard look, then says, "Final offer. For $final_gold_offer gold pieces I will give you $chief_high ivory tusks."
<br><br>__Do you:__
<br><<link "Accept the trade">>
<<set $cargo_ivory = $cargo_ivory + $chief_high>>
<<set $cargo_gold = $cargo_gold - $final_gold_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Excellent Negotiator">>
<<run $reputationlog.push("Excellent Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your gold is good value so you were hoping for a better deal" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<<elseif $final_trade is "ivory">>
<<set $chief_high = Math.round($final_ivory_offer/3 + 5)>>
He is no longer smiling. He gives you a hard look, then says, "Final offer. For $final_ivory_offer ivory tusks, I will give you $chief_high gold pieces."
<br><br>__Do you:__
<br><<link "Accept the trade">>
<<set $cargo_gold = $cargo_gold + $chief_high>>
<<set $cargo_ivory = $cargo_ivory - $final_ivory_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Excellent Negotiator">>
<<run $reputationlog.push("Excellent Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your ivory is good value and you were hoping for more" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<<elseif $final_trade is "crates">>
<<set $chief_high_gold = $final_crates_offer*3>>
<<set $chief_high_ivory = $final_crates_offer*8>>
<<set $chief_high_both_gold = Math.round($chief_high_gold/2)>>
<<set $chief_high_both_ivory = Math.round($chief_high_ivory/2)>>
He is no longer smiling. He gives you a hard look, then says, "Final offer. For $final_crates_offer crates, I will give you:
<br>→ Option 1: $chief_high_gold gold pieces
<br>→ Option 2: $chief_high_ivory ivory tusks
<br>→ Option 3: $chief_high_both_gold gold pieces and $chief_high_both_ivory ivory tusks
<br><br>__Do you:__
<br><<link "Accept the gold trade">>
<<set $cargo_gold = $cargo_gold + $chief_high_gold>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Excellent Negotiator">>
<<run $reputationlog.push("Excellent Negotiator")>>
<<set $reputationch7b to $reputation>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Accept the ivory trade">>
<<set $cargo_ivory = $cargo_ivory + $chief_high_ivory>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Excellent Negotiator">>
<<run $reputationlog.push("Excellent Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Accept the gold and ivory trade">>
<<set $cargo_gold = $cargo_gold + $chief_high_both_gold>>
<<set $cargo_ivory = $cargo_ivory + $chief_high_both_ivory>>
<<set $cargo_to_trade = $cargo_to_trade - $final_crates_offer>>
<<set $crew_morale to 100>>
<<set $reputation to "Excellent Negotiator">>
<<run $reputationlog.push("Excellent Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<set $future_trade_connections = $future_trade_connections+1>>
<<goto "8.1">>
<</link>>
<br><br><<link "Say that your crates are of good value so you were hoping for a better deal" "7.4.c">><</link>>
<br><br><<button "Decline trading and return to the ship">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<br><br><<button "Decide to rather trade with something else">>
<<goto "7.4.b">>
<</button>>
<</if>>
<<elseif $final_trade_visit_count gte 5>>
Chief Kalifa looks at you coldly, all warmth gone.
<br>"If your goods are that valuable to you, you should keep them. I will not pay those prices."
<br><br>He waves away any further discussion and sends you and your crew away.
<br><br><<button "''Continue''">>
<<set $crew_morale to 50>>
<<set $reputation to "Poor Negotiator">>
<<run $reputationlog.push("Poor Negotiator")>>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</button>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<<if $slave_deal is "not interested">>\
You shake your head. “We are not interested in trading for people.”
Kalifa shrugs, unimpressed. “Someone else will be. I offer you gold and ivory instead.”
He signals for crates of raw ivory and nuggets of gold to be brought forward.
“We trade, yes? How many crates will you part with?”
__Do you:__
<<link "Insist that you would like to return to your ship and leave">>
<<set $chapter7_complete to true>>
<<set $chapter to "Chapter 8: Homeward">>
<<goto "8.1">>
<</link>>
<<link "Agree to trade for ivory or gold" "7.4.b">><</link>>\
<<elseif $slave_deal is "get advice">>\
You turn to Captain Esteves and Quartermaster al-Karim. The crew waits quietly as you ask for their thoughts.
The captain folds his arms. “Slavery has been part of trade for generations,” he says. “I don't like it, but it’s legal... and profitable. The merchant will be happy.”
Yusuf al-Karim looks uneasy. “They are people,” he mutters. “But you must decide. If we don’t take them, others will.”
You thank them, but the knot in your stomach tightens. Now, the decision is yours.
<<button "Return to the trade talks">>
<<set $slave__deal_advice_given to true>>
<<unset $slave_deal>>
<<goto "7.3">>
<</button>>\
<<elseif $slave_deal is "overthrown">>\
You quietly indicate to your landing crew that they must prepare to fight. You lock eyes with the captives. You will not let Chief Kalifa keep these people hostage.
With a sudden shout, you draw your weapon.
It’s a mistake.
Kalifa doesn’t flinch, and his guards move like lightning. Your crew is tackled, disarmed, and struck down before a single shot is fired.
By nightfall, you’re tied up and humiliated. Chief Kalifa paces before you.
“You come to trade and choose war,” he says. “I’ll take your cargo instead.”
In the morning, your ship is returned to you - stripped of goods, hope, and honour.
