,,,,,,,, <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>You have Decided to go on Hajj</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/intro.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<if $temp.mobile is 0>>
<div align="center">
<b>[[Start the Simulation|Set Location Coordinates]]</b><br><br>
</div>
<<elseif $temp.mobile is 1>>
WARNING: It looks like you are playing on a mobile device.<br><br>
While the simulation is playable on your device you will be unable to save your progress. If you would like the ability to save, please visit hajjtrail.com from a PC.<br><br>
<b>[[Start the Simulation|Set Location Coordinates]]</b><br><br>
<<endif>>
<h2>If this is your first time playing, you can read instructions <a href="http://hajjtrail.com/instructions.pdf" target="_blank">here</a>.</h2><br>
<br>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Beginnings of your Journey</td>
</tr>
</table>
</div>
<br>
<br>
/%----------------------------------------%/
/%---------------- Image -----------------%/
/%----------------------------------------%/
<<if $player.job is "Gulshani Sufi">>
<img @src="setup.ImagePath+'characters/sufi.jpg'" class='center charimage' style='height:30%; width: auto;'>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<img @src="setup.ImagePath+'characters/janissary.jpg'" class='center' style='height:30%; width: auto;'>
<<elseif $player.job is "Ottoman Princess">>
<img @src="setup.ImagePath+'characters/princess.jpg'" class='center' style='height:30%; width: auto;'>
<<elseif $player.job is "Ottoman Merchant">>
<img @src="setup.ImagePath+'characters/merchant.jpg'" class='center' style='height:30%; width: auto;'>
<<elseif $player.job is "Impoverished Widow">>
<img @src="setup.ImagePath+'characters/impwidow.jpg'" class='center' style='height:30%; width: auto;'>
<<endif>>
/%----------------------------------------%/
/%---------- Player Information ----------%/
/%----------------------------------------%/
<<set _temppiety to $player.piety+"%">>
Welcome, $player.name!<br>
<p>Your current player class is $player.job.<br>
That means you start with $player.money //akçe// coins and are at _temppiety of your potential TPP Score (The Pilgrim's Path).
<br>
$family_names will join you on your hajj journey from Istanbul to Mecca.</p>
<br>
/%----------------------------------------------%/
/%---------- Simulation Choices Information ----------%/
/%----------------------------------------------%/
<u><b>Secondary Challenge Choice</b></u><br><br>
<i>It was common for pilgrims to combine their journey to Mecca with other personal and professional goals. Choose one of the following goals to work towards during your journey (these are optional to complete):</i> <br><br>
<<if $player.job is "Gulshani Sufi">>
<<radiobutton "$challengechoice" "The Ottoman Sufi" checked>> <b>The Ottoman Sufi:</b> As an Ottoman Sufi your Pir (Sufi Master) has asked you to visit some of the most significant Sufi shrines while you travel to Mecca. He asks that you visit the Shrines of Mahmud Hudayi in Üsküdar, Sarı Saltuk in Lefke, Rumi in Konya, Haji Bektash in Cappadocia, and Ibn Arabi in Salihiyah. Your old Pir warns you to make sure you do not travel too fast and miss the Shrine of Sarı Saltuk just past Iznik. <i>50 Points</i><br><br>
<<radiobutton "$challengechoice" "A Network of Friends">> <b>A Network of Friends:</b>You use this travel opportunity to visit three friends that you have been longing to see. The first is Kurd Abdullah Efendi who is staying with his relatives in Urfa, the second is the Sufi Abd al-Ghani al-Nabulsi who is currently teaching in Damascus, and the third is Hezârfen Ahmed Çelebi who is in Medina living near Mount Uhud after spending several years of exile in Ottoman Algeria. Visit the three scholarly friends and gift them each an Ottoman Illuminated Manuscript that you bring with you from your personal collection. <i>20 Points (each)</i><br><br>
<<radiobutton "$challengechoice" "The Path of Evliya">> <b>The Path of Evliya:</b> You feel inspired to travel and that God has instructed you to explore the world. Visit the following locations and know that some of them require you to travel at a slower pace: In Anatolia - Bursa, Manisa, Candia, Beyşehir, Konya, Aksaray, Derinkuyu, and Çiftehan - In Syria - Muratpaşa Bridge, Manbij, and Kiswa - In Palestine - Nazareth and Nabi Musa - In Arabia - Tabuk and Meymun Ovası. <i>75 Points</i><br><br>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<radiobutton "$challengechoice" "The Ottoman Soldier" checked>> <b>The Ottoman Soldier:</b> You are given a chest full of coins to deliver to the Janissary garrison in the Fortress of Alanya. The delivery is meant to be the yearly pay for the garrison. Go to Alanya and deliver the pay to the soldiers stationed there. <i>50 Points</i><br><br>
<<radiobutton "$challengechoice" "A Friend in the Desert">> <b>A Friend in the Desert:</b> You receive news from a janissary friend, Pertev Mehmed Ağa, who is now in the service of the Pasha of Damascus. He writes that he has been stationed in the desert outpost of Abyar Ghannum just past al-Ula on one of the slower caravan routes. He explains that he longs for the shores of the Bosporus and his beloved city of Istanbul. He requests in his letter that as you depart on hajj you bring along 10 jugs of Boza for him and his fellow janissaries stationed out in the desert - to remind them of the fair city of Istanbul. Hearing news of your homesick brethren, you are determined to buy 10 jugs of Boza in Anatolia and bring them to the outpost of Abyar Ghannum in Arabia. <i>65 Points</i><br><br>
<<radiobutton "$challengechoice" "Graves of Fallen Friends">> <b>Graves of Fallen Friends:</b> Thinking of what to do during your travels, you decide to visit the graves of your janissary friends who once mentored you when you were first brought into the corps many years ago through the //devshirme//. You set out to visit the grave of your mentor Mirahor Mehmed Ağa in Candia, the grave of your childhood friend Ermeni Suleyman in Aksaray, and the grave of your old stern commander Çetrefilzade Gürcü Hüseyin Ağa in the Port of Gaza. <i>25 Points (each)</i><br><br>
<<elseif $player.job is "Ottoman Princess">>
<<radiobutton "$challengechoice" "The Ottoman Princess" checked>> <b>The Ottoman Princess:</b> You decide to use the hajj as an opportunity to visit your sister, Gülnuş Sultan, in the city of Candia. She married a vizier many years ago who is now the Pasha of the Eyalet of Crete (Girīt). You hope the reunion will go well so you plan to bring 5 bags of valuable Tears of Chios with you for your visit, though you will have to purchase some first. <i>40 Points</i><br><br>
<<radiobutton "$challengechoice" "Finding the Damat">> <b>Finding the Damat:</b> You hear that your brother-in-law, Silahdar Damat Yusuf Pasha, has gone missing south of Damascus. It was said that while he was off negotiating with the Bedouin to provision camels for the hajj season he was captured and is being held ransom. On behalf of your sister, you are to travel south of Damascus to find the missing Damat and pay his ransom. She has given you 3,000 //akçe// for his ransom and says that officials in Müzeyrib might have a better idea of where he is. <i>50 Points</i><br><br>
<<radiobutton "$challengechoice" "Endowments and Reputation">> <b>Endowments and Reputation:</b> As a representative of the royal household it is your responsibility to demonstrate the Ottoman family's benevolence as you travel. You have collected 10,000 //akçe// as part of your newly founded //waqf// (pious endowment). The //mütevelli// of the waqf, manages the endowment, gave you these funds for you to endow pious projects on your journey. You have heard of five different ideal projects in which to endow with your funds, however, you only have enough funds for one or two of them, though you can alway contribute your own funds to these projects as well - so choose wisely. The projects are as follows: 1) A small caravanserai (inn) in Afyonkarahisar, 2) a new hamam (bath) in Uçhisar, 3) a sebil (fountain) in Tarsus, 4) an imaret (soup kitchen) in Jisr al-Shughur, 5) and a new well for pilgrims in Rabigh. <i>15-40 Points (each)</i><br><br>
<<elseif $player.job is "Ottoman Merchant">>
<<radiobutton "$challengechoice" "The Carpet Merchant" checked>> <b>The Carpet Merchant's Request:</b> A wealthy pasha has asked you to purchase five unique carpets for him during your travels. His //çavuş// (sergeant) tells you that each carpet should cost between 100 and 300 //akçe// and once you procure them they will be sent directly back to the pasha's estate in Istanbul. The carpets are in difficult rural locations which will require one to travel at a slower pace in order to stop in most places. The first is an exquisite Turkmen carpet to be found in the Western Taurus Mountains in the valley of Derebucak, the second is an antique Seljuk carpet found in Cappadocia at the old Sultan Han, the third is a Kurdish carpet found in the village of Birecik near the banks of the Euphrates River, the fourth is an Assyrian carpet made by the Syriac monks of the monastery near al-Nabk in Syria, and the fifth is a fine Bedouin carpet to be found in al-Ula in Arabia. If you buy these for the pasha you will surely be in his good graces when you return to Istanbul. <i>10 Points (each)</i><br><br>
<<radiobutton "$challengechoice" "Friends in High Places">> <b>Friends in High Places:</b> One of your main buyers, the Köprülü family, is having a wedding for Amcazade Hüseyin and his wife to be, Ayşe Hatun. Amcazade Hüseyin is a promising young member of the powerful Köprülü family and it would be wise to be on his good side. They ask that you bring 5 sacks of Tears of Chios for //dondurma// (ice cream), 4 bottles of Malvasia Wine, and 5 jugs of Boza to supply the wedding festivities. The wedding will be held in Lefkoşa in Cyprus where Amcazade Hüseyin is currently a //silahdar// (arms-bearer) for the pasha there. The wedding is in 35 days and you need not be late! <i>65 Points</i> <br><br>
<<radiobutton "$challengechoice" "Building a Trade Network">> <b>Building a Trade Network:</b> Your merchant mentor has a shop in the Grand Bazaar. He tells you that he needs you to use your time on the hajj road wisely and forge valuable merchant connections across the empire. By the end of the simulation achieve 4 of the following 6 merchant titles (see scoring guide). 1) The Rumi Merchant, 2) The Shami Merchant, 3) The Levantine Merchant, 4) the Palestinian Merchant, 5) The Bedouin Merchant, 6) The Local Merchant. <i>70 Points</i> <br><br>
<<elseif $player.job is "Impoverished Widow">>
<<radiobutton "$challengechoice" "The Distant Uncle" checked>> <b>The Distant Uncle:</b> You are told from one of your fellow travelers that your uncle, Yusuf Bey, who spent many years away from the family as an Ottoman Sipahi soldier, is now reportedly a Sanjak-Bey (Lord of the Standard or local governor) of the Sidon Sanjak on the Lebanese coast. You remember from your childhood that Yusuf Bey was fond of tobacco and you hope to visit him brining with you some tobacco from Anatolia. You convince the people you are traveling with to take a route towards Sidon so that you can visit your far off uncle. However, you should not arrive empty-handed and plan to buy 10 parcels of tobacco to give to Yusuf Bey. <i>50 Points</i> <br><br>
<<radiobutton "$challengechoice" "The Manuscript and the Pasha">> <b>The Manuscript and the Pasha:</b> You are asked by an old pasha in Istanbul to bring an illuminated manuscript to one of his old friends who now lives in Jeddah. Others have vouched for your honesty and so the pasha does not worry that you might sell the valuable item along the way. Bring the illuminated manuscript to the pasha's friend in Jeddah. <i>60 Points</i> <br><br>
<<radiobutton "$challengechoice" "Road to Sedition">> <b>Road to Sedition:</b> The defterdar (treasury official), who was a friend of your late husband, has asked you to discretely complete some unfinished tasks of your late husband while you journey to the outer reaches of the empire. He tells you that 1) you must go to al-Ma’arra in Syria and pick up a special item from the Dizdar of the castle there. 2) You are to deliver that item unopened to the Janissary commander in Shoubak in Palestine. 3) Then you are to complete the rites of the hajj in Mecca for yourself. After all of these tasks are completed the defterdar promises that he will get your name in the //surre// register to provide you with a generous stipend to live out your days in the Holy Cities. <i>75 Points</i> <br><br>
<<endif>>
<br>
<u><b>Other Simulation Options</b></u>
<br><br>
<<set $player.nowarning to 0>>
<<checkbox "$player.nowarning" 0 1>> Play without water quality warning: <br> <i>Make it to Mecca with this setting on: 200 Points</i>
<br><br>
<<set $player.skipdecay to 0>>
<<checkbox "$player.skipdecay" 0 1>> Play without water or food decay - you will only lose food and water from events instead of from the passage of time as well: <br> <i>Your final score will automatically be zero</i>
<br><br>
/%----------------------------------------%/
/%------- Historical Information ---------%/
/%----------------------------------------%/
<br>
<b><button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
As you begin your hajj journey we will leave you with these words as recounted by the early 18th-century Moroccan pilgrim Ibn al-Tayyib quoting from a tenth-century Iraqi jurist (Al-Mawardi) who gave a list a things that a responsible pilgrimage leader should do:
<br>
//'Being responsibe for pilgrims involves being diplomatic, taking care of pilgrims and solving their problems. The one in charge should be obayed, behave courageously and piously. First, he should be responsible for ten things:
<br>
1) Gathering all people he is responsible for, making sure that they will not be lost or endangered.
<br>
2) Organizing people and giving each group an identifiable spot to gather so as not to get lost or have to fight for a place.
<br>
3) He should move at a reasonable pace, so that the weak do not get tired and the strong do not go too fast and get lost.
<br>
4) The leader should follow the easiest path and avoid slippery ones.
<br>
5) He should look for water and pastures if there is a need for that.
<br>
6) He should guard pilgrims when they are taking a rest, so that no one attacks them or steals their belongings.
<br>
7) He should defend them against robbers who might prevent them from completing their pilgrimage. He should fight the robbers if he can, or bribe them with money. However, he cannot force pilgrims to pay money.
<br>
8) He should interfere to end quarrels, but should not judge over disputes. The judge of the country they reach will be responsible for judicating between them. If the dispute is between the pilgrims and the residents of a country, then the judge of that country is the one who judges between them.
<br>
9) He should discipline anyone who misbehaves or commits sins. He should take this action only if he is authorized to do so.