<h3>Your voyage is over. </h3>
<<button "Restart Voyage">>
<<goto "Mission Failed Restart Point">>
<</button>>
<</if>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>
<<nobr>>
<<if ($cargo_slaves gte 1) and ($reputation isnot "Slave Trader")>>
<<set $reputation to "Slave Trader">>
<</if>>
You stand on the deck, watching the shore grow smaller behind you as the sails fill with wind.
<<if $reputation is "Successful Trader">>
<br>The mood is light-hearted, the crew celebrating the successful trade.
<<elseif $reputation is "Unsuccessful Trader">>
<br>The mood is tense, no one happy with the outcome of the last trading stop.
<</if>>
<<if $cargo_to_trade is 0>>
<br><br>The trading is done - the cargo you brought along to trade now replaced with new goods to take back home.
<<elseif $cargo_to_trade lte 2>>
<br><br>The trading is done - mostly - and the cargo you brought along to trade has been replaced with new goods to take back home. The last one or two crates you hope to trade on the homeward journey, or perhaps keep in case of emergancy.
<<elseif ($cargo_to_trade gte 3) and ($cargo_to_trade lte 8)>>
<br><br>Your cargo hold now holds mostly your newly-traded goods, with only a few crates from home remaining - which you hope to trade on the homeward journey, or perhaps keep in case of emergancy.
<<else>>
<br><br>Your cargo hold still holds more crates from home than you would have liked, and you start to wonder whether these crates will end up making the homeward journey with you.
<</if>>
<<if $new_lands_trade is "none">>
<<set $crew_morale = $crew_morale - 20>>
<br><br>The crew, frustrated with having returned from the latest trading stop enmpy-handed, grumble about the length of the voyage.
<<elseif $new_lands_trade is "traded">>
<br><br>Bringing captives aboard has made a number of your crew uneasy. They are not comfortable being a part of the slave trade, but the captain assures you, “The merchant back home will be thrilled.”
Even so, you can’t help but wonder what will it mean for your conscience.
<</if>>
<br><br>Having worked hard and faced danger, your crew believe the time has come to return to familiar waters. But Jean Moreau is persistant - he wants to push on and see if the coastline South ever bends around to the East.
<br><br>Will you <<link "steer the ship North toward home" "8.2">><</link>> or <<link "press further South into the unknown">>
<<set $sailsouth_decision_count to 0>>
<<if $returning_from_menu is true>><<set $returning_from_menu = false>><</if>>
<<goto "8.3">>
<</link>>?
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<div class="blur-box">\
<h4> Take her North!</h4>
The decision is made, despite the grumbling of your navigator. The sails shift and, as the ship begins its long journey North, a cheer rises from the crew.
The voyage home will be long and full of trials, but there’s a renewed energy among the sailors.
<<button "''Continue''" "9">><</button>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<<if $returning_from_menu is true>>\
<<set $returning_from_menu = false>>
<<else>>\
<<set $sailsouth_decision_count = $sailsouth_decision_count + 1>>\
<</if>>\
<div class="blur-box">\
<<nobr>>
<<if $sailsouth_decision_count lte 1>>
<<if $crew_morale gte 80>>
<<set $crew_morale = $crew_morale - 20>>
<<else>>
<<set $crew_morale = $crew_morale - 10>>
<</if>>
You stand firm in your decision, and the ship presses on into the unknown. The navigator, Jean Moreau, leans over the map, eyes wide with wonder.
<br>“If this land bends east,” he says, “we might sail around it to India! Imagine the riches!”
<br><br>The crew is less certain, but they obey.
<br>Days blur into weeks.
<br>The coastline has not turned East.
<br>The crew is restless.
<<if $reputation is "Slave Trader">>
<br>Your captive slaves don't seem to be doing so well down in the hold.
<</if>>
<br><br>❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
<br><br>Will you <<link "steer the ship North toward home" "8.2">><</link>> or <<link "press further South into the unknown" "8.3">><</link>>?
<<elseif ($sailsouth_decision_count is 2) or ($sailsouth_decision_count is 3)>>
<<if $crew_morale gte 80>>
<<set $crew_morale = $crew_morale - 30>>
<<elseif ($crew_morale < 80) and ($crew_morale gte 50)>>
<<set $crew_morale = $crew_morale - 15>>
<</if>>
Endless shores stretch out before you.
<br>Still, the coastline does not curve.
<br>Tension simmers below deck and fresh food is getting low.
<br><br>❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
<br><br>Will you <<link "steer the ship North toward home" "8.2">><</link>> or <<link "press further South into the unknown" "8.3">><</link>>?
<<elseif ($sailsouth_decision_count gte 4)>>
<<set $crew_morale = 0>>
The endless coastline offers no sign of turning.
<br>The crew has grown quiet.
<br>Supplies are low.
<br><br>❤️ Crew Morale: $crew_morale%
<br><br>At dawn one morning, you’re roused from sleep suddenly.
<br>Armed sailors surround you. They bind your hands and haul you above deck where you find Jean Moreau<<if $playercount is 2>> and $partner1name<<elseif $playercount is 3>>, $partner1name and $partner2name<</if>> in the same predicament.
<br><br>You watch as the sun rises over yet another stretch of unyielding coast.
<br><br>"No more," the crew say. The ship turns north, finally.
<br>Your journey is over - not in glory, but bound it ropes.