<br>
10) He should manage his time properly so that nothing is missed...If he has ample time, then he can take them to Mecca. If there is little time, he can take them to 'Arafat (the final point of the hajj pilgrimage) in order not to miss the pilgrimage. If all pilgrims arrive at Mecca, then the leader is responsible only for those who are going back with him.'//
<br>
<br> </div>
<br>
<br>
<br>
/%---------------------------------------%/
/%---------- Reset Information ----------%/
/%---------------------------------------%/
<br>
<b>[[Reset Player Info|Mobile Check]]</b>
<br>
<br>
<br>
/%------------------------------------------%/
/%---------- Link to Next Passage ----------%/
/%------------------------------------------%/
<div align="center">
<span id="initialDestination">
<<button "Begin the Simulation">>
<<goto "Preperations">>
<</button>>
</span>
</div>
/%----------------------------------------%/
/%---------- Initialize Sidebar ----------%/
/%----------------------------------------%/
<<set $hide_side to 0>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
[[|Preperations]] <<nobr>>
<div style="text-align: center;">v1.8</div>
/*--------------------------------------------*/
/*----- Displays After Character Choices -----*/
/*--------------------------------------------*/
<<if $hide_side is 0>>
/*-- Day Setup --*/
<<if $temp.night is 0>>
<<set _day to Math.floor($player.time/12)>>
<<set _hour to ($player.time/12)-Math.floor($player.time/12)>>
<<if _hour*12 lte 2>>
<<set _hourname to "Fajr">>
<<elseif _hour*12 lte 4>>
<<set _hourname to "Dhuhr">>
<<elseif _hour*12 lte 7>>
<<set _hourname to "Asr">>
<<elseif _hour*12 lte 9>>
<<set _hourname to "Maghrib">>
<<else>>
<<set _hourname to "Isha">>
<<endif>>
<<elseif $temp.night is 1>>
<<set _day to Math.floor($player.time/12)>>
<<set _hour to ($player.time/12)-Math.floor($player.time/12)>>
<<if _hour*12 lte 2>>
<<set _hourname to "Isha">>
<<elseif _hour*12 lte 4>>
<<set _hourname to "Tahajjud">>
<<elseif _hour*12 lte 7>>
<<set _hourname to "Tahajjud">>
<<elseif _hour*12 lte 9>>
<<set _hourname to "Tahajjud">>
<<else>>
<<set _hourname to "Fajr">>
<<endif>>
<<endif>>
<div id="daytablecontainer"><table id="daytable"><tr><td>Day<br>_day</td></tr></table></div>
<<if $player.start1 is 1 or $player.start2 is 1>>
<<if _day lte 145>>
<<set _daysleft to 145-_day>>
_daysleft Days until Hajj of 1082 H<br>
<<elseif _day gt 145 and _day lte 500>>
<<set _daysleft to 500-_day>>
_daysleft Days until Hajj of 1083 H<br>
<<elseif _day gt 500>>
<<set _daysleft to 854-_day>>
_daysleft Days until Hajj of 1084 H<br>
<<endif>>
<<elseif $player.start3 is 1>>
<<if _day lte 180>>
<<set _daysleft to 180-_day>>
_daysleft Days until Hajj of 1082 H<br>
<<elseif _day gt 145 and _day lte 500>>
<<set _daysleft to 500-_day>>
_daysleft Days until Hajj of 1083 H<br>
<<elseif _day gt 500>>
<<set _daysleft to 854-_day>>
_daysleft Days until Hajj of 1084 H<br>
<<endif>>
<<endif>>
_hourname
<<if $temp.night is 0>>
<<script>>
var hour = state.temporary.hour;
var hour = hour*12;
if (hour<=2) {
var h = 1;
} else if (hour<=4) {
var h = 2;
} else if (hour<=7) {
var h = 3;
} else if (hour<=9) {
var h = 4;
} else {
var h = 5;
};
var dayimage = 'url("'+setup.ImagePath+'ui/sun-'+h+'.png")';
var x = document.getElementById("daytable");
x.style.background = dayimage;
x.style.backgroundSize = 'contain';
<</script>>
<<elseif $temp.night is 1>>
<<script>>
var hour = state.temporary.hour;
var hour = hour*12;
if (hour<=2) {
var h = 1;
} else if (hour<=4) {
var h = 2;
} else if (hour<=7) {
var h = 3;
} else if (hour<=9) {
var h = 4;
} else {
var h = 5;
};
var dayimage = 'url("'+setup.ImagePath+'ui/moon-'+h+'.png")';
var x = document.getElementById("daytable");
x.style.background = dayimage;
x.style.backgroundSize = 'contain';
<</script>>
<<endif>>
/*-- Day Tracking --*/
<<set $family[0].days to Math.floor($player.time/12)-$family[0].daystart>>
<<set $family[1].days to Math.floor($player.time/12)-$family[1].daystart>>
<<set $family[2].days to Math.floor($player.time/12)-$family[2].daystart>>
<div class="break"></div>
<hr>
<div class="break"></div>
/*-- Character Setup --*/
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<u><b>$player.name</b></u>
<div class="break"></div>
<div class="break"></div>
<div style="text-align: center;">
Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;">
</div>
<div class="break"></div>
<table style="width:100%">
<tr>
<td>
Food: $player.inventory.food.amount <img @src=_foodimage style="height: 1.5ex;">
</td>
<td>
Water: $player.inventory.water.amount <img @src=_waterimage style="height: 1.5ex;">
</td>
</tr>
</table>
<div class="break"></div>
/*-- Progress Bars --*/
<table style="width:100%">
<tr>
<td style="text-align: right;"><label for="health">Health:</label></td>
<td><<print '<progress class="health" id="health" value="' + $player.health + '" max="100"></progress>'>></td>
</tr>
<tr>
<td style="text-align: right;"><label for="hunger">Hunger:</label></td>
<td><<print '<progress class="hunger" id="hunger" value="' + $player.hunger + '" max="100"></progress>'>></td>
</tr>
<tr>
<td style="text-align: right;"><label for="thirst">Thirst:</label></td>
<td><<print '<progress class="thirst" id="thirst" value="' + $player.thirst + '" max="100"></progress>'>></td>
</tr>
<tr>
<td style="text-align: right;"><label for="piety">TPP*:</label></td>
<td><<print '<progress class="piety" id="piety" value="' + $player.piety + '" max="100"></progress>'>></td>
</tr>
</table>
<br>
/*-- Buttons --*/
<span class="characterbuttons">
<<set _g to setup.ImagePath+"ui/health.png">>
<<button "<img @src=_g style='height:1.5ex;'> Status">>
<<script>>
Dialog.setup(state.active.variables.player.name);
Dialog.wiki(Story.get("Status").processText());
Dialog.open();
<</script>>
<</button>>
<<set _h to setup.ImagePath+"ui/inventory.png">>
<<button "<img @src=_h style='height:1.5ex;'> Inventory">>
<<script>>
Dialog.setup("Inventory");
Dialog.wiki(Story.get("Inventory").processText());
Dialog.open();
<</script>>
<<inventoryUI>>
<</button>>
<<set _h to setup.ImagePath+"ui/progress.png">>
<<button "<img @src=_h style='height:1.5ex;'> Progress">>
<<script>>
Dialog.setup("Progress");
Dialog.wiki(Story.get("Progress").processText());
Dialog.open();
<</script>>
<<makeMap>>
<</button>>
<<set _h to setup.ImagePath+"ui/note.png">>
<<button "<img @src=_h style='height:1.5ex;'> Notes">>
<<script>>
Dialog.setup("Player Notes", "restart");
Dialog.wiki(Story.get("Player Notes").processText());
Dialog.open();
<</script>>
<<noteStyle>>
<</button>>
</span>
<<endif>>
<hr>
/*------------------------*/
/*-----Music Controls-----*/
/*------------------------*/
<<script>>
try {
SimpleAudio.select("background");
state.active.variables["musicon"] = 1;
} catch (error) {
state.active.variables["musicon"] = 0;
};
<</script>>
<<if $musicon is 1>>
<div class='musiccontrols'>
<span class="center">Music Controls</span>
<div class="break"></div>
<<set _d to setup.ImagePath+"ui/play.png">>
<<button "<img @src=_d style='height:2.5ex;'>">>
<<script>>
try {
SimpleAudio.select("background").volume(0.25).loop(true).play();
} catch (error) {
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
};
<</script>>
<</button>>
<<set _e to setup.ImagePath+"ui/stop.png">>
<<button "<img @src=_e style='height:2.5ex;'>">>
<<script>>
SimpleAudio.stop();
<</script>>
<</button>>
<<set _f to setup.ImagePath+"ui/plus.png">>
<<button "<img @src=_f style='height:2.5ex;'>">>
<<script>>
var currentMasterVolume = SimpleAudio.volume();
var currentMasterVolume = currentMasterVolume+0.1;
SimpleAudio.volume(currentMasterVolume);
<</script>>
<</button>>
<<set _g to setup.ImagePath+"ui/minus.png">>
<<button "<img @src=_g style='height:2.5ex;'>">>
<<script>>
var currentMasterVolume = SimpleAudio.volume();
var currentMasterVolume = currentMasterVolume-0.1;
SimpleAudio.volume(currentMasterVolume);
<</script>>
<</button>>
</div>
<<endif>>
<br>
/*---------------------------*/
/*-----Fullscreen Button-----*/
/*---------------------------*/
<div class='fullscreen'>
Toggle Fullscreen
<<button "<span id='fullbutton'></span>">>
<<script>>
if (screenfull.isEnabled) {
screenfull.toggle();
} else {};
if (screenfull.isFullscreen) {
let fullButton = setup.ImagePath+"ui/full_go.png";
let x = "<img src='"+fullButton+"' style='height:3.5ex;'>";
localStorage.setItem("fullbuttonstate", x);
document.getElementById("fullbutton").innerHTML = x;
} else {
let fullButton = setup.ImagePath+"ui/full_exit.png";
let x = "<img src='"+fullButton+"' style='height:3.5ex;'>";
localStorage.setItem("fullbuttonstate", x);
document.getElementById("fullbutton").innerHTML = x;
};
<</script>>
<</button>>
</div>
<<script>>
let x = localStorage.getItem("fullbuttonstate");
document.getElementById("fullbutton").innerHTML = x;
<</script>>
<br>
/*---------------------*/
/*-----Save System-----*/
/*---------------------*/
<span class="savebuttons">
<<set _a to setup.ImagePath+"ui/save.png">>
<<button "<img @src=_a style='height:1.5ex;'> Save">>
<<script>>
Dialog.setup("Save Simulation", "restart");
Dialog.wiki(Story.get("Save Simulation").processText());
Dialog.open();
<</script>>
<</button>>
<<set _b to setup.ImagePath+"ui/load.png">>
<<button "<img @src=_b style='height:1.5ex;'> Load">>
<<script>>
Dialog.setup("Load Simulation", "restart");
Dialog.wiki(Story.get("Load Simulation").processText());
Dialog.open();
<</script>>
<</button>>
<br><br>
<<button "Full Map">>
<<script>>
Dialog.setup("Full Map");
Dialog.wiki(Story.get("Full Map").processText());
Dialog.open();
<</script>>
<<makeFullMap>>
<</button>>
/*---------------------*/
/*------Resign---------*/
/*---------------------*/
<<set _c to setup.ImagePath+"ui/restart.png">>
<<button "<img @src=_c style='height:1.5ex;'> Resign & Restart">>
<<script>>
Dialog.setup("Warning!", "restart");
Dialog.wiki(Story.get("Resign Warning").processText());
Dialog.open();
<</script>>
<</button>>
</span>
/*---------------------*/
/*-----Instructions-----*/
/*---------------------*/
<a href="http://hajjtrail.com/instructions.pdf" target="_blank">Instructions</a>
<br>
<i><b>*TPP = The Pilgrim's Path</b></i>
/*---------------------*/
/*-----Dummy Links-----*/
/*---------------------*/
[[|Resign Warning]]
[[|Save Simulation]]
[[|Load Simulation]]
[[|Status]]
[[|Inventory]]
[[|Progress]]
[[|Player Notes]]
[[|Full Map]]
<</nobr>>/%----------------------------------------------------------%/
/%---------- PLAYER DOES NOT SEE ANY OF THE BELOW ----------%/
/%----------------------------------------------------------%/
/%---------- Give Player Money and Piety Based on Job ----------%/
<<if $player.job is "Gulshani Sufi">>
<<set $player.money to 400>>
<<set $player.piety to 80>>
<<set $player.health to 70>>
<<set $player.classcarryfood to 20>>
<<set $player.classcarrywater to 30>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set $player.money to 800>>
<<set $player.piety to 15>>
<<set $player.health to 90>>
<<set $player.classcarryfood to 40>>
<<set $player.classcarrywater to 40>>
<<elseif $player.job is "Ottoman Princess">>
<<set $player.money to 1500>>
<<set $player.piety to 40>>
<<set $player.health to 100>>
<<set $player.classcarryfood to 60>>
<<set $player.classcarrywater to 80>>
<<elseif $player.job is "Ottoman Merchant">>
<<set $player.money to 1500>>
<<set $player.piety to 7>>
<<set $player.health to 80>>
<<set $player.classcarryfood to 80>>
<<set $player.classcarrywater to 60>>
<<elseif $player.job is "Impoverished Widow">>
<<set $player.money to 125>>
<<set $player.piety to 60>>
<<set $player.health to 50>>
<<set $player.classcarryfood to 15>>
<<set $player.classcarrywater to 20>>
<<endif>>
/%----------- Set Family Names ----------%/
<<set $family_names to $family[0].name+", "+$family[1].name+", and "+$family[2].name>>
/%----------- Set Shrines ----------%/
<<set $player.shrines to {}>>
/%---------- Set Player Visited ----------%/
<<set $player.visited to {}>>
/%---------- Set Hunger ----------%/
<<set $player.hunger to 0>>
/%---------- Set Thirst ----------%/
<<set $player.thirst to 0>>
/%---------- Set Well ----------%/
<<set $temp.well to 0>>
/%---------- Set Aleppo Check ----------%/
<<set $temp.aleppo to 0>>
/%---------- Set Simeon Stylites Check ----------%/
<<set $temp.simeon to 0>>
/%---------- Set Mount Tabor Check ----------%/
<<set $temp.tabor to 0>>
/%---------- Set Nazareth Check ----------%/
<<set $temp.nazareth to 0>>
/%---------- Set Bethlehem Check ----------%/
<<set $temp.bethlehem to 0>>
/%---------- Set Qalat Burak Check ----------%/
<<set $temp.qalat to 0>>
/%---------- Set Urfa Check ----------%/
<<set $temp.urfa to 0>>
/%---------- Set Tabuk Check ----------%/
<<set $temp.tabukvisited to 0>>
<<set $temp.tabukwell to 0>>
<<set $temp.tabukday to 0>>
<<set $temp.tabuknight to 0>>
<<set $temp.tabukdayloc to 0>>
<<set $temp.tabuknightloc to 0>>
/%---------- Set Muazzam Check ----------%/
<<set $temp.muazzam to 0>>
/%---------- Set Mada’in Salih Check ----------%/
<<set $temp.madainvisited to 0>>
<<set $temp.madainwell to 0>>
<<set $temp.madainday to 0>>
<<set $temp.madainnight to 0>>
<<set $temp.madainloss to 0>>
<<set $temp.madaindayloc to 0>>
<<set $temp.madainnightloc to 0>>
/%---------- Set Ihram ----------%/
<<set $temp.irhramdone to 0>>
<<set $temp.ihramvisited to 0>>
<<set $temp.ihramgain to 0>>
/%---- Set Surre Medina and Uskudar --%/
<<set $temp.surrevisit to 0>>
<<set $temp.surrepay to 0>>
<<set $temp.surrein to 0>>
<<set $temp.surrepayin to 0>>
<<set $temp.surrepayment to 0>>
/%---- Set Rabigh Check --%/
<<set $temp.rabigh to 0>>
/%---- Set Hajj Event Check --%/
<<set $temp.hajjeventvisit to 0>>
/%---- Set Someone else Event Check --%/
<<set $temp.someoneelse to 0>>
<<set $temp.thebey to 0>>
<<set $temp.thepasha to 0>>
<<set $temp.theyoungayan to 0>>
<<set $temp.thehatun to 0>>
<<set $temp.thebureaucrat to 0>>
<<set $temp.thecorsair to 0>>
/%---- Hajj Check ----%/
<<set $temp.hajj1 to 0>>
<<set $temp.hajj2 to 0>>
/%---- Konya Check ----%/
<<set $temp.konya to 0>>
<<set $temp.konyashrine to 0>>
<<set $temp.konyamarket to 0>>
/%---- Candia Check ----%/
<<set $temp.candia to 0>>
/%---- Sekban Check ----%/
<<set $temp.sekban to 0>>
<<set $temp.sekbanno to 0>>
/%---- Antioch Check ----%/
<<set $temp.antioch to 0>>
/%----------- Hersek Checks ------------%/
<<set $temp.hersekcrossing to 0>>
/%----------- Loop Checks ------------%/
<<set $temp.loopdest4 to 0>>
<<set $temp.loopdest3 to 0>>
<<set $temp.loopdest2 to 0>>
/%----------- Night Check ------------%/
<<set $temp.night to 0>>
/%---------- Set Pasha ----------%/
<<set $temp.pasha to 0>>
<<set $temp.medinapet to 0>>
<<set $temp.meccapet to 0>>
<<set $temp.jeddahpet to 0>>
/%---------- Set Imaret ----------%/
<<set $temp.imaret to 0>>
/%---------- Set Family Health ----------%/
<<set $family[0].health to 100>>
<<set $family[1].health to 100>>
<<set $family[2].health to 100>>
<<set $player.death to "Alive">>
<<set $family[0].death to "Alive">>
<<set $family[1].death to "Alive">>
<<set $family[2].death to "Alive">>
/%---------- Set Stable ----------%/
<<set $player.stable to {
horses: {
amount: 0
},
camels: {
amount: 0
}
}>>
/%----------- Set Inventory ----------%/
<<set $player.inventory to {
food: {
name: "Food",
amount: 100
},
water: {
name: "Water",
amount: 100
},
anatoliancarpet: {
name: "Anatolian Carpet",
amount: 0
},
wool: {
name: "Wool",
amount: 0
},
oliveoil: {
name: "Olive Oil",
amount: 0
},
tobacco: {
name: "Tobacco",
amount: 0
},
anatolianfruits: {
name: "Anatolian Fruits",
amount: 0
},
boza: {
name: "Boza",
amount: 0
},
cotton: {
name: "Cotton",
amount: 0
},
pipes: {
name: "Meerschaum Pipes",
amount: 0
},
opium: {
name: "Opium",
amount: 0
},
talisman: {
name: "Talismanic Shirt",
amount: 0
},
silk: {
name: "Silk",
amount: 0
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
amount: 0
},
izniktile: {
name: "Iznik Tile",
amount: 0
},
malvasiawine: {
name: "Malvasia Wine",
amount: 0
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
amount: 0
},
mastic: {
name: "Tears of Chios",
amount: 0
},
englishfabric: {
name: "English Fabric",
amount: 0
},
goatbutter: {
name: "Goat Butter",
amount: 0
},
turkmencarpet: {
name: "Turkmen Carpet",
amount: 0
},
waterskin: {
name: "Leather Waterskin",
amount: 0
},
pistachios: {
name: "Pistachios",
amount: 0
},
levantinesoap: {
name: "Levantine Soap",
amount: 0
},
arak: {
name: "Arak",
amount: 0
},
coffee: {
name: "Coffee",
amount: 0
},
jewels: {
name: "Imported Jewels",
amount: 0
},
spices: {
name: "Spices",
amount: 0
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
amount: 0
},
quran: {
name: "Gold Leaf Quran Manuscript",
amount: 0
},
copperware: {
name: "Copperware",
amount: 0
},
kutnu: {
name: "Kutnu Fabric",
amount: 0
},
bedouintribute: {
name: "Bedouin Tribute",
amount: 0
},
alaja: {
name: "Alaja Fabric",
amount: 0
},
knightsconduct: {
name: "Letter of Safe Conduct: Knights of St. John",
amount: 0
},
scorpiontalisman: {
name: "Scorpion Talisman",
amount: 0
},
talismanicring: {
name: "Talismanic Ring",
amount: 0
},
talismanicscroll: {
name: "Talismanic Scroll",
amount: 0
},
bedouincarpet: {
name: "Bedouin Carpet",
amount: 0
},
blownglass: {
name: "Sarafand Blown Glass",
amount: 0
},
carving: {
name: "Mother of Pearl Carving",
amount: 0
},
gazzatum: {
name: "Gazzatum Silk",
amount: 0
},
olivewood: {
name: "Olive Wood Carving",
amount: 0
},
prayerbeads: {
name: "Misbaha Prayer Beads",
amount: 0
},
lace: {
name: "Lefkaritika Lace",
amount: 0
},
fur: {
name: "Fur-lined Kaftan",
amount: 0
},
diamonds: {
name: "Diamonds",
amount: 0
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
amount: 0
},
salt: {
name: "Rock Salt",
amount: 0
},
dates: {
name: "Date Syrup",
amount: 0
},
camelmilk: {
name: "Camel Milk",
amount: 0
},
lamp: {
name: "Engraved Oil Lamp",
amount: 0
},
amulet: {
name: "Amulet and Case",
amount: 0
},
qurancase: {
name: "Quran Traveling Case",
amount: 0
},
pearls: {
name: "Pearls",
amount: 0
},
incense: {
name: "Copper Incense Burner",
amount: 0
},
saddlebag: {
name: "Embroidered Saddlebag",
amount: 0
},
lahore: {
name: "Lahore Cotton",
amount: 0
},
mohair: {
name: "Fine Mohair Cloak",
amount: 0
},
kiswah: {
name: "Piece of the Kiswah",
amount: 0
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
amount: 0
},
sufitext: {
name: "Naqshbandi Sufi Text",
amount: 0
},
maliki: {
name: "Moroccan Maliki Jurisprudence",
amount: 0
},
poetry: {
name: "Persian Poetry of Hafez",
amount: 0
},
ambergris: {
name: "Ambergris Perfume",
amount: 0
},
hajjcert: {
name: "Hajj Certificate",
amount: 0
},
theriac: {
name: "Egyptian Theriac",
amount: 0
},
indigo: {
name: "Omani Indigo Dye",
amount: 0
},
zamzam: {
name: "Holy Zamzam Water",
amount: 0
},
chest: {
name: "Mysterious Chest",
amount: 0
},
falcon: {
name: "White Gyrfalcon",
amount: 0
},
wheat: {
name: "Bushel of Wheat",
amount: 0
},
beeswaxcandle: {
name: "Beeswax Candles",
amount: 0
},
kaval: {
name: "Kaval Flute",
amount: 0
},
grapejuice: {
name: "Cask of Grape Juice",
amount: 0
},
jacket: {
name: "Traditional Folk Jacket",
amount: 0
},
brocade: {
name: "Brocade Fabric",
amount: 0
},
gusle: {
name: "Gusle String Instrument",
amount: 0
},
writingbox: {
name: "Mother of Pearl Writing Box",
amount: 0
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
amount: 0
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
amount: 0
},
candy: {
name: "Musk and Ambergris Candies",
amount: 0
},
donation: {
name: "Donation to the Monks",
amount: 0
},
fruitsoap: {
name: "Fruit-scented Soaps",
amount: 0
},
tulips: {
name: "Tulip Bulbs",
amount: 0
},
misket: {
name: "Bulgarian Misket Wine",
amount: 0
},
rakija: {
name: "Quince Rakija",
amount: 0
},
honey: {
name: "Athenian Honey",
amount: 0
},
pocketwatch: {
name: "Austrian Pocket Watch",
amount: 0
},
lynxfur: {
name: "Lynx Fur",
amount: 0
},
medicinalwater: {
name: "Jug of Medicinal Water",
amount: 0
},
pekmez: {
name: "Jar of Plum Pekmez",
amount: 0
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
amount: 0
},
venetiansafe: {
name: "Venetian Letter of Safe Conduct",
amount: 0
},
nail: {
name: "Box of Ortasayış Iron Nails",
amount: 0
},
opanak: {
name: "Opanak Leather Shoes",
amount: 0
},
anchovy: {
name: "Small Netful of Anchovies",
amount: 0
},
bow: {
name: "Exquisite Bow and Quiver",
amount: 0
},
birgivi: {
name: "Catechism of Birgivi",
amount: 0
},
divansufi: {
name: "The Divan of Niyazi Misri",
amount: 0
},
dalail: {
name: "Dala'il Khayrat",
amount: 0
},
cat: {
name: "Turkish Angora Cat",
amount: 0
}
}>>
/%----------- Region Popups -----------%/
<<set $player.regions to {
anatolia: 0,
syria: 0,
palestine: 0,
arabia: 0,
rumelia: 0,
}>>
/%------------------------------------------%/
/%----------- Player Score Count -----------%/
/%------------------------------------------%/
/%-------------- General Count -------------%/
<<set $player.pietyscore to 0>>
<<set $player.pietyscorefinal to 0>>
<<set $player.merchantscore to 0>>
<<set $player.merchantscorefinal to 0>>
<<set $player.finalscore to 0>>
/%---------------- Anatolia ----------------%/
<<set $player.pietyscoreanatolia to 0>>
<<set $player.shrinecountanatolia to 0>>
<<set $player.merchantscoreanatolia to 0>>
<<set $player.shrinekonya to 0>>
<<set $player.shrinebektash to 0>>
<<set $player.shrinegazi1 to 0>>
<<set $player.shrinegazi2 to 0>>
<<set $player.shrinegazi3 to 0>>
<<set $player.shrinegazi4 to 0>>
<<set $player.shrinesleepers to 0>>
<<set $player.shrinebey to 0>>
<<set $player.anatoliatravel to 0>>
<<set $player.taurustravel1 to 0>>
<<set $player.taurustravel2 to 0>>
<<set $player.aegeantravel to 0>>
<<set $player.cappadociatravel to 0>>
<<set $player.ciliciatravel to 0>>
<<set $player.cretetravel to 0>>
<<set $temp.anatoliafrom to 0>>
<<set $player.achievementscoreanatolia to 0>>
<<set $player.anatolianmerchantcheck to 0>>
<<set $player.aegeanscore to 0>>
<<set $player.tiryaki to 0>>
<<set $player.bozaci to 0>>
<<set $player.talismananatolia to 0>>
<<set $player.cretanmerchant to 0>>
<<set $player.anatoliancarpetscore to 0>>
<<set $player.merchantistanbul to 0>>
<<set $player.merchantbursa to 0>>
<<set $player.merchantadana to 0>>
<<set $player.anatoliatravelscore to 0>>
<<set $player.taurustravelscore to 0>>
<<set $player.aegeantravelscore to 0>>
<<set $player.cappadociatravelscore to 0>>
<<set $player.ciliciatravelscore to 0>>
/%----------------- Syria ------------------%/
<<set $player.pietyscoresyria to 0>>
<<set $player.shrinecountsyria to 0>>
<<set $player.merchantscoresyria to 0>>
<<set $player.shrinedamascus to 0>>
<<set $player.shrineibnarabi to 0>>
<<set $player.shrineurfa to 0>>
<<set $player.shrinefool to 0>>
<<set $player.urfatravel to 0>>
<<set $player.aleppotravel to 0>>
<<set $player.damascustravel to 0>>
<<set $temp.syriafrom to 0>>
<<set $temp.syriafrom2 to 0>>
<<set $temp.syriabrief to 0>>
<<set $temp.syriascorechecked to 0>>
<<set $temp.iskenderunvisit to 0>>
<<set $player.achievementscoresyria to 0>>
<<set $player.merchanthama to 0>>
<<set $player.merchantiskenderun to 0>>
<<set $player.merchantaleppo to 0>>
<<set $player.merchantaintab to 0>>
<<set $player.occultsyria to 0>>
<<set $player.merchantturkmen to 0>>
<<set $player.selimarak to 0>>
<<set $player.merchantdamascus to 0>>
<<set $player.shrinefoolsyria to 0>>
/%---------------- Palestine ---------------%/
<<set $player.pietyscorepalestine to 0>>
<<set $player.shrinecountpalestine to 0>>
<<set $player.merchantscorepalestine to 0>>
<<set $player.shrinejerusalem to 0>>
<<set $player.shrinenabimusa to 0>>
<<set $player.shrinehalil to 0>>
<<set $player.shrineisa1 to 0>>
<<set $player.shrineisa2 to 0>>
<<set $player.shrineisa3 to 0>>
<<set $player.shrineisa4 to 0>>
<<set $player.shrineisa5 to 0>>
<<set $player.jerusalemtravel to 0>>