<br><h3>Your voyage is over. </h3>
<br><<button "''Restart Voyage''">>
<<goto "Mission Failed Restart Point">>
<</button>>
<</if>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<<silent>><<if $crew_morale lte 10>><<goto "Boost Crew">><</if>><</silent>>\
<<set _reputation to $reputation>>\
<div class="blur-box">\
<<nobr>>
The port is alive with motion as your ship finally glides into the harbor - four months since you set sail.
<br><br><h4> You are home!</h4>
<br>The merchant who funded your voyage waits at the dock, watching intently as the crew begins to unload what you've brought back.
<<if $cargo_slaves is 1>>
<br><br>His face lights up when he sees the captive limp off the ship. <br>"Excellent!" he says, rubbing his hands. "But why only one? Slaves fetch a high price!"
<br>But as the person is led away to become a slave, something in your gut twists. The crew says nothing, but the silence is heavy.
<<elseif $cargo_slaves gte 2>>
<br><br>His face lights up when he sees the captives limp off the ship.
<br>"Excellent!" he says, rubbing his hands. "Slaves fetch a high price!"
<br>But as the people are led away to become slaves, something in your gut twists. The crew says nothing, but the silence is heavy.
<<else>>
<br><br>He looks around at the goods and frowns.
<br>"No slaves?" he asks. "So disappointing."
<</if>>
<<if $cargo_to_trade is 0>>
<<if _reputation is "Slave Trader">>
<<set $reputation to "Efficient, Successful, Reliable Slave Trader">>
<<run $reputationlog.push("Efficient, Successful, Reliable Slave Trader")>>
<<else>>
<<set $reputation to "Efficient, Successful, Reliable">>
<<run $reputationlog.push("Efficient, Successful, Reliable")>>
<</if>>
<br><br>As the last of the goods are brought off the ship, the merchant claps your shoulder. "Efficient, successful, reliable. I’ll be calling on you again."
<br>🛡️ Reputation: $reputation
<<elseif $cargo_to_trade lte 3>>
<br><br>As the last of the goods are brought off the ship, including the $cargo_to_trade untraded crates, the merchant raises an eyebrow. <br>"You were gone all this time, and still bring some of my own goods back to me? Perhaps you weren’t cut out for this after all."
<<elseif $cargo_to_trade gte 4>>
<br><br>As the last of the goods are brought off the ship, including the $cargo_to_trade untraded crates, the merchant raises an eyebrow. <br>"You were gone all this time just to bring my own goods back to me? Perhaps you weren’t cut out for this after all."
<</if>>
<br><br>Yusuf al-Karim walks over and gives the merchant the meticulously kept records of your trade deals. The merchant scans the pages, then looks up at you.
<<if $future_trade_connections is 0>>
<br>"No contacts? No good trade connections made for future voyages?" he shakes his head. "Maybe you’re better off in another line of work."
<<elseif $future_trade_connections gte 1>>
<br>He smiles. "You’ve opened new doors! You have fostered good relationships with some trading stations, ensuring that trade can happen there again. That’s the kind of trader I need. Well done!"
<</if>>
<<if _reputation is "Raider">>
<br><br>He looks thoughtful for a moment, then says, "You did bring back cargo - this is good. But..."
<br>After a heavy pause, he continues, "You have also brought back a reputation, one that can ruin my business and future trade deals. No one will treat with me if I am known to hire raiders or pirates."
<br>He shakes his head. "So...I cannot hire you again."
<elseif _reputation is "Liar">>
<br><br>He looks thoughtful for a moment, then says, "You did bring back cargo - this is good. But..."
<br>After a heavy pause, he continues, "You have also brought back a reputation, one that can ruin my business and future trade deals. No one will treat with me if I am known to hire liars."
<br>He shakes his head. "So...I cannot hire you again."
<elseif _reputation is "Poor Negotiator">>
<br><br>He looks thoughtful for a moment, then says, "You did bring back cargo - this is good. But..."
<br>After a heavy pause, he continues, "You have also brought back a reputation, one that can ruin my business. If you cannot negotiate well, you will just lose me money."
<br>He shakes his head. "So...I cannot hire you again."
<</if>>
<<if $crew_morale gte 80>>
<br><br>Offloading complete, the crew joke and laugh as they ready themselves to head into town. They wave to you, and Giulia yells, "Call us when you set sail again!"
<<elseif ($crew_morale < 80) and ($crew_morale > 40)>>
<br><br>Offloading complete, the crew joke and laugh as they ready themselves to head into town. They bid you farewell politely, but there is a clear sense that they are not really interested in sailing with you again.
<<elseif $crew_morale lte 40>>
<br><br>Offloading complete, the crew joke and laugh between themselves as they get ready to head into town. When they pass you, the laughter dies. They disappear into the city streets, throwing cold glances back at you. They are not interested in sailing with you again.
<</if>>
<br><br><<button "''Continue''" "10">><</button>>
<</nobr>>
----
🛡️ Reputation: $reputation
🔗 Future Trade Connections Fostered: $future_trade_connections
❤️ Crew Morale: $crew_morale% <<if $crew_morale > $vstart_morale>> ▲ <<elseif $crew_morale < $vstart_morale>> ▼ <</if>><<if $crew_morale lte 30>><<link "Boost Crew Morale?">><<goto "Boost Crew">><</link>><</if>>
🛠️ Ship Status: $ship_status% <<if $ship_status > $vstart_ship_status>>▲ <<elseif $ship_status < $vstart_ship_status>>▼<</if>>
💰 Cargo to Trade: $cargo_to_trade crates<<if $cargo_to_trade > $vstart_cargo_to_trade>> ▲ <<elseif $cargo_to_trade < $vstart_cargo_to_trade>>▼<</if>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>\
📦 Cargo Gained: $cargo_gained <<if $cargo_gained > $vstart_cargo_gained>>▲ <<elseif $cargo_gained < $vstart_cargo_gained>>▼<</if>>
<<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>\
</div>\<div class="blur-box">\
Four months at sea have come and gone - marked by scorching sun, lashing storms, tense decisions, and moments of triumph.