<<set $player.cyprustravel to 0>>
<<set $player.gazatravel to 0>>
<<set $player.lebanontravel to 0>>
<<set $player.tyretravel to 0>>
<<set $player.petratravel to 0>>
<<set $temp.palestinefrom to 0>>
<<set $temp.zizyafrom to 0>>
<<set $player.achievementscorepalestine to 0>>
<<set $player.merchantjaffa to 0>>
<<set $player.merchantcyprus to 0>>
<<set $player.merchantlebanon to 0>>
<<set $player.merchantgaza to 0>>
<<set $player.merchantnablus to 0>>
<<set $player.merchantshaubek to 0>>
<<set $player.merchantsafed to 0>>
/%----------------- Arabia -----------------%/
<<set $player.pietyscorearabia to 0>>
<<set $player.shrinecountarabia to 0>>
<<set $player.shrinemedina to 0>>
<<set $player.merchantscorearabia to 0>>
<<set $player.alulatravel to 0>>
<<set $player.medinatravel to 0>>
<<set $player.jeddahtravel to 0>>
<<set $player.achievementscorearabia to 0>>
<<set $temp.arabiaarrive to 0>>
<<set $player.desertnight to 0>>
/%----------------- Rumelia ----------------%/
<<set $player.shrinecountrumelia to 0>>
<<set $player.pietyscorerumelia to 0>>
<<set $player.merchantscorerumelia to 0>>
<<set $player.achievementscorerumelia to 0>>
<<set $player.shrinekosovo to 0>>
<<set $player.shrineuskub to 0>>
<<set $player.shrinevaliva to 0>>
<<set $player.shrineyaz to 0>>
<<set $player.shrinebali to 0>>
<<set $player.shrineowl to 0>>
<<set $player.shrinemosque to 0>>
<<set $temp.huda to 0>>
<<set $temp.hudapay to 0>>
<<set $temp.warden to 0>>
<<set $temp.wardenpay to 0>>
<<set $temp.witch to 0>>
<<set $temp.witchpay to 0>>
<<set $temp.imperialhunt to 0>>
<<set $temp.imperialfalcon to 0>>
<<set $temp.falconhunt to 0>>
<<set $temp.edirnetime to 0>>
<<set $player.falcon to "Şahin">>
<<set $player.janissarycoffee to 0>>
<<set $player.bowhunt to 0>>
<<set $temp.balanceoftruth to 0>>
<<set $temp.balanceoftruthkadizade to 0>>
<<set $temp.balanceoftruthsufi to 0>>
<<set $temp.balanceoftruthkadizadefinish to 0>>
<<set $temp.balanceoftruthsufifinish to 0>>
<<set $player.entourage to 0>>
<<set $temp.gacko to 0>>
<<set $temp.mostar to 0>>
<<set $temp.mostarreturn to 0>>
<<set $temp.franjopay to 0>>
<<set $temp.franjoresult to 0>>
<<set $temp.dubrovnik to 0>>
<<set $temp.dubrovnikmarket to 0>>
<<set $temp.captivity to 0>>
<<set $temp.corfu to 0>>
<<set $temp.kefalonya to 0>>
<<set $temp.cerigo to 0>>
<<set $temp.cerigopay to 0>>
<<set $temp.searouteenter to 0>>
<<set $temp.drinacrossing to 0>>
<<set $temp.drinaferry to 0>>
<<set $temp.valiva to 0>>
<<set $temp.belgrade to 0>>
<<set $temp.avala to 0>>
<<set $temp.yagodina to 0>>
<<set $temp.yenipazartonis to 0>>
<<set $temp.nistoyenipazar to 0>>
<<set $temp.catevent to 0>>
<<set $player.cat to "Rüstem">>
<<set $temp.sofya to 0>>
<<set $temp.carryamount to 0>>
<<set $temp.sofyaluck to 0>>
<<set $temp.ohrid to 0>>
<<set $temp.excursion to 0>>
<<set $temp.salonika to 0>>
<<set $temp.salonikaend to 0>>
<<set $temp.samuel to 0>>
<<set $temp.isaac to 0>>
<<set $temp.salonikaevent to 0>>
<<set $player.merchantherz to 0>>
<<set $player.selimraki to 0>>
<<set $player.venice to 0>>
<<set $player.merchantmusic to 0>>
<<set $player.merchantdalail to 0>>
<<set $player.merchantbosnian to 0>>
<<set $player.merchantdubrovnik to 0>>
<<set $player.merchantedirne to 0>>
<<set $player.merchantmarket to 0>>
<<set $player.dubrovniktravel to 0>>
<<set $player.belgradetravel to 0>>
<<set $player.uskubtravel to 0>>
<<set $player.laketravel to 0>>
<<set $player.barbarytravel to 0>>
<<set $player.edirnetravel to 0>>
<<set $player.salonikatravel to 0>>
<<set $player.sofyatravel to 0>>
/%-------------- Achievements --------------%/
<<set $player.achievementscorefinal to 0>>
<<set $player.hajjtimefinal to 0>>
<<set $player.pauper to 0>>
<<set $player.hodja to 0>>
<<set $player.original3 to 0>>
<<set $player.mughalmerchant to 0>>
<<set $player.meccacheckanatolia to 0>>
<<set $player.meccacheckshami to 0>>
<<set $player.meccacheckmed to 0>>
<<set $player.meccacheckpal to 0>>
<<set $player.meccacheckbed to 0>>
<<set $player.meccachecklocal to 0>>
<<set $temp.clothmerchant to 0>>
<<set $temp.bookmerchant to 0>>
<<set $temp.talismanmerch to 0>>
<<set $temp.foreigngoods to 0>>
<<set $temp.piousmerchant to 0>>
<<set $player.fear to 0>>
<<set $player.trust to 0>>
<<set $player.bandit to 0>>
<<set $player.luck to 0>>
<<set $player.finalpiouschoice to 0>>
<<set $player.finalmerchantchoice to 0>>
<<set $player.occult to 0>>
/%----------- Player Simulation Choices -----------%/
<<set $player.nowarning to 0>>
<<set $player.nowarningfinish to 0>>
<<set $player.ottomansufichallenge to 0>>
<<set $player.ottomansufichallengedone to 0>>
<<set $player.friendschallenge to 0>>
<<set $player.friendschallengedone1 to 0>>
<<set $player.friendschallengedone1yes to 0>>
<<set $player.friendschallengedone2 to 0>>
<<set $player.friendschallengedone2yes to 0>>
<<set $player.friendschallengedone3 to 0>>
<<set $player.friendschallengedone3yes to 0>>
<<set $player.evliyachallenge to 0>>
<<set $player.evliyachallengedone to 0>>
<<set $player.ottomansoldierchallenge to 0>>
<<set $player.ottomansoldierchallengedone to 0>>
<<set $player.soldierfriendchallenge to 0>>
<<set $player.soldierfriendchallengeoutpost to 0>>
<<set $player.soldierfriendchallengedone to 0>>
<<set $player.soldierfriendchallengeboza to 0>>
<<set $player.soldierfriendchallengenoboza to 0>>
<<set $player.fallenfriendchallenge to 0>>
<<set $player.fallenfriendchallengedone1 to 0>>
<<set $player.fallenfriendchallengedone2 to 0>>
<<set $player.fallenfriendchallengedone3 to 0>>
<<set $player.princesschallenge to 0>>
<<set $player.princesschallengedone to 0>>
<<set $player.princesschallengedoneyes to 0>>
<<set $player.princesschallengedoneno to 0>>
<<set $player.damatchallenge to 0>>
<<set $player.damatchallengedone to 0>>
<<set $player.damatchallengeinfo to 0>>
<<set $player.damatchallengeoption to 0>>
<<set $player.damatchallengepay to 0>>
<<set $player.vakifchallenge to 0>>
<<set $player.vakifchallengedone1 to 0>>
<<set $player.vakifchallengevisit1 to 0>>
<<set $player.vakifchallengedone2 to 0>>
<<set $player.vakifchallengevisit2 to 0>>
<<set $player.vakifchallengedone3 to 0>>
<<set $player.vakifchallengevisit3 to 0>>
<<set $player.vakifchallengedone4 to 0>>
<<set $player.vakifchallengevisit4 to 0>>
<<set $player.vakifchallengedone5 to 0>>
<<set $player.vakifchallengevisit5 to 0>>
<<set $player.carpetchallenge to 0>>
<<set $player.carpetchallengedone1 to 0>>
<<set $player.carpetchallengevisit1 to 0>>
<<set $player.carpetchallengedone2 to 0>>
<<set $player.carpetchallengevisit2 to 0>>
<<set $player.carpetchallengedone3 to 0>>
<<set $player.carpetchallengevisit3 to 0>>
<<set $player.carpetchallengedone4 to 0>>
<<set $player.carpetchallengevisit4 to 0>>
<<set $player.carpetchallengedone5 to 0>>
<<set $player.carpetchallengevisit5 to 0>>
<<set $player.highplaceschallenge to 0>>
<<set $player.highplaceschallengelate to 0>>
<<set $player.highplaceschallengeattend to 0>>
<<set $player.highplaceschallengedone to 0>>
<<set $player.highplaceschallengevisit to 0>>
<<set $player.networkchallenge to 0>>
<<set $player.networkchallengedone to 0>>
<<set $player.unclechallenge to 0>>
<<set $player.unclechallengevisit to 0>>
<<set $player.unclechallengedone to 0>>
<<set $player.manuscriptchallenge to 0>>
<<set $player.manuscriptchallengedone to 0>>
<<set $player.seditionchallenge to 0>>
<<set $player.seditionchallengedone1 to 0>>
<<set $player.seditionchallengedone2 to 0>>
<<set $player.seditionchallengevisit2 to 0>>
<<set $player.seditionchallengecheck1 to 0>>
<<set $player.seditionchallengeopened to 0>>
<<set $player.seditionchallengeopenedview to 0>>
<<set $player.skipdecay to 0>>
<<set $player.start1 to 0>>
<<set $player.start2 to 0>>
<<set $player.start3 to 0>>
<<set $player.skipdecaysyria to 0>>
/%----------- Caravan Members -----------%/
<<set $temp.firstdeath to 0>>
<<set $deathslot to []>>
<<set $temp.caravanfind to 0>>
<<set $temp.characterperson1 to 0>>
<<set $temp.characterperson2 to 0>>
<<set $temp.characterperson3 to 0>>
<<set $temp.newname to "None">>
<<set $player.switch to 0>>
<<set $temp.slot to 0>>
<<set $temp.pay to 0>>
<<set $player.wellknowledge to 0>>
<<set $temp.killed to 0>>
<<set $family.fled to 0>>
<<set $temp.eventname to "None">>
<<set $family.killed to 0>>
<<set $temp.newcharacteradd to 0>>
<<set $temp.coffeefind to 0>>
<<set $wateramount to 0>>
<<set $randommax to 70>>
/%----------- Move On -----------%/
<<goto "Greetings">>
[[|Greetings]]<<nobr>>
<<if $player.job is "Gulshani Sufi">>
<img @src="setup.ImagePath+'characters/sufi.jpg'" class='center charimage' style='height:30%; width: auto;'>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<img @src="setup.ImagePath+'characters/janissary.jpg'" class='center charimage' style='height:30%; width: auto;'>
<<elseif $player.job is "Ottoman Princess">>
<img @src="setup.ImagePath+'characters/princess.jpg'" class='center charimage' style='height:30%; width: auto;'>
<<elseif $player.job is "Ottoman Merchant">>
<img @src="setup.ImagePath+'characters/merchant.jpg'" class='center charimage' style='height:30%; width: auto;'>
<<endif>>
<</nobr>>
<div align="center"><b>Role: $player.job</b></div>
<table align="center">
<tr>
<td style="text-align: right;"><label for="health">Health:</label></td>
<td><<print '<progress class="health" id="health" value="' + $player.health + '" max="100"></progress>'>></td>
</tr>
<tr>
<td style="text-align: right;"><label for="hunger">Hunger:</label></td>
<td><<print '<progress class="hunger" id="hunger" value="' + $player.hunger + '" max="100"></progress>'>></td>
</tr>
<tr>
<td style="text-align: right;"><label for="thirst">Thirst:</label></td>
<td><<print '<progress class="thirst" id="thirst" value="' + $player.thirst + '" max="100"></progress>'>></td>
</tr>
<tr>
<td style="text-align: right;"><label for="piety">The Pilgrim's Path:</label></td>
<td><<print '<progress class="piety" id="piety" value="' + $player.piety + '" max="100"></progress>'>></td>
</tr>
</table>
<br><br>
<<if $player.bio != undefined>>
<u>Biography:</u>
$player.bio
<br><br>
<<endif>>
<u>Traveling Party Status - Name (Passive Trait):</u><br><br>
<table>
<<if $family[0].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[0].name ($family[0].trait):</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[0].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
</table>
<br>
<table>
<<if $family[0].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><i>Passive Bonus: $family[0].traitdes</i></td>
</tr>
<<endif>>
</table>
<br>
<table>
<<if $family[1].death is "Alive">>
<br>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[1].name ($family[1].trait):</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[1].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
</table>
<br>
<table>
<<if $family[1].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><i>Passive Bonus: $family[1].traitdes</i></td>
</tr>
<<endif>>
</table>
<br>
<table>
<<if $family[2].death is "Alive">>
<br>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[2].name ($family[2].trait):</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[2].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
</table>
<br>
<table>
<<if $family[2].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><i>Passive Bonus: $family[2].traitdes</i></td>
</tr>
<<endif>>
</table>
<br><br>
<u>Traveling Party History:</u>
<br><br>
<<print $deathslot>>
<div id="inventory">
<u>You Currently Have:</u>
<table id="inventoryTable"></table>
</div>
<br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount+$player.stable.camels.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<else>>
• Horses || $player.stable.horses.amount <br>
• Camels || $player.stable.camels.amount <br>
<<if $temp.region is "Sea Route">>
You are traveling by boat, so these animals do not currently affect your travel speed.
<<else>>
<<if $player.stable.horses.amount+$player.stable.camels.amount > 2>>
With these animals, you will be moving at the fastest speed!<br>
<<else>>
With these animals, you will be moving at medium speed.<br>
<<endif>>
<<endif>>
<<endif>>
/*---------------------------*/
/*----- Cat -----------------*/
/*---------------------------*/
<br><br>
<<if $player.inventory.cat.amount gte 1>>
<u>Cat:</u><br>
Cat Name || $player.cat <br>
<br><br>
<<endif>>
/*---------------------------*/
/*----- Falcon Hunt ---------*/
/*---------------------------*/
<<if $player.inventory.falcon.amount gte 1>>
<u>Falconry:</u><br>
Falcon Name || $player.falcon <br>
Remaining Falcon Hunts || $temp.falconhunt
<<set _randomHunt to random(10,45)>>
<<set $temp.falconhuntamount to _randomHunt>>
<br><br>
<<if $temp.falconhunt gte 1>>
<span id="initialDestination">
<<button "Hunt with $player.falcon">>
<<set $temp.falconhunt to $temp.falconhunt-1>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+$temp.falconhuntamount>>
<br><br>
<<script>>
Dialog.setup("Inventory");
Dialog.wiki(Story.get("Inventory").processText());
Dialog.open();
<</script>>
<<inventoryUI>>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------*/
/*----- Bow Hunt ------------*/
/*---------------------------*/
<<if $player.inventory.bow.amount gte 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<u>Bow Hunting:</u><br>
Bows || $player.inventory.bow.amount <br>
Arrows in Quiver || $player.bowhunt <br>
<<set _randomHuntbow to random(10,15)>>
<<set $temp.bowhuntamount to _randomHuntbow>>
<br><br>
<<if $player.bowhunt gte 1 and $player.inventory.bow.amount gte 1>>
<span id="initialDestination">
<<button "Hunt with your Bow">>
<<set $player.bowhunt to $player.bowhunt-1>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+$temp.bowhuntamount>>
<br><br>
<<script>>
Dialog.setup("Inventory");
Dialog.wiki(Story.get("Inventory").processText());
Dialog.open();
<</script>>
<<inventoryUI>>
<</button>>
</span>
<<endif>>
<<if $player.inventory.bow.amount gte 1>>
<span id="initialDestination">
<<button "Sell your Bow (500<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+500>>
<<set $player.inventory.bow.amount to $player.inventory.bow.amount-1>>
<br><br>
<<script>>
Dialog.setup("Inventory");
Dialog.wiki(Story.get("Inventory").processText());
Dialog.open();
<</script>>
<<inventoryUI>>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------*/
/*----- Weight Calc ---------*/
/*---------------------------*/
<<set $temp.foodweightcheck to 120+$player.classcarryfood+($player.stable.horses.amount*33)+($player.stable.camels.amount*40)>>
<br><br><u>Max Food Carry Amount</u>: $temp.foodweightcheck <br><br>
<<set $temp.waterweightcheck to 120+$player.classcarrywater+($player.stable.horses.amount*43)+($player.stable.camels.amount*50)>>
<u>Max Water Carry Amount</u>: $temp.waterweightcheck <br><br>
/*----------------*/
/*-- Butchering --*/
/*----------------*/
<<if $player.stable.horses.amount gt 0>>
<span id="initialDestination">
<<button "Butcher a Horse for 20 Food">>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+20>>
<<if $player.stable.horses.amount+$player.stable.camels.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<silently>><<replace "#story-caption">><<display "StoryCaption">><</replace>><<goto $temp.destination>><</silently>>
<<script>>
Dialog.setup("Inventory");
Dialog.wiki(Story.get("Inventory").processText());
Dialog.open();
<</script>>
<<inventoryUI>>
<</button>>
</span>
<<endif>>
<<if $player.stable.camels.amount gt 0>>
<span id="initialDestination">
<<button "Butcher a Camel for 15 Food and 10 Water">>
<<set $player.stable.camels.amount to $player.stable.camels.amount-1>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+15>>
<<set $player.inventory.water.amount to $player.inventory.water.amount+10>>
<<if $player.stable.horses.amount+$player.stable.camels.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<silently>><<replace "#story-caption">><<display "StoryCaption">><</replace>><<goto $temp.destination>><</silently>>
<<script>>
Dialog.setup("Inventory");
Dialog.wiki(Story.get("Inventory").processText());
Dialog.open();
<</script>>
<<inventoryUI>>
<</button>>
</span>
<<endif>>
<h1> About Yourself </h1>
<div style="overflow-7:auto;">
<table style="width: 100%;" class="charactertable">
<tr style="height: 80%; width: 100%;">
<td>
/%------------------------------------------------------%/
/%---------- Initialize Player and Set Health ----------%/
/%------------------------------------------------------%/
<<set $player to {}>>
<<set $player.health to "GOOD">>
<<set $player.time to 0>>
<<set $hide_side to 1>>
<script>
$.wiki('<<replace "#JobInfo">><<include "Ottoman Janissary Ağa">><</replace>>');
$.wiki('<<replace "#JobInfo">><<include "Ottoman Merchant">><</replace>>');
$.wiki('<<replace "#JobInfo">><<include "Gulshani Sufi">><</replace>>');
$.wiki('<<replace "#JobInfo">><<include "Impoverished Widow">><</replace>>');
$.wiki('<<replace "#JobInfo">><<include "Ottoman Princess">><</replace>>');
</script>
/%--------------------------------------------%/
/%---------- Personal Info Input ----------%/
/%--------------------------------------------%/
Your Name:
<input id= "player" type="text" onfocus="focusFunction('player')" onfocusout="blurFunction('player')" value="Mihrimah Sultan">
/%---------- Job Form ----------%/
<<nobr>>
<form>
<br><br>
Your Role:<br>
<input type="radio" name="job" id="job_3" onclick="if(this.checked){jobNameFunction('Mihrimah Sultan')}" checked> Ottoman Princess<br>
<input type="radio" name="job" id="job_4" onclick="if(this.checked){jobNameFunction('Abdullah Bosnavi')}"> Ottoman Merchant<br>
<input type="radio" name="job" id="job_2" onclick="if(this.checked){jobNameFunction('Mehmet Ağa')}"> Ottoman Janissary Ağa<br>
<input type="radio" name="job" id="job_1" onclick="if(this.checked){jobNameFunction('Dervish Idris')}"> Gulshani Sufi<br>
<input type="radio" name="job" id="job_5" onclick="if(this.checked){jobNameFunction('Gülnuş Hatun')}"> Impoverished Widow<br>
</form>
/%---------- Job Form Scripts ----------%/
<script>
function jobNameFunction(name) {
document.getElementById("player").value = name;
if(document.getElementById("job_3").checked) {
$.wiki('<<replace "#JobInfo">><<include "Ottoman Princess">><</replace>>');
} else if (document.getElementById("job_2").checked) {
$.wiki('<<replace "#JobInfo">><<include "Ottoman Janissary Ağa">><</replace>>');
} else if (document.getElementById("job_1").checked) {
$.wiki('<<replace "#JobInfo">><<include "Gulshani Sufi">><</replace>>');
} else if (document.getElementById("job_4").checked) {
$.wiki('<<replace "#JobInfo">><<include "Ottoman Merchant">><</replace>>');
} else if (document.getElementById("job_5").checked) {
$.wiki('<<replace "#JobInfo">><<include "Impoverished Widow">><</replace>>');
};
};
function jobFunction() {
if(document.getElementById("job_1").checked) {
return 'Gulshani Sufi'
} else if (document.getElementById("job_2").checked) {
return 'Ottoman Janissary Ağa'
} else if (document.getElementById("job_3").checked) {
return 'Ottoman Princess'
} else if (document.getElementById("job_4").checked) {
return 'Ottoman Merchant'
} else if (document.getElementById("job_5").checked) {
return 'Impoverished Widow'
};
}
</script>
<</nobr>>
/%----------------------------------------%/
/%---------- Family Names Input ----------%/
/%----------------------------------------%/
<<nobr>>
<<set $family to []>> <!--Initializes Family Variable-->
<<set $family.push({name: "Name 1", health: "GOOD", join: "Istanbul", trait: "Wealthy Hatun", traitdes: "+5 akçe per day of travel", days: 0, daystart: 0})>>
<<set $family.push({name: "Name 2", health: "GOOD", join: "Istanbul", trait: "Sipahi", traitdes: "Minor defense against attacks", days: 0, daystart: 0})>>
<<set $family.push({name: "Name 3", health: "GOOD", join: "Istanbul", trait: "Pauper Pilgrim", traitdes: "+100 score if they make it to Mecca, -2 akçe per day of travel", days: 0, daystart: 0})>>
<</nobr>>
<br><br>
Your Traveling Companions:
<input id= "family_0" type="text" onfocus="focusFunction('family_0', 'Rayna Hatun')" onfocusout="blurFunction_f('family_0', 'Rayna Hatun')" value="Rayna Hatun">
<input id= "family_1" type="text" onfocus="focusFunction('family_1', 'Ibrahim Bey')" onfocusout="blurFunction_f('family_1', 'Ibrahim Bey')" value="Ibrahim Bey">
<input id= "family_2" type="text" onfocus="focusFunction('family_2', 'Rummanah')" onfocusout="blurFunction_f('family_2', 'Rummanah')" value="Rummanah">
<<nobr>>
/%----------- Scripts for Name Inputs ----------%/
<script>
function nameSetFunction(id) {
var x = document.getElementById(id).value;
return x;
};
function focusFunction(id) {
var x = document.getElementById(id).value;
if (x === 'Dervish Idris' || x === 'Mehmet Ağa' || x === 'Mihrimah Sultan' || x === 'Abdullah Bosnavi' || x === 'Gülnuş Hatun' || x === 'Rayna Hatun' || x === 'Ibrahim Bey' || x === 'Rummanah') {
var textcontrol = document.getElementById(id);
textcontrol.value = "";
}
};
function blurFunction(id) {
var x = document.getElementById(id).value;
if(document.getElementById("job_1").checked) {
var y = 'Dervish Idris'
} else if (document.getElementById("job_2").checked) {
var y = 'Mehmet Ağa'
} else if (document.getElementById("job_3").checked) {
var y = 'Mihrimah Sultan'
} else if (document.getElementById("job_4").checked) {
var y = 'Abdullah Bosnavi'
} else if (document.getElementById("job_5").checked) {
var y = 'Gülnuş Hatun'
};
if (x == "") {
var textcontrol = document.getElementById(id);
textcontrol.value = y;
}
};
function blurFunction_f(id, initial) {
var x = document.getElementById(id).value;
if (x == "") {
var textcontrol = document.getElementById(id);
textcontrol.value = initial;
}
};
</script>
<</nobr>>
/%-------------------------------------------%/
/%----------- Link to Next Passage ----------%/
/%-------------------------------------------%/
<br><br>
<span id="initialDestination">
<<button "Submit">>
<<set $player.name = nameSetFunction('player')>>
<<set $player.job = jobFunction()>>
<<set $family[0].name = nameSetFunction('family_0')>>
<<set $family[1].name = nameSetFunction('family_1')>>
<<set $family[2].name = nameSetFunction('family_2')>>
<<goto "Set Player Variable">>
<</button>>
</span>
/%----------------------------------%/
/%----------- Dummy Links ----------%/
/%----------------------------------%/
[[|Set Player Variable]]
[[|Gulshani Sufi]]
[[|Ottoman Janissary Ağa]]
[[|Ottoman Princess]]
[[|Ottoman Merchant]]
[[|Impoverished Widow]]
/%-------------------------------%/
/%----------- Job Info ----------%/
/%-------------------------------%/
</td>
<td>
<span id="JobInfo"><<include "Ottoman Princess">></span>
</td>
</tr>
</table>
</div>/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>\
/%-----------------------------------------%/\
/%---------- Set Challenges ---------------%/\
/%-----------------------------------------%/\
<<if $player.nowarning === 1>>
<<set $player.nowarning to 1>>
<<endif>>
<<if $player.skipdecay === 1>>
<<set $player.skipdecay to 1>>
<<endif>>
<<if $challengechoice === "The Ottoman Sufi">>
<<set $player.ottomansufichallenge to 1>>
<<endif>>
<<if $challengechoice === "A Network of Friends">>
<<set $player.friendschallenge to 1>>
<<set $player.inventory.illuminated.amount to $player.inventory.illuminated.amount+3>>
<<endif>>
<<if $challengechoice === "The Path of Evliya">>
<<set $player.evliyachallenge to 1>>
<<endif>>
<<if $challengechoice === "The Ottoman Soldier">>
<<set $player.ottomansoldierchallenge to 1>>
<<endif>>
<<if $challengechoice === "A Friend in the Desert">>
<<set $player.soldierfriendchallenge to 1>>
<<endif>>
<<if $challengechoice === "Graves of Fallen Friends">>
<<set $player.fallenfriendchallenge to 1>>
<<endif>>
<<if $challengechoice === "The Ottoman Princess">>
<<set $player.princesschallenge to 1>>
<<endif>>
<<if $challengechoice === "Finding the Damat">>
<<set $player.damatchallenge to 1>>
<<set $player.money to $player.money+3000>>
<<set _randomoption to random(1,3)>>
<<set $player.damatchallengeoption to _randomoption>>
<<endif>>
<<if $challengechoice === "Endowments and Reputation">>
<<set $player.vakifchallenge to 1>>
<<set $player.money to $player.money+10000>>
<<endif>>
<<if $challengechoice === "The Carpet Merchant">>
<<set $player.carpetchallenge to 1>>
<<endif>>
<<if $challengechoice === "Friends in High Places">>
<<set $player.highplaceschallenge to 1>>
<<endif>>
<<if $challengechoice === "Building a Trade Network">>
<<set $player.networkchallenge to 1>>
<<endif>>
<<if $challengechoice === "The Distant Uncle">>
<<set $player.unclechallenge to 1>>
<<endif>>
<<if $challengechoice === "The Manuscript and the Pasha">>
<<set $player.manuscriptchallenge to 1>>
<<set $player.inventory.illuminated.amount to $player.inventory.illuminated.amount+1>>
<<endif>>
<<if $challengechoice === "Road to Sedition">>
<<set $player.seditionchallenge to 1>>
<<endif>>
/%-----------------------------------------------%/\
/%---------- Set Background and Region ----------%/\
/%-----------------------------------------------%/\
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/anatolia.jpg")';
var backgroundmusic = setup.MusicPath+'anatolia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
<<set $temp.region to "Anatolia">>
/%---------------------------------%/\
/%---------- Setup Decay ----------%/\
/%---------------------------------%/\
<<set $decay to {}>>\
<<set $decay.time to 0>>\
<<set $player.speed to "slow">>\
<<set $temp.eventtest to 0>>\
<<if $player.bio is "DEBUG">>
The stables are currently closed...
In the meantime, select your travel speed:
<<radiobutton "$player.speed" "fast" checked>> Fast
<<radiobutton "$player.speed" "medium">> Medium
<<radiobutton "$player.speed" "slow">> Slow
<<set $temp.eventtest to 0>>
<<checkbox "$temp.eventtest" 0 1>> Event Test
[[Enter Istanbul|Begin Journey: Istanbul]]
<<set $temp.region to "Anatolia">>
[[Debug Start to Syria|Misis Bridge]]
[[Debug Start to Arabia|Petra]]
[[Debug Start to Sarajevo|Begin Journey: Sarajevo]]
[[Debug Start to Filibe|Tatar Pazarcık]]
<<else>>
<<goto "Route Options">>
<<endif>>
[[|Route Options]]<img @src="setup.ImagePath+'characters/sufi.jpg'" class='center charimage' style='height:30%; width: auto;'>
(<b>Hard</b>) You have chosen to be a Gulshani Sufi. Sufism, a mystical branch of Islam, had many tariqas or Sufi orders. Some of the most prominant Sufi orders in the Ottoman Empire were the Mevlevi Order, founded by Jalal al-din Muhammad Rumi, and the Bektashi Order, founded by Haji Bektash and popularized by the Ottoman Janissaries corps. Sufi orders followed the teachings of a Sufi Pir (Sufi Master) and usually had transregional networks of followers. The Gulshani Sufi order was a smaller Sufi order in the Ottoman Empire. The Gulshanis grew from the Halvati Sufi order and was popular in Eastern Anatolia and among Turkish speaking soldiers in Ottoman Egypt. traveling as a Gulshani Sufi will not be a profitable venture but your piety will serve you well on your journey. Most importantly, the road to Mecca is littered with other Sufi shrines to visit and a well-funded Gulshani Sufi lodge (tekke) is waiting for you in the city of Mecca at the end of your journey.