There were hard choices: where to sail, how to trade, when to trust, and what kind of leader to be.
Some deals were fair, others questionable. And perhaps some things done that cannot be undone.
But you’ve learned more than how to navigate winds and barter for goods. You’ve seen the human cost of ambition, the fragile weight of power, and the complexity of trade across cultures and oceans.
Whether the journey made you proud or left you uneasy, it has changed you.
The harbor bustles.
Your ledger closes.
Your voyage is over - at least, this one.
<<button "''Continue''">>
<<set $chapter8_complete to true>>
<<set $chapter to "The End">>
<<goto "11">>
<</button>>
</div>\<<set $reflection_unlocked to true>>\
<<set $information_passage_unlocked to true>>\
<div class="blur-box">\
<<nobr>>
📸 //Take a screen shot of this page to save your results.//
<h1>Voyage Outcomes</h1>
<h2>$playername</h2>
<h5>Team Members:</h5>
<<if $playercount is 2>> $playername & $partner1name
<<elseif $playercount is 3>> $playername, $partner1name & $partner2name <</if>>
<br><br><h5>Your Investigation Specialisation:</h5>
<<if ($my_research_topic is "ships") or ($my_research_topic2 is "ships")>>
Ships in the 14th Century: The Cog and The Caravel <br>
<</if>>
<<if ($my_research_topic is "safety") or ($my_research_topic2 is "safety")>>
Weapons on Ships in the 14th Century: Traditional Ranged Weaponry and Gunpowder Weaponry <br>
<</if>>
<<if ($my_research_topic is "navigation") or ($my_research_topic2 is "navigation")>>
Navigation on Ships in the 14th Century: Traditional Nautical Navigation and The Magnetic Compass <br>
<</if>>
<br><h5>Trading:</h5>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
🔗 Future Trade Connections Fostered: $future_trade_connections
<br>📦 Cargo Gained: $cargo_gained
<br><<if $cargo_gold isnot 0>>🟡 $cargo_gold gold pieces | <</if>><<if $cargo_ivory isnot 0>>🐘 $cargo_ivory ivory tusks | <</if>><<if $cargo_slaves isnot 0>>⛓️ $cargo_slaves slaves<</if>>
<br>💰 Cargo not Traded: $cargo_to_trade crates
<br><br><h5>Leadership:</h5>
❤️ Crew Morale: $crew_morale%
<br>🛠️ Ship Status: $ship_status%
<br>🛡️ Final Reputation: $reputation
<<if ($navigation_gold_badge is true) or ($safety_gold_badge is true) or ($good_leadership_badge is true)>>
<br><br><h5>Achievements:</h5>
<</if>>
<<if $navigation_gold_badge is true>>
🏅 Successfully Navigated Away From The Coast<</if>>
<<if $safety_gold_badge is true>>
<br>🏅 Successfully Defended Against Pirates<</if>>
<<if $good_leadership_badge is true>>
<br>🏅 Good Leadership<</if>>
<</nobr>>
<h5>Reputation Log:</h5>\
<<print $reputationlog.join(" | ")>>
----
History is never simple. But by thinking critically and exploring the choices people made in the past, you’ve already started becoming a better navigator - not just of seas, but of stories and ideas.
<<button "ℹ️''Find out more about life and trade in the 14th Century''" "Information">><</button>>
<<button "📖''Go to Reflection''" "Reflection">><</button>>
Want to start your voyage over and see how different decisions could change your outcomes?
<<linkappend "Replay Voyage">>
⚠️ //This will erase all current voyage progress// ⚠️
<<button "Replay Voyage""Mission Failed Restart Point">><</button>>
<</linkappend>>
Want to start over from the beginning and try a different investigation topic?