<div align="center">
<span id="initialDestination">
<<button "Add Personal Bio">>
<<script>>
Dialog.setup("Personal Bio");
Dialog.wiki(Story.get("Personal Bio").processText());
Dialog.open();
<</script>>
<<bioStyle>>
<</button>>
</span>
</div><img @src="setup.ImagePath+'characters/janissary.jpg'" class='center' style='height:30%; width: auto;'>
(<b>Moderate</b>) You have chosen to be a Janissary Ağa. The Janissaries were the primary soldiers of the Ottoman Empire and holding the rank of Ağa had served as the commanding officer of an Ottoman provincial Janissary garrison. Janissaries were generally recruited as children from non-Muslim communities in the Balkans through the devshirme as slave-soldiers of the household of the Ottoman Sultan. Converted to Islam during your military training you have both connections to you non-Muslim family in the Balkans and the Muslim military elite of the empire. These military connections should help you well as you embark on your hajj journey as the road is often dangerous and Ottoman provincial officials often times extract extra fees from less well connected individuals.
<div align="center">
<span id="initialDestination">
<<button "Add Personal Bio">>
<<script>>
Dialog.setup("Personal Bio");
Dialog.wiki(Story.get("Personal Bio").processText());
Dialog.open();
<</script>>
<<bioStyle>>
<</button>>
</span>
</div>
<img @src="setup.ImagePath+'characters/princess.jpg'" class='center' style='height:30%; width: auto;'>
(<b>Easiest</b>) You are an Ottoman Sultana, a princess of the Ottoman dynastic household. Being the aunt of the sister of the current Sultan you were married to an important vizier (imperial official) though he has since died after a recent plague outbreak in the imperial capital. With your husband passed and the hajj providing a unique opportunity for travel for women in Ottoman society you set out upon the hajj journey. Women of the imperial household were often the main representatives of the empire and benefactors of pious endowments in Muslim holy spaces, as men of the imperial family could not afford to be abstant from the capital for the time neccessary to perform the hajj. As an Ottoman princess you have a large retinue and much wealth as you make the journey to the holy cities. However, your opulent wealth might make you a target of some less reputable pilgrims along the way.
<div align="center">
<span id="initialDestination">
<<button "Add Personal Bio">>
<<script>>
Dialog.setup("Personal Bio");
Dialog.wiki(Story.get("Personal Bio").processText());
Dialog.open();
<</script>>
<<bioStyle>>
<</button>>
</span>
</div>
<img @src="setup.ImagePath+'characters/merchant.jpg'" class='center' style='height:30%; width: auto;'>
(<b>Easy</b>) You are an Ottoman merchant who sees the hajj as an important business opportunity. The pilgrim's market at Mina is the largest in the world and have trade goods from as far aways as Morocco or India at your fingertips. The hajj caravan route is also subsidized by the empire and protected which makes this long distant trade journey cheaper than most. Many pilgrims will question your motives for the hajj as being less than pure but the merchant connections and profits provided by the hajj help you to ignore their whispered comments. Be wary, for the goods you carry with you will surely be a target for bandits and highwaymen as you travel through the less protected sections of the hajj road.
<div align="center">
<span id="initialDestination">
<<button "Add Personal Bio">>
<<script>>
Dialog.setup("Personal Bio");
Dialog.wiki(Story.get("Personal Bio").processText());
Dialog.open();
<</script>>
<<bioStyle>>
<</button>>
</span>
</div>
<img @src="setup.ImagePath+'characters/impwidow.jpg'" class='center' style='height:30%; width: auto;'>
(<b>Hardest</b>) You are an Impoverished Widow who lost much of your former wealth when your husband was exiled by the Sultan for supporting rebel bandits in Anatolia. It has been a few years since you heard news of his death while he was away. As a widow on the hajj you plan to not only travel to Mecca to perform the pilgrimage but also to visit family and old relatives. The hajj provided the neccessary freedom in mobility for people like yourself to combine the journey with other goals - like visiting family, engaging in trade, or going to sacred sites. However, you have very little by way of money or connections to help you on your journey and you know the road will be difficult.
<div align="center">
<span id="initialDestination">
<<button "Add Personal Bio">>
<<script>>
Dialog.setup("Personal Bio");
Dialog.wiki(Story.get("Personal Bio").processText());
Dialog.open();
<</script>>
<<bioStyle>>
<</button>>
</span>
</div>
<<nobr>>
/%-----------------------------------%/
/%------------ Surre Istanbul -------%/
/%-----------------------------------%/
<<if $temp.surrein is 0>>
<<script>>
Dialog.setup("The Surre Register");
Dialog.wiki(Story.get("The Surre Register").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Istanbul">>
<<set _desc to "Your journey begins in the city of Istanbul (Constantinople), the grand capital of the Ottoman Empire. The crowded capital city of Istanbul surrounds you with its majestic domed mosques, bathhouses (//hamams//), bazaars, and imperial palaces. You begin your own journey in the port district of Eminönü beneath the shadow of the recently constructed Yeni Camii Mosque. The towering structure stands tall over the nearby Spice Bazaar and the bustling ships in the harbor ready to take pilgrims east across the Bosporus Strait to Anatolia. Some other pilgrims have opted to begin their journeys outside the walls of the city to visit the tomb of Abu Ayyub al-Ansari in the district of Eyüp, one of the companions of the Prophet Muhammad. While other travelers have decided to visit the district of Galata across the bay of the Golden Horn where the European merchant and diplomatic communities reside. However, you are unsure if you want to make those journeys across the bustling city and might just plan on visiting the nearby ancient Hagia Sophia (Aya Sofya) Mosque before you continue on to Anatolia and the port of Üsküdar across the Bosporus Strait. \n\n
NOTE: EYÜP, AYA SOFYA, and GALATA are all within the city of Istanbul and you will return to this location after going to each location.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman traveler Evliya Çelebi describes the grand imperial mosque of Sultan Suleiman the Magnificent, Süleymaniye Mosque, which stands in the center of a large //külliye// (Mosque complex) containing the tomb of Suleiman the Magnificent, his wife Hurrem Sultan, and some of the most elite imperial schools in the empire. Evliya writes:\n\n//'Features of the Süleymaniye mosque: The bowl of the indigo-coloured dome of this great mosque, up to its lofty summit, is more spherical than that of Aya Sofya (Hagia Sophia), and is seven royal cubits in height. Apart from the square piers supporting this incomparable dome, there are four porphyry columns on the right and left sides of the mosque, each one worth ten Egyptian treasures...These four columns of red porphyry are each fifty cubits high. God knows, there is nothing like them in the four corners of the world. A semi-dome above the prayer-niche and another one above the qibla (direction to Mecca) gate opposite it are fixed to the great dome. But there are no semi-domes resting on the aforementioned piers. In order not to overload them, the chief architect Sinan (Mimar Sinan) put windows of cut glass and crystal...\n\n At noon, when these windows let in the rays of the world illuming sun, the mosque interior shines with light, dazzling the eyes of the congregation. Each pane contains a myriad of varicoloured glass bits, in designs of flowers and of the beautiful names of God in calligraphy. They are celebrated by travellers on land and sea as a sight not matched in the heavens...\n\n A flight of stone steps leads up to the above mentioned portals of felicity of the noble mosque and to the three lofty gates of the delightful courtyard. This courtyard is a white plateau paved with white marble, every slab the size of a carpet, smoothed and polished and even, forming a crystalline valley...And rising above these column are varicoloured stone arches, giving the impression of a rainbow. Still further above and all around are domes... \n\n Within a bow-shot’s distance from the prayer-niche wall, in the midst of a rose garden, is the tomb of Süleyman Khan (Sultan Suleiman), may his earth be sweet. He lies under a lofty dome that has no match beneath this celestial dome. For the master builder has put a larger dome on top of a smaller dome. Such a well-wrought dome, with such a strange and wonderful design, and such artful and intricate carvings of marble, is not to be seen in any other country.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 8>>
<<set _shrine to 2>>
<<set _water to 40>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'Did you see how much I ripped off that pilgrim in the bazaar today? I charged him 480 akçe for that old manuscript!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Evliya the Pilgrim: //'We should look for an experienced sailor before we depart by sea from the port of Üsküdar, I worry that the way by sea may be dangerous!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'I was telling my mother that if she wants to go on hajj its safest for her to use the slowest caravan route, going too fast and you might run into more trouble than you can handle!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Üsküdar">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Üsküdar">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Üsküdar">>
<<set _time to 2>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Eyüp">>
<<set _time2 to 2>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Eyüp">>
<<set _time2 to 2>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Eyüp">>
<<set _time2 to 2>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination3 to "Aya Sofya">>
<<set _time3 to 1>>
<<elseif $player.speed is "medium">>
<<set _destination3 to "Aya Sofya">>
<<set _time3 to 1>>
<<elseif $player.speed is "slow">>
<<set _destination3 to "Aya Sofya">>
<<set _time3 to 1>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination4 to "Galata">>
<<set _time4 to 2>>
<<elseif $player.speed is "medium">>
<<set _destination4 to "Galata">>
<<set _time4 to 2>>
<<elseif $player.speed is "slow">>
<<set _destination4 to "Galata">>
<<set _time4 to 2>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia4 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _destination3 _time3 _destination4 _time4 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Üsküdar]]
[[|The Surre Register]]
[[|Eyüp]]
[[|Galata]]
[[|Aya Sofya]]
<</nobr>>/*----------------------------------*/
/*------ Anatolia Widgets ----------*/
/*----------------------------------*/
<<widget DisplayPassageAnatolia>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Anatolia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Anatolia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Anatolia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Anatolia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Anatolia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Anatolia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<<button "Continue to _destination:<br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</div>
</div>
<</widget>>
<<widget DisplayPassageAnatolia2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Anatolia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Anatolia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Anatolia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Anatolia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Anatolia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Anatolia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageAnatoliaToll>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _toll to $args[12]>>
<<set _hist to $args[13]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Anatolia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Anatolia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Anatolia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Anatolia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Anatolia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Anatolia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination: <br> _time Hours(Long Way Around)">>
<<set $player.time = $player.time+_time+12>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<if $player.money gte _toll>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageAnatoliaToll2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _toll1 to $args[14]>>
<<set _toll2 to $args[15]>>
<<set _hist to $args[16]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Anatolia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Anatolia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Anatolia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Anatolia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Anatolia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Anatolia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.money gte _toll2>>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll2>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageAnatoliaFood>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Anatolia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Anatolia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Anatolia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Anatolia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Anatolia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Anatolia][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageAnatoliaFood2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Anatolia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Anatolia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Anatolia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Anatolia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Anatolia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Anatolia][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageAnatolia4>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _destination3 to $args[14]>>
<<set _time3 to $args[15]>>
<<set _destination4 to $args[16]>>
<<set _time4 to $args[17]>>
<<set _hist to $args[18]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Anatolia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Anatolia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Anatolia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Anatolia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Anatolia][$temp.stables = _stables]]</td>
</tr>
<tr>
<td>[[Visit Coffeehouse|Advice Anatolia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
<br><br>
<<if $temp.loopdest3 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination3: <br> _time3 Hours">>
<<set $player.time = $player.time+_time3>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination3>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination3">>
<</button>>
</span>
<<endif>>
<<if $temp.loopdest4 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination4: <br> _time4 Hours">>
<<set $player.time = $player.time+_time4>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination4>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<elseif $temp.loopdest4 is 1>>
<span id="alternateDestination">
<<button "Already Visited _destination4">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
[[|Set Temp Region]] /*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+4>>
/*-----------------------------*/
/*----- Set Market Prices -----*/
/*-----------------------------*/
<<if $temp.marketid is 1>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
wool: {
name: "Wool",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
oliveoil: {
name: "Olive Oil",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 12,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 2>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 40,
lo_price: 29,
hi_sell: 29,
lo_sell: 22,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 13,
lo_price: 8,
hi_sell: 8,
lo_sell: 5,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 7,
lo_sell: 6,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 3>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 45,
lo_price: 32,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 16,
lo_price: 10,
hi_sell: 10,
lo_sell: 6,
},
boza: {
name: "Boza",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 359,
lo_sell: 333,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 106,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 226,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 86,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 6,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 60,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 180,
lo_sell: 135,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 109,
lo_sell: 78,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 388,
lo_sell: 310,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 39,
lo_sell: 16,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 9,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 101,
lo_sell: 85,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 31,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 465,
lo_sell: 388,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 116,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 54,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 19,
lo_sell: 11,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 54,
lo_sell: 48,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 31,
lo_sell: 23,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
Lo_sell: 78,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 194,
lo_sell: 155,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 26,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 61,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 88,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 4>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 25,
lo_price: 22,
hi_sell: 22,
lo_sell: 17,
},
wool: {
name: "Wool",
hi_price: 10,
lo_price: 7,
hi_sell: 7,
lo_sell: 2,
},
oliveoil: {
name: "Olive Oil",
hi_price: 22,
lo_price: 19,
hi_sell: 19,
lo_sell: 14,
},
tobacco: {
name: "Tobacco",
hi_price: 30,
lo_price: 27,
hi_sell: 27,
lo_sell: 22,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 8,
lo_price: 5,
hi_sell: 5,
lo_sell: 2,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 5>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 45,
lo_price: 32,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 16,
lo_price: 10,
hi_sell: 10,
lo_sell: 6,
},
boza: {
name: "Boza",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 100,
lo_price: 75,
hi_sell: 75,
lo_sell: 50,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 359,
lo_sell: 333,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 106,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 226,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 86,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 6,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 60,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 180,
lo_sell: 135,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 109,
lo_sell: 78,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 388,
lo_sell: 310,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 39,
lo_sell: 16,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 9,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 101,
lo_sell: 85,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 31,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 465,
lo_sell: 388,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 116,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 54,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 19,
lo_sell: 11,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 54,
lo_sell: 48,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 31,
lo_sell: 23,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
Lo_sell: 78,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 194,
lo_sell: 155,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 26,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 61,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 88,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 6>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 45,
lo_price: 32,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 16,
lo_price: 10,
hi_sell: 10,
lo_sell: 6,
},
boza: {
name: "Boza",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
opium: {
name: "Opium",
hi_price: 300,
lo_price: 270,
hi_sell: 270,
lo_sell: 250,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 106,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 226,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 86,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 6,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 60,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 180,
lo_sell: 135,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 109,
lo_sell: 78,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 388,
lo_sell: 310,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 39,
lo_sell: 16,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 9,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 101,
lo_sell: 85,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 31,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 465,
lo_sell: 388,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 116,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 54,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 19,
lo_sell: 11,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 54,
lo_sell: 48,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 31,
lo_sell: 23,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
Lo_sell: 78,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 194,
lo_sell: 155,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 26,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 61,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 88,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 7>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 6,
lo_price: 5,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 40,
lo_price: 29,
hi_sell: 29,
lo_sell: 22,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 13,
lo_price: 8,
hi_sell: 8,
lo_sell: 5,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 250,
lo_price: 200,
hi_sell: 200,
lo_sell: 180,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 7,
lo_sell: 6,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 8>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 45,
lo_price: 32,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 16,
lo_price: 10,
hi_sell: 10,
lo_sell: 6,
},
boza: {
name: "Boza",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 270,
lo_sell: 250,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 500,
lo_price: 400,
hi_sell: 400,
lo_sell: 300,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 106,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 226,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 86,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 6,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 60,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 180,
lo_sell: 135,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 109,
lo_sell: 78,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 388,
lo_sell: 310,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 39,
lo_sell: 16,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 9,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 101,
lo_sell: 85,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 31,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 465,
lo_sell: 388,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 116,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 54,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 19,
lo_sell: 11,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 54,
lo_sell: 48,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 31,
lo_sell: 23,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
Lo_sell: 78,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 194,
lo_sell: 155,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 26,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 61,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 88,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 9>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 40,
lo_price: 29,
hi_sell: 29,
lo_sell: 22,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 13,
lo_price: 8,
hi_sell: 8,
lo_sell: 5,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
izniktile: {
name: "Iznik Tile",
hi_price: 65,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 10>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 22,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 22,
lo_price: 19,
hi_sell: 19,
lo_sell: 14,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 25,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 115,
lo_sell: 90,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 215,
lo_sell: 190,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 81,
lo_sell: 69,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
goatbutter: {
name: "Goat Butter",
hi_price: 9,
lo_price: 6,
hi_sell: 6,
lo_sell: 5,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 11>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 12,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 9,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
opium: {
name: "Opium",
hi_price: 300,
lo_price: 270,
hi_sell: 270,
lo_sell: 250,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 140,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 250,
lo_price: 200,
hi_sell: 200,
lo_sell: 170,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 86,
},
goatbutter: {
name: "Goat Butter",
hi_price: 11,
lo_price: 8,
hi_sell: 8,
lo_sell: 6,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 60,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 180,
lo_sell: 135,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 109,
lo_sell: 78,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 388,
lo_sell: 310,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 39,
lo_sell: 16,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 9,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 101,
lo_sell: 85,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 31,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 465,
lo_sell: 388,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 116,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 54,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 19,
lo_sell: 11,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 54,
lo_sell: 48,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 31,
lo_sell: 23,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
Lo_sell: 78,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 194,
lo_sell: 155,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 26,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 61,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 88,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 12>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 45,
lo_price: 32,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 16,
lo_price: 10,
hi_sell: 10,
lo_sell: 6,
},
boza: {
name: "Boza",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 359,
lo_sell: 333,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 165,
lo_price: 150,
hi_sell: 150,
lo_sell: 130,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 500,
lo_price: 400,
hi_sell: 400,
lo_sell: 300,
},
izniktile: {
name: "Iznik Tile",
hi_price: 65,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 106,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 250,
lo_price: 200,
hi_sell: 200,
lo_sell: 170,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 86,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 6,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 60,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 180,
lo_sell: 135,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 109,
lo_sell: 78,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 388,
lo_sell: 310,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 39,
lo_sell: 16,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 9,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 101,
lo_sell: 85,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 31,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 465,
lo_sell: 388,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 116,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 54,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 19,
lo_sell: 11,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 54,
lo_sell: 48,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 31,
lo_sell: 23,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
Lo_sell: 78,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 194,
lo_sell: 155,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 26,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 61,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 88,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 13>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 22,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 22,
lo_price: 19,
hi_sell: 19,
lo_sell: 14,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 25,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 115,
lo_sell: 90,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 215,
lo_sell: 190,
},
mastic: {
name: "Tears of Chios",
hi_price: 85,
lo_price: 70,
hi_sell: 70,
lo_sell: 60,
},
goatbutter: {
name: "Goat Butter",
hi_price: 9,
lo_price: 6,
hi_sell: 6,
lo_sell: 5,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
knightsconduct: {
name: "Letter of Safe Conduct: Knights of St. John",
hi_price: 70,
lo_price: 100,
hi_sell: 0,
lo_sell: 0,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 14>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 8,
lo_price: 6,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 12,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 9,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 359,
lo_sell: 333,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 110,
lo_price: 80,
hi_sell: 80,
lo_sell: 60,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 220,
lo_price: 180,
hi_sell: 180,
lo_sell: 160,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 100,
lo_price: 85,
hi_sell: 85,
lo_sell: 65,
},
goatbutter: {
name: "Goat Butter",
hi_price: 11,
lo_price: 8,
hi_sell: 8,
lo_sell: 6,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 51,
lo_sell: 36,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 36,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 94,
lo_sell: 73,
},
knightsconduct: {
name: "Letter of Safe Conduct: Knights of St. John",
hi_price: 70,
lo_price: 100,
hi_sell: 0,
lo_sell: 0,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 58>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 2,
lo_price: 2,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 10,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 330,
lo_price: 300,
hi_sell: 300,
lo_sell: 250,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 150,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
coffee: {
name: "Coffee",
hi_price: 130,
lo_price: 100,
hi_sell: 100,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 100,
lo_price: 53,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 400,
lo_price: 165,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 500,
lo_price: 350,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 300,
lo_price: 132,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 500,
lo_price: 330,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 350,
lo_price: 200,
hi_sell: 200,
lo_sell: 173,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 75,
lo_price: 32,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 100,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 6,
},
boza: {
name: "Boza",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 400,
lo_sell: 300,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 6,
}
}>>
<<goto "Market UI">>
<<else>>
This is where players can buy and sell items...
We will also want to include their inventory...
The market type for this location is $temp.marketid...
<<set $temp.from to "market">>
<<link "Return to $cur_passage" "Decay Functions">><</link>>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Market UI]]
<<nobr>>
<<set $temp.lock to 1>>
/*---------------------------------------------*/
/*----- Set Shrine Name and Piety Amounts -----*/
/*---------------------------------------------*/
<<if $cur_passage is "Istanbul">>
<<set _sname to "Tomb of Suleiman the Magnificent">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Galata">>
<<set _sname to "Amr ibn al-'As Shrine">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Aya Sofya">>
<<set _sname to "Aya Sofya Mosque and Tombs">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Eyüp">>
<<set _sname to "Tomb of Abu Ayyub al-Ansari">>
<<set _spiety to 30>>
<<elseif $cur_passage is "Üsküdar">>
<<set _sname to "Shrine of Aziz Mahmud Hudayi">>
<<set _spiety to 5>>
<<set $player.ottomansufichallengedone to $player.ottomansufichallengedone+1>>
<<elseif $cur_passage is "Iznik">>
<<set _sname to "Shrine of Eşrefoğlu Rumi">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Lefke">>
<<set _sname to "Shrine of Sarı Saltuk">>
<<set _spiety to 5>>
<<set $player.ottomansufichallengedone to $player.ottomansufichallengedone+1>>
<<set $player.shrinegazi2 to 1>>
<<elseif $cur_passage is "Söğüt">>
<<set _sname to "Shrine of Ertuğrul Gazi">>
<<set _spiety to 5>>
<<set $player.shrinegazi3 to 1>>
<<elseif $cur_passage is "Seyyid Gazi">>
<<set _sname to "Shrine of Seyyid Battal Gazi">>
<<set _spiety to 25>>
<<set $player.shrinegazi1 to 1>>
<<elseif $cur_passage is "Afyonkarahisar">>
<<set _sname to "Shrine of Yahşi ve Bahşi Baba">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Akşehir">>
<<set _sname to "Shrine of Nesreddin Hoca">>
<<set _spiety to 15>>
<<set $player.shrinegazi4 to 1>>
<<elseif $cur_passage is "Konya">>
<<set _sname to "Shrine of Mevlana Jalaladdin Rumi">>
<<set _spiety to 40>>
<<set $player.shrinekonya to 1>>
<<set $player.ottomansufichallengedone to $player.ottomansufichallengedone+1>>
<<elseif $cur_passage is "Ereğli">>
<<set _sname to "Shrine of Sheikh Şehabeddin Sühreverdi el-Maktül">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Bursa">>
<<set _sname to "Tombs of the Early Ottoman Dynasty">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Aksaray">>
<<set _sname to "Shrine of Yusuf Hakiki Baba">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Hacıbektaş Shrine">>
<<set _sname to "Shrine of Haji Bektash">>
<<set _spiety to 40>>
<<set $player.ottomansufichallengedone to $player.ottomansufichallengedone+1>>
<<set $player.shrinebektash to 1>>
<<elseif $cur_passage is "Tarsus">>
<<set _sname to "Shrines of Caliph Al-Mamun and Seth">>
<<set _spiety to 20>>
<<elseif $cur_passage is "Adana">>
<<set _sname to "Shrines of Local Dervishes">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Kilitbahir Castle">>
<<set _sname to "Shrine of Cahidi Ahmed Efendi">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Manisa">>
<<set _sname to "Tombs of the Sarukhanid Dynasty">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Ephesus">>
<<set _sname to "Cave of the Seven Sleepers">>
<<set _spiety to 25>>
<<set $player.shrinesleepers to 1>>
<<elseif $cur_passage is "Rhodes">>
<<set _sname to "Tomb of Murat Reis the Elder">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Antalya">>
<<set _sname to "Local Dervish Shrines of Antalya">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Alanya">>
<<set _sname to "Sitti Zeyneb Bektashi Shrine and Lodge">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Beyşehir">>
<<set _sname to "Eşrefoğlu Mosque and Shrine">>
<<set _spiety to 5>>
<<set $player.shrinebey to 1>>
<<endif>>
/*---------------------------*/
/*----- Randomize Piety -----*/
/*---------------------------*/
<<if _spiety > 5>>
<<set _random to random(-5,5)>>
<<else>>
<<set _random to random(0,5)>>
<<endif>>
<<set _spiety to _spiety + _random>>
/*------------------------------*/
/*----- Set Display Output -----*/
/*------------------------------*/
<<if $temp.shrine is 4>>
<<set _sdesc to "You arrive at the _sname and find the place packed full of other pilgrims from across the Muslim world! You have long desired to come to _sname and completing this lifelong goal fills you with excitement as you continue on the road to the ultimate goal, the holy cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 3>>
<<set _sdesc to "You arrive at the _sname in a crowd of pilgrims finding it hard to get close to the shrine. The commotion is overwhelming but the peace you find near the shrine makes this journey more than worth it and solidifies your resolve as you continue on to the Holy Cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 2>>
<<set _sdesc to "You arrive at the _sname and find many other pilgrims here from across the region. The solitude and tranquility of the shrine and surrounding garden rejuvenate your spirit as you continue along the hajj road.\n\n">>
<<elseif $temp.shrine is 1>>
<<set _sdesc to "You arrive at the _sname and find it with only a few other pilgrims, the stillness of the scene is a nice break from the trials of the road.\n\n">>
<<endif>>
/*----------------------------------*/
/*----- Add to Shrines Visited -----*/
/*----------------------------------*/
<<if $player.shrines[$cur_passage] is undefined>>
<<print "<<set $player.shrines['"+ $cur_passage +"'] to {}>>">>
<<set _newname = _sname>>
<<print "<<set $player.shrines['"+ $cur_passage +"'].shrine to '" + _newname +"'>>">>
/*-- Increase Player Piety and Time --*/
<<set $player.piety to $player.piety+_spiety>>
<<if $player.piety gt 100>>
<<set $player.piety to 100>>
<<endif>>
<<set $player.time to $player.time+4>>
<<else>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_sname</td>
</tr>
</table>
</div>
<<if $temp.shrine gte 2>>
<<set _h to setup.ImagePath+'hub/shrine.jpg';>>
<<elseif $temp.shrine is 1>>
<<set _h to setup.ImagePath+'hub/smalltomb.jpg';>>
<<endif>>
<</nobr>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
_sdesc
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<set $player.shrinecountanatolia to $player.shrinecountanatolia+1>>
<<set $temp.from to "shrine">>
<br><br>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Shrine Visited]]<<set $temp.lock to 1>>
/*------------------------*/
/*----- Check Visits -----*/
/*------------------------*/
<<set $temp.well to $temp.well+1>>
<<if $temp.well gte 2>>
<<goto "Well Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/water.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/hocafountain.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
/*------------------------*/
/*------ Slider ----------*/
/*------------------------*/
<div align="left">
<br><br>
<<set $wateramount = 1>><label for="slidetest">''Water Amount:''</label> <br><br>
<<if $temp.water lte 33>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="70"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="60"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 33 and $temp.water lte 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="60"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<endif>>
<br><br>
''Water Taken from Well:'' <span id="slideval"></span>
<<script>>
$(document).one(":passagerender", function (event) { $(event.content).find("#slideval").text(State.variables.wateramount);
$(event.content).find("#slidetest").on("input", function () {
$("#slideval").empty().text(State.variables.wateramount);
});
});
<</script>>
<br><br>
<i><b>The more water you take from the well, the higher risk of collecting tainted water!</b></i>
<br><br>
</div>
/*--------------------------*/
/*----- Nomad Ability ---------*/
/*--------------------------*/
<div align="left">
<<if $family[0].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[0].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[1].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[1].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[2].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[2].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
</div>
<br><br>
<<endif>>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+2>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Leave without Water">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Take Water from this Well">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<set _Gained to $wateramount>>
<<set $wateramount to _Gained>>
<<goto "Water from the Well">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Well Visited]]
[[|Water from the Well]]<<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Coffeehouse in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,3)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/coffeehouse.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/coffeehouse2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 3>>
<<set _h to setup.ImagePath+'hub/coffeehouse3.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
While passing by local //Kahvehane// (Coffeehouse) you step inside and find a crowd of people and fellow travelers talking. The warm glow of the fire flickers around the room, the aroma of coffee surrounds you, and the room is full of people who each come from different walks of life. While sitting on your stool with a cup of hot coffee you overhear the following:
<br><br>
<div align="center">
<table class="advicetable" style="width:100%" align="center">
<tr>
<td>$temp.advice</td>
</tr>
</table>
</div>
<br><br>
<<set $temp.adviceprice to random(10,30)>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
The local //kahveci//, the keeper of the Coffeehouse, tells you that he will search for a new traveling companion for you and your caravan if you just lend him $temp.adviceprice <img @src=_coinimage style="height: 1.5ex;"> //akçe// for his trouble.