<<linkappend "Restart">>
⚠️ //This will erase all current progress// ⚠️
<<button "Restart""Replay">><</button>>
<</linkappend>>
</div>\<<silent>>
<<set $chapter to "Prologue">>
<<set $playerkey to "unknown">>
<<set $playerkey2 to "unknown">>
<<set $crew_menu_unlocked to false>>
<<set $currentPassageName = Passage.title>>
<<set $chapterprologue_complete to false>>
<<set $chapter1_complete to false>>
<<set $chapter2_complete to false>>
<<set $chapter3_complete to false>>
<<set $chapter4_complete to false>>
<<set $chapter5_complete to false>>
<<set $chapter6_complete to false>>
<<set $chapter7_complete to false>>
<<set $chapter8_complete to false>>
<<set $reputationlog to ["🛡️"]>>
<<set $my_research_topic2 to "blank">>
<<set $future_trade_connections = 0>>
<<set $most_recent_place to "office">>
<<set $printing_press_visit_count to 0>>
<<set $docks_visit_count to 0>>
<<set $old_sailor_visit_count to 0>>
<<set $sailor_tales to 0>>
<<set $captain_visit_count to 0>>
<<set $young_sailor_count to 0>>
<<set $young_sailor_tale to false>>
<<set $young_sailor_unlocked to false>>
<<set $how_defend_pirates_question to false>>
<<set $do_ranged_weapons_work_question to false>>
<<set $warning_text_unlocked to false>>
<<set $ranged_weapons_text_unlocked to false>>
<<set $gunpowder_text_unlocked to false>>
<<set $ranged_weapons_choice_unlocked to false>>
<<set $gunpowder_choice_unlocked to false>>
<<set $nav_advice_question to false>>
<<set $does_trad_nav_work_question to false>>
<<set $charting_stars_text_unlocked to false>>
<<set $compass_text_unlocked to false>>
<<set $trad_nav_text_unlocked to false>>
<<set $trad_nav_choice_unlocked to false>>
<<set $compass_choice_unlocked to false>>
<<set $ships_types_text_unlocked to false>>
<<set $ship_advice_question to false>>
<<set $do_cogs_work_question to false>>
<<set $cog_text_unlocked to false>>
<<set $caravel_text_unlocked to false>>
<<set $cog_choice_unlocked to false>>
<<set $caravel_choice_unlocked to false>>
<<set $spoken_to_captain to false>>
<<set $navigation_gold_badge to false>>
<<set $good_leadership_badge to false>>
<<set $safety_badge to false>>
<<set $ship_repaired to false>>
<<set $nav_question_1_complete to false>>
<<set $nav_question_2_complete to false>>
<<set $nav_question_3_complete to false>>
<<set $nav_question_4_complete to false>>
<<set $cargo_gold to 0>>
<<set $cargo_ivory to 0>>
<<set $cargo_slaves to 0>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<<set $reputation to "unknown">>
<<set $concerns_question_1_complete to false>>
<<set $concerns_question_2_complete to false>>
<<set $concerns_question_3_complete to false>>
<<set $concerns_question_4_complete to false>>
<<set $morale_boost to "undecided">>
<<set $cargo_gold to 0>>
<<set $cargo_ivory to 0>>
<<set $cargo_slaves to 0>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<<set $navigation_gold_badge to false>>
<<set $good_leadership_badge to false>>
<<set $safety_gold_badge to false>>
<<set $ship_repaired to false>>
<<set $nav_question_1_complete to false>>
<<set $nav_question_2_complete to false>>
<<set $nav_question_3_complete to false>>
<<set $nav_question_4_complete to false>>
<<set $nav_question_5_complete to false>>
<<set $concerns_question_1_complete to false>>
<<set $concerns_question_2_complete to false>>
<<set $concerns_question_3_complete to false>>
<<set $concerns_question_4_complete to false>>
<<silent>>
<<goto "2">><div class="blur-box">\
<<nobr>>
<h3>Post-Voyage Reflection Questions</h3>
//Use the questions below to spark discussion with others who completed the activity. Reflecting on your choices, and listening to different perspectives, can help you understand the journey in new and meaningful ways.//
<</nobr>>
<h5>Decisions & Consequences</h5>\
*What was the hardest decision your team had to make during the voyage? Do you think you made the right choice? Why or why not?
*Were there any decisions that your team disagreed on that resulted in you choosing different paths? What was the consequence of this?
*Were there any choices you regret? Why?
*How do you think your choices affected the people you encountered - and your crew?
*Did you ever put your crew or your mission at risk? What happened as a result?
<h5>Exploration & Navigation</h5>\
*What did you learn about how ships navigated in the 14th century?
*How did inventions like the compass and caravel change what was possible for explorers?
*Why do you think Europeans were so eager to sail into unknown waters?
<h5>Trade & Ethics</h5>\
*How did it feel to trade with different villages? Did you treat each one the same?
*What role did force or weapons play in your trade decisions? Were they ever necessary?
*Were there moments when power influenced trade more than fairness?
*How did your team handle the offer to trade for slaves? What influenced your choice?
<h5>Crew & Leadership</h5>\
*How well did your crew trust you by the end of the voyage? Why do you think that was?
*What decisions affected crew morale the most?
*If you could go back and change one leadership choice, what would it be?
<h5>Connecting Past & Present</h5>\
*What surprised you most about life in the 14th century?
*How did inventions from the Renaissance lead to global changes?
*What lessons from this voyage could help you think more critically about leadership, fairness, or history today?
*How have your ideas about exploration, trade, and leadership changed since the beginning of the voyage? What lessons will you carry with you?
<<button "//↩ Back//" $return>><</button>>
</div><div class="blur-box">\
<<nobr>>\
<h3>Life & Trade in the 14th Century: What Was It Really Like?</h3>
<br><<button "''Were there women sailors?''">>
<<set _showInfo to !_showInfo>>
<<replace "#info">>
<<if _showInfo>>In Europe, women weren’t usually allowed to work as sailors in the 14th century, but there are records of women disguising themselves as men to join crews aboard ships. Most sailing roles were considered men’s work. However, women were part of port communities or managed trade from the shore. In other parts of the world, including Africa and Asia, women played key roles in local trade networks.<</if>>
<</replace>>
<<replace "#icon">>
<<if _showInfo>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon">+</span>
<div id="info"></div>
<br><<button "''Were all the sailors white?''">>
<<set _showInfo2 to !_showInfo2>>
<<replace "#info2">>
<<if _showInfo2>>No. European ships, especially those from Spain and Portugal, often had diverse crews from North Africa, the Middle East, and even further abroad. As voyages stretched further from home, ships picked up local sailors, guides, translators, and skilled workers along the African and Mediterranean coasts. Muslim sailors, North Africans, and people of African and Arab descent were especially common where trade routes mixed across cultures.<</if>>
<</replace>>
<<replace "#icon2">>
<<if _showInfo2>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon2">+</span>
<div id="info2"></div>
<br><<button "''What was the hardest part of life on board?''">>
<<set _showInfo3 to !_showInfo3>>
<<replace "#info3">>
<<if _showInfo3>>Life at sea was rough. Sailors faced storms that could sink the ship; hunger and bad food; the hot, crowded - and often smelly - shared spaces; and long stretches without seeing land. Disease spread easily, fresh water ran out quickly, and many sailors missed their families while facing dangerous work every day. Navigating without landmarks or stars was risky was also risky, despite the magnetic compass. But perhaps the hardest part was not knowing what lay ahead - whether the next shore would bring trade, danger, or nothing at all.<</if>>
<</replace>>
<<replace "#icon3">>
<<if _showInfo5>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon3">+</span>
<div id="info3"></div>
<br><<button "''What happened if pirates attacked?''">>
<<set _showInfo4 to !_showInfo4>>
<<replace "#info4">>
<<if _showInfo4>>Pirates were a real threat. If a ship was slow, lightly armed, or far from help, pirates could board it, steal goods, and even take prisoners. Some ships tried to outrun them; others fought back with cannons or crossbows. Pirate attacks were terrifying - and could end a voyage instantly.<</if>>
<</replace>>
<<replace "#icon4">>
<<if _showInfo4>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon4">+</span>
<div id="info4"></div>
<br><<button "''Did traders often use force to get goods?''">>
<<set _showInfo5 to !_showInfo5>>
<<replace "#info5">>
<<if _showInfo5>>Some did. While many trading relationships were peaceful and based on negotiation, some ships carried weapons and threatened or attacked local communities if they couldn’t get what they wanted. This often damaged trust and hurt future trade relationships - and in some places, Europeans were banned from trading again because of past violence.<</if>>
<</replace>>
<<replace "#icon5">>
<<if _showInfo5>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon5">+</span>
<div id="info5"></div>
<br><<button "''Why did some traders take slaves?''">>
<<set _showInfo6 to !_showInfo6>>
<<replace "#info6">>
<<if _showInfo6>>Slavery existed long before the 14th century. In many parts of the world, including Europe and Africa, people were captured in wars, raids, or sold to settle debts. European traders began to see enslaved people as “valuable cargo” - just like spices, salt, or ivory - especially when trade with African kingdoms made it easier to acquire them. While many considered it normal at the time, others were uncomfortable or morally opposed to it. You may have felt that tension during your voyage.<</if>>
<</replace>>
<<replace "#icon6">>
<<if _showInfo6>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon6">+</span>
<div id="info6"></div>
<br><<button "''Did sailors really mutiny - and why?''">>
<<set _showInfo7 to !_showInfo7>>
<<replace "#info7">>
<<if _showInfo7>>Yes, mutinies happened when the crew lost trust in their captain or leader. Long voyages, poor conditions, unfair treatment, or hopeless journeys could cause tensions to boil over. If the crew felt ignored or mistreated, they sometimes took control of the ship.<</if>>
<</replace>>
<<replace "#icon7">>
<<if _showInfo7>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon7">+</span>
<div id="info7"></div>
<br><<button "''What happened if a crew mutinied?''">>
<<set _showInfo8 to !_showInfo8>>
<<replace "#info8">>
<<if _showInfo8>>Mutiny was dangerous - for everyone. If the crew took control, they might throw the captain overboard, lock them up, or vote on a new course. If the mutiny failed, mutineers could be punished severely - even executed. But sometimes, mutinies were the only way sailors felt they could survive or be heard.<</if>>
<</replace>>
<<replace "#icon8">>
<<if _showInfo8>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon8">+</span>
<div id="info8"></div>
<br><<button "''Why does this history matter?''">>
<<set _showInfo9 to !_showInfo9>>
<<replace "#info9">>
<<if _showInfo9>>Because it shows us how power, ambition, and survival shaped the world. The choices of leaders, sailors, merchants - and even mutineers - left lasting impacts. By exploring these stories, we can better understand how trade, culture, and colonisation began to change the world.
<br><br>Many of the inventions you explored - like the magnetic compass, the caravel, printed maps, and gunpowder weapons - played a key role in expanding shipping routes. These innovations made it possible for European ships to travel farther, stay out at sea longer, and eventually sail around the tip of Africa on their quest to reach trade in India.
<br><br>It was these very voyages that led to the founding of a European colony at Cape Town in 1652. What began as exploration and trade became a turning point in South African history - one whose effects are still felt today.<</if>>
<</replace>>
<<replace "#icon9">>
<<if _showInfo9>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon9">+</span>
<div id="info9"></div>
<</nobr>>
<<button "//↩ Back//" $return>><</button>>
</div><<set $reputationlog to ["🛡️"]>>
<<run $reputationlog.push("Fair Trader")>>
<<print $reputationlog.join(" | ")>>
<<nobr>>
<<button "''Were there women sailors?''">>
<<set _showInfo to !_showInfo>>
<<replace "#info">>
<<if _showInfo>>Women rarely worked openly as sailors in the 14th century, especially on European trading ships. Most sailing roles were considered men’s work. However, there are stories of women disguising themselves as men to work aboard ships, and women often played vital roles on land: managing trade posts, running businesses, or acting as translators and guides in port towns.<</if>>
<</replace>>
<<replace "#icon">>
<<if _showInfo>>−<<else>>+<</if>>
<</replace>>
<</button>>
<span id="icon">+</span>
<div id="info"></div>
<</nobr>><<set $chapter to "Prologue">>
<<set $playerkey to "unknown">>
<<set $playerkey2 to "unknown">>
<<set $crew_menu_unlocked to false>>
<<set $currentPassageName = Passage.title>>
<<set $chapterprologue_complete to false>>
<<set $chapter1_complete to false>>
<<set $chapter2_complete to false>>
<<set $chapter3_complete to false>>
<<set $chapter4_complete to false>>
<<set $chapter5_complete to false>>
<<set $chapter6_complete to false>>
<<set $chapter7_complete to false>>
<<set $chapter8_complete to false>>
<<set $reputationlog to ["🛡️"]>>
<<set $my_research_topic2 to "blank">>
<<set $future_trade_connections = 0>>
<<set $most_recent_place to "office">>
<<set $printing_press_visit_count to 0>>
<<set $docks_visit_count to 0>>
<<set $old_sailor_visit_count to 0>>
<<set $sailor_tales to 0>>
<<set $captain_visit_count to 0>>
<<set $young_sailor_count to 0>>
<<set $young_sailor_tale to false>>
<<set $young_sailor_unlocked to false>>
<<set $how_defend_pirates_question to false>>
<<set $do_ranged_weapons_work_question to false>>
<<set $warning_text_unlocked to false>>
<<set $ranged_weapons_text_unlocked to false>>
<<set $gunpowder_text_unlocked to false>>
<<set $ranged_weapons_choice_unlocked to false>>
<<set $gunpowder_choice_unlocked to false>>
<<set $nav_advice_question to false>>
<<set $does_trad_nav_work_question to false>>
<<set $charting_stars_text_unlocked to false>>
<<set $compass_text_unlocked to false>>
<<set $trad_nav_text_unlocked to false>>
<<set $trad_nav_choice_unlocked to false>>
<<set $compass_choice_unlocked to false>>
<<set $ships_types_text_unlocked to false>>
<<set $ship_advice_question to false>>
<<set $do_cogs_work_question to false>>
<<set $cog_text_unlocked to false>>
<<set $caravel_text_unlocked to false>>
<<set $cog_choice_unlocked to false>>
<<set $caravel_choice_unlocked to false>>
<<set $spoken_to_captain to false>>
<<set $navigation_gold_badge to false>>
<<set $good_leadership_badge to false>>
<<set $safety_badge to false>>
<<set $ship_repaired to false>>
<<set $nav_question_1_complete to false>>
<<set $nav_question_2_complete to false>>
<<set $nav_question_3_complete to false>>
<<set $nav_question_4_complete to false>>
<<set $cargo_gold to 0>>
<<set $cargo_ivory to 0>>
<<set $cargo_slaves to 0>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<<set $reputation to "unknown">>
<<set $concerns_question_1_complete to false>>
<<set $concerns_question_2_complete to false>>
<<set $concerns_question_3_complete to false>>
<<set $concerns_question_4_complete to false>>
<<set $morale_boost to "undecided">>
<<set $cargo_gold to 0>>
<<set $cargo_ivory to 0>>
<<set $cargo_slaves to 0>>
<<set $cargo_gained = $cargo_gold + $cargo_ivory + $cargo_slaves>>
<<set $navigation_gold_badge to false>>
<<set $good_leadership_badge to false>>
<<set $safety_gold_badge to false>>
<<set $ship_repaired to false>>
<<set $nav_question_1_complete to false>>
<<set $nav_question_2_complete to false>>
<<set $nav_question_3_complete to false>>
<<set $nav_question_4_complete to false>>
<<set $nav_question_5_complete to false>>
<<set $concerns_question_1_complete to false>>
<<set $concerns_question_2_complete to false>>
<<set $concerns_question_3_complete to false>>
<<set $concerns_question_4_complete to false>>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('change-topic-selected', { name: State.variables.playername });
}
<</script>>
<<goto "6">><<nobr>>
Chief Kalifa nods, then says, "You tell me how much gold you give me, and I tell you what I give you for it."
<br><br>You have $cargo_gold gold pieces available, but you wonder how many you should take home. Would the merchant want you to bring home more gold or more ivory?
<br><br>"I will trade with <<textbox "$final_gold_offer" "">> gold pieces."
<br><br><<button "''Continue''">>
<<if $final_gold_offer.match(/^\d+$/)>>
<<set $final_gold_offer = parseInt($final_gold_offer)>>
<<goto "7.4.c">>
<<else>>
<<replace "#input-error">>
//Enter a number using only digits before continuing.//
<</replace>>
<</if>>
<</button>>
<br> <div id="input-error"></div>
<</nobr>><div class="blur-box">\
<h4>HELP!</h4>
Greetings!
Have you completed your investigation but lost the proof of your progress?
Fill in your name here:
<<textbox "$playername" "">>
How many people are in your team?
<<listbox "$playercount">>
<<option "SELECT" "unselected">>
<<option "2 people" 2>>
<<option "3 people" 3>>
<</listbox>>
<<button "Continue">>
<<if ($playercount is 2) or ($playercount is 3)>>
<<redo>>
<<else>>
<<replace "#input-error">>
//Select your team size.//
<</replace>>
<</if>>
<</button>>
<div id="input-error"></div>\
<<do>>\
<<if $playercount is 2>>\
Fill in your partner's name: <<textbox "$partner1name" "">>
Select your research topic:
<<listbox "$my_research_topic">>
<<option "SELECT" "unselected">>
<<option "Investigate Navigation" "navigation">>
<<option "Investigate Safety" "safety">>
<<option "Investigate Ships" "ships">>
<</listbox>>
Select your second research topic, if you did two:
<<listbox "$my_research_topic2">>
<<option "None" "none">>
<<option "Investigate Navigation" "navigation">>
<<option "Investigate Safety" "safety">>
<<option "Investigate Ships" "ships">>
<</listbox>>
<<button "''Continue''">>
<<if ($playername.trim().length > 0) and ($partner1name.trim().length > 0)>>
<<goto "Help Start 2">>
<<else>>
<<replace "#input-error2">>
//Ensure all names have been filled in.//
<</replace>>
<</if>>
<</button>>
<div id="input-error2"></div>\
<<elseif $playercount is 3>>\
Fill in the names of your partners:
Partner 1: <<textbox "$partner1name" "">>
Partner 2: <<textbox "$partner2name" "">>
Select your research topic:
<<listbox "$my_research_topic">>
<<option "SELECT" "unselected">>
<<option "Investigate Navigation" "navigation">>
<<option "Investigate Safety" "safety">>
<<option "Investigate Ships" "ships">>
<</listbox>>
<<button "''Continue''">>
<<if ($playername.trim().length > 0) and ($partner1name.trim().length > 0) and ($partner2name.trim().length > 0)>>
<<goto "Help Start 2">>
<<else>>
<<replace "#input-error2">>
//Ensure all names have been filled in.//
<</replace>>
<</if>>
<</button>>
<div id="input-error2"></div>\
<</if>>\
<</do>>
</div><div class="blur-box">\
<<nobr>>
<<if ($my_research_topic is "safety") or ($my_research_topic2 is "safety")>>
⚔️ The secret key to safety at sea is: <<textbox "$safetykey" "">> <br><br>
<</if>>
<<if ($my_research_topic is "ships") or ($my_research_topic2 is "ships")>>
⚓ The secret key to shipping is: <<textbox "$shippingkey" "">><br><br>
<</if>>
<<if ($my_research_topic is "navigation") or ($my_research_topic2 is "navigation")>>
🗺️ The secret key to navigation is: <<textbox "$navigationkey" "">><br><br>
<</if>>
<br><br><<button "''Go To Team Gate''">>
<<set $any_wrong to false>>
<<if ($my_research_topic is "safety") or ($my_research_topic2 is "safety")>>
<<if $safetykey.toLowerCase().trim() isnot "powder">>
<<set $any_wrong to true>>
<<else>>
<<set $reputation to "Safety Expert">>
<<run $reputationlog.push("Safety Expert")>>
<</if>>
<</if>>
<<if ($my_research_topic is "ships") or ($my_research_topic2 is "ships")>>
<<if $shippingkey.toLowerCase().trim() isnot "speed">>
<<set $any_wrong to true>>
<<else>>
<<set $reputation to "Ship Designs Expert">>
<<run $reputationlog.push("Ship Designs Expert")>>
<</if>>
<</if>>
<<if ($my_research_topic is "navigation") or ($my_research_topic2 is "navigation")>>
<<if $navigationkey.toLowerCase().trim() isnot "direction">>
<<set $any_wrong to true>>
<<else>>
<<set $reputation to "Navigation Expert">>
<<run $reputationlog.push("Navigation Expert")>>
<</if>>
<</if>>
<<if $any_wrong>>
<<replace "#input-error">>
//One of more of your keys are not correct. If you cannot remember your key, you may have to restart your investigation.//
<</replace>>
<<else>>
<<script>>
if (typeof umami !== 'undefined') {
umami.track('quick-start', { name: State.variables.playername });
}
<</script>>
<<set $chapterprologue_complete to true>>
<<set $chapter to "Chapter 1: Investigation">>
<<goto "TG1">>
<</if>>
<</button>>
<div id="input-error"></div>
<</nobr>>
</div><div class="blur-box">\
<h3>How To Play</h3>
Investigate inventions to help you plan your journey by talking to sailors and reading information in the printing press.
Sail South! Choose your crew’s actions as you trade, navigate storms, avoid pirates, and build a reputation. Discuss your options with your group before making key decisions.
''Track Your Progress''
Watch your crew morale, ship status, cargo, and reputation at the bottom of the screen.
You can also check on your voyage progress by going to the "Mission Status" tab in the menu on the side.
''Saving Your Game''
Your progress is saved automatically in your internet browser.
You can also use the Saves menu to save into the available save slots.
Your saves will stay in your browser, so use the same device to return later.
Use the Load Game or the Saves menu to return to any saved point.
----
Have you completed your investigation but lost the proof of your progress?
<<button "Go To Team Gate" "Help Start">><</button>>
<<button "//↩ Back//" $return>><</button>>
</div>