<<set _randomfind to random(1,4)>>
<br><br>
<div align="center">
<<if $player.money gte $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination">
<<button "Search for New Traveling Companion">>
<<set $temp.caravanfind to _randomfind>>
<<set $temp.coffeefind to 1>>
<<set $temp.from to "advice">>
<<set $player.money to $player.money-$temp.adviceprice>>
<<goto "Change Party Check Anatolia">>
<</button>></span>
<<elseif $player.money lt $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination"><<button "Not Enough Funds">><</button>></span>
<<elseif $temp.coffeefind is 1>>
//It seems that you have already paid the local kahveci for his services here in this place, you must continue on your way//
<<endif>>
</div>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
Yusuf Nabi, a late seventeenth-century Ottoman pilgrim descibes his experiences in coffeehouses in Damascus: <br> <br>
//'Coffeehouses are like home for those who are away from their homes. The coffeehouses in Damascus have separate areas for winter and summer. The winter rooms have colorful carpets, a fountain, and painted ceilings. The summer courtyards have şadırvan fountains under shady trees. Waiters are constantly moving around serving coffee. When musicians played on the ney (an Arab flute) the audience joined in, old and young Arabs beating out the rhythm, and Iraqis and Persians lamenting as if it was the Nowruz (Persian New Year). The mournful beat of the def (tambourine) brought forth dervish like cries; the mournful plucking of the tanbur (a large lute) inspired the opium-takers...While storytellers were telling heroic tales, opium addicts raised their twisted bodies with difficulty to listen, the collars of many were stained with juices from the drug. Two vagrants of unknown origin, Bedi and Kasim, spread terror in the coffee-house with their airs and challenges. Many troubled persons were taking opium. In another corner were heedless dervishes of the Kalendari type, with heavy halters round their waists, the dreadful notion of death in their heads, leather cloths round their shoulders, jade earrings in their ears, and ebony sticks laid across their knees. In accordance with their maxim 'senseless farce and chaotic mingling' they turned the place into a madhouse. Having been distracted into describing the coffeehouses, I have neglected my main aim, that of describing the mosques and shrines...'//
<br> <br> </div>
<br> <br><br>
/*------------------------*/
/*-----Return Button -----*/
/*------------------------*/
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+1>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Change Party Check Anatolia]]<<nobr>>
<<set $temp.loopdest2 to 0>>
<<set $temp.loopdest3 to 0>>
<<set $temp.loopdest4 to 0>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.anatolia is 0>>
<<script>>
Dialog.setup("Welcome to Anatolia!");
Dialog.wiki(Story.get("Anatolia Region Greeting").processText());
Dialog.open();
<</script>>
<<makeAnatoliaMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Üsküdar">>
<<set _desc to "Crossing the Bosporus Strait from Europe to Asia you take a ferry to the city of Üsküdar, ancient Scutari, the traditional starting off point for travelers east and the hajj caravan from Istanbul. Boats crowd the harbor beneath the towering mosques and hills of the city, some ships here are heading to Iskenderun (via Mudanya) near Aleppo but the sea journey can be dangerous if you do not have any sailors traveling with you.\n\n The city of Üsküdar is famed for the seventeenth-century mosque complexes and caravansarys of the Queen Mothers' of the Sultan (Valide Sultan) and served as a busling terminal port for overland trade from the east to the imperial capital. The small sufi shrine of the poet and mystic Aziz Mahmud Hudayi is also here, he was the founder of the Jelveti Sufi order and only died some fifty years before your arrival in the city.\n\n">>
<<set _hist to "In the 1730s traveling Englishman Doctor Richard Pococke described Üsküdar as follows:\n\n//'The city is built all around the sides of the hills..., and though I had seen it from several places before, yet the view from the minaret was one of the most surprising and beautiful sights I ever beheld; the town cannot be less than four miles in circumference, being the great resort for travelers from the east.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 3>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Captain Giorgos: //'All these pilgrims that wish to travel by sea only care about the trade they can find on the islands of the Mediterranean, they know fully well that there are no important pilgrimage sites in the Aegean!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'I know I am not supposed to say this but a good friend of mine told me there was a magic shirt at the Hacıbektaş Shrine that can stop cannonballs!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ali Reis: //'My brother told me that Candia is a sight to see now that our great sultan has restored it to its full glory! Even those shifty English merchants are forced to come to Candia to sell their finest fabrics now!'//">>
<<endif>>
/%---------------------------------------------%/
/%---------------Speed and Tolls---------------%/
/%---------------------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Gebze">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Gebze">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kartal">>
<<set _time to 4>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Mudanya">>
<<set _time2 to 3>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Mudanya">>
<<set _time2 to 3>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Mudanya">>
<<set _time2 to 3>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Gebze]]
[[|Kartal]]
[[|Mudanya]]
[[|Anatolia Region Greeting]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%------------ The Bey --------------%/
/%-----------------------------------%/
<<if $temp.thebey is 0 and $temp.someoneelse is 0>>
<<script>>
Dialog.setup("The Bey of Iznik");
Dialog.wiki(Story.get("The Bey of Iznik").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Iznik">>
<<set _desc to "You have arrived to the town of Iznik, ancient Nicea, still surrounded by its roman walls the town sits on the shores of Lake Nicea and is full of other pilgrims as it is a main stop on the caravan route from Istanbul through Anatolia. With a sizable market, where one can buy pieces of famed Iznik tile, and with several caravanserais this is one of the more notable destinations along the hajj road. You meet merchants here who are going to the nearby city of Bursa or onwards to Istanbul and they tell you stories of the treacherous road ahead in Anatolia.\n\n ">>
<<set _hist to "Evliya Çelebi noted that the city was full of gardens, vineyards, and overgrown with olive, cypress, and walnut trees.\n\nIn the Ottoman era Iznik was world renowned for its tilework used to decorate the chief imperial buildings in the empire. However, by the late seventeenth century, the tile trade had been hampered severely in the city due to the Celali rebels who were reported to have destroyed many of the workshops.\n\nThe city was one of the first conquered by the Ottmans and thus boasts one of the oldest Ottoman madrasas, the madrasa of Süleyman Şah from the fourteenth century. Despite being known for its connection to early Christian history and the council of Nicea, the city included a prominant Muslim shrine pilgrimage site for a Kadiri sufi saint,the fifteenth-century poet and mystic Eşrefoğlu Rumi.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 9>>
<<set _shrine to 1>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'These poor pilgrims have no idea what these Iznik tiles go for! I sold one the other day for 63 akçe coins, those fools!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abdullah the Eunuch: //'The Shrine of Eşrefoğlu Rumi was worth the visit and the Kadiri Sufi dervishes were so helpful but I really do not see why people would bother going to the Sarı Saltuk Shrine just pass the Lefke Gate!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Evliya the Pilgrim: //'Safiye we do not have time to buy trinkets like Iznik Tile in the market! I do not care that you bought it for only 50 akçe coins! We already missed our boat and we need to quickly get across Anatolia in order make it to eh hajj on time!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Söğüt">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Vezirhan">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lefke">>
<<set _time to 2>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.anatoliatravel to 1>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Söğüt]]
[[|Vezirhan]]
[[|Lefke]]
[[|The Bey of Iznik]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Crossing at Gebze">>
<<set _desc to "Traveling along the coastal road from Istanbul, you arrive to the important waystation of Gebze a small fishing village perched on the Gulf of Iznik and the fork in the road which separates the road south to Syria and the directly east to Northern Anatolia and the Caucasus. Being at a major crossroads you see the large caravanserai (travelers' inn) here which can hold up to 3,000 people and 2,000 horses! These types of amenities will be hard to find along the road ahead through the dusty roads of Anatolia and beyond. In the town of Gebze you notice a prominent //çeşme// (fountain) recently built by a passing vizier which provided plenty of good water for travelers.\n\nPilgrims can make the crossing from here in small flat-bottom boats to Hersek across the Gulf of Izmit to avoid the sixty-mile journey around through the city of Izmit, which would save some time on the road.\n\n ">>
<<set _hist to "The Seventeenth-Century French traveler Jean Baptiste Tavernier described the following on his journey from Üsküdar to Gebze:\n\n//'Setting out from Scutari (Üsküdar), the first days journey is very pleasant, over fields gayly painted with flowers in their season...That evening you must lie at Cartali (Kartal), a Village of Bithynia, the next day at Gebisa (Gebze), ancient Lybissa, famous for the Tomb of Hannibal. In that place there are two good Inns, and two fair fountains.'// \n\n The seventeenth-century Ottoman traveler Evliya Çelebi remarks that below the castle at Gebze there were //'three hundred neat houses faced with brick, a mosque, a khan (inn), a bath, and small streets.'// \n\n He wrote that the most promient structure in the town was the Çoban Mustafa Pasha Mosque built in the early sixteenth century and included a large garden which impressed Evliya who noted that in his opinion no vizier had build such a grand mosque as this in Istanbul.\n\nThe picture you see of of the //Külliye//, Mosque complex, of the Çoban Mustafa Pasha Mosque in Gebze.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'The wonderful baths at this caravanserai are free to use! Thank the lord for this Waqf that pays for this service!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'I cannot wait for these slow pilgrims holding up the caravan! I need to get to my new position in Damascus by the end of the month, so I am going to take the ferry across to Hersek no matter the risk!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Deli Mustafa the Brigand: //'My father and I are looking for men to help us in our little enterprise in Cappadocia. It would be a shame if any of these fat merchants here wandered alone there, we might have to help them out and ligthen their load! (laugther erupts from the gathering of men around Deli Mustafa)'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Iznik">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Izmit">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Izmit">>
<<set _time to 12>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Hersek">>
<<set _time2 to 1>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Hersek">>
<<set _time2 to 3>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Hersek">>
<<set _time2 to 3>>
<<endif>>
<<set _toll1 to 0>>
<<set _toll2 to 40>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaToll2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _toll1 _toll2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Izmit]]
[[|Hersek]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Seaside Village of Kartal">>
<<set _desc to "You can still see the city of Istanbul across the Sea of Marmara from this coastal village. Being mid-fall the leaves in the countryside show signs of turning and you notice frost cover the ground in the morning when you rise for prayer, an ominous sign for the road through the mountains in the coming months. From the coast of Kartal you have a commanding view of the Princes' Islands just off shore with both Kartal and the islands consisting of small Orthodox Greek fishing communities. Along the road is a small //imaret// providing food for travelers passing through.\n\n ">>
<<set _hist to "In 1678 the Ottoman pilgrim Yusuf Nabi expressed the following on his departure from Üsküdar setting off on the hajj road. He writes:\n\n//'Having dwelled in the guest-house of saddle [Caravanserai], the wing of haste was set in motion towards the station called Kartal from the emerald-faced district of Üsküdar, while reciting prayers to God for blessing.'//\n\nKartal was a short distance from Üsküdar meaning that often travelers could skip this stop if they departed Üsküdar early enough in the day.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 65>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'The water here is quite poor, I wouldn't drink it if the Sultan himself told me to!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'While the view is lovely from the shore, most of the water in the well here looks dirtied and not of the best quality.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'These caravanserais and imarets are such a blessing for any traveler - you find fast friends and often free food!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Iznik">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Gebze">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Gebze">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Gebze]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Izmit">>
<<set _desc to "You arrive at the end of the Gulf of Izmit at the city of Izmit, ancient Nicomedia. The port here is full of merchant ships heading out into Sea of Marmara, crowded caravanserais serving travelers, bazaars, and an imperial Ottoman naval arsenal. Wandering around the shaded streets of the city you find small public baths for travelers that provide a much needed place of rest for the many travelers who have also found themselves in this Western Anatolian port. Looking out from the town you see it surrounded by tree-covered mountains overlooking over the sea which often are shrouded in fog on cool mornings. \n\n ">>
<<set _hist to "Evliya Çelebi remarks that the:\n\n//'woody mountains to the east of the town are called the 'sea of trees,' an immense forest in which it is very easy to lose one's way; here are trees towering into the skies, under which ten thousand sheep find shelter in their shade, which the sun's rays cannot pierce.'//\n\nEvliya also mentions that the city was also known for the salt produced from the nearby salt-marshes, red apples, and white cherries.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 2>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 2>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'I had heard the baths here were fairly priced but I had originally hoped they were free!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'I wanted to buy horses here but the closest large stable is at Eskişehir up the road past Iznik, though my friend told me they sell horses at quite cheap prices!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'The shrine of Shrine of Eşrefoğlu Rumi in Iznik is well worth the visit but stand in no comparison to the Shrine of Seyyid Battal Gazi just a few caravan stops further along the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Iznik">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Iznik">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Iznik">>
<<set _time to 14>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Iznik]]
<</nobr>><<set _random to random(1,100)>>
<<if $temp.destination is "Üsküdar">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<elseif $temp.destination is "Hersek">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<elseif $temp.destination is "Tabuk (day)" and $cur_passage is "Tabuk (night)">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<elseif $temp.destination is "Tabuk (night)" and $cur_passage is "Tabuk (day)">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<elseif $temp.destination is "Mada’in Salih (day)" and $cur_passage is "Mada’in Salih (night)">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<elseif $temp.destination is "Mada’in Salih (night)" and $cur_passage is "Mada’in Salih (day)">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<elseif $temp.eventtest === 1>>
<<goto "Pirate Attack">>
/*-- Special Istanbul Check --*/
<<elseif ($temp.destination is "Eyüp-Istanbul" and $cur_passage is "Eyüp") or ($temp.destination is "Eyüp-Istanbul" and $cur_passage is "Aya Sofya") or ($temp.destination is "Eyüp-Istanbul" and $cur_passage is "Galata") or ($temp.destination is "Istanbul" and $cur_passage is "Eyüp") or $temp.destination is "Istanbul" or $temp.destination is "Eyüp" or $temp.destination is "Galata" or $temp.destination is "Aya Sofya">>
<<if _random lte 15>>
<<goto "The Elderly Hajji">>
<<elseif _random lte 30>>
<<goto "The Meyhane">>
<<elseif _random lte 35>>
<<goto "Leisure">>
<<elseif _random lte 50>>
<<goto "The Janissary Coffeehouse">>
<<elseif _random lte 65>>
<<goto "A Bad Bargain">>
<<elseif _random lte 75>>
<<goto "The Venetian Merchant">>
<<elseif _random lte 90>>
<<goto "The Sahaf">>
<<elseif _random lte 100>>
<<goto "Entourage">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<else>>
/*-- Anatolia --*/
<<if $temp.region is "Anatolia" or $temp.region is "Sea to Land">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 3>>
<<goto "Bandit Attack">>
<<elseif _random lte 7>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 10>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 13>>
<<goto "Pasha Gift">>
<<elseif _random lte 16>>
<<goto "Lost on Land">>
<<elseif _random lte 19>>
<<goto "Rainstorm">>
<<elseif _random lte 24>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 29>>
<<goto "Successful Hunt">>
<<elseif _random lte 32>>
<<goto "Rats">>
<<elseif _random lte 35>>
<<goto "Leaks">>
<<elseif _random lte 39>>
<<goto "Local Legend">>
<<elseif _random lte 44>>
<<goto "Stranded Traveler">>
<<elseif _random lte 49>>
<<goto "Abandoned Tent">>
<<elseif _random lte 53>>
<<goto "Armenian Merchant">>
<<elseif _random lte 57>>
<<goto "Extortion">>
<<elseif _random lte 60>>
<<goto "Thief">>
<<elseif _random lte 67>>
<<goto "Zakat">>
<<elseif _random lte 68>>
<<goto "Drought">>
<<elseif _random lte 69>>
<<goto "Famine">>
<<elseif _random lte 70>>
<<goto "Fake Guide">>
<<elseif _random lte 71>>
<<goto "Dysentery">>
<<elseif _random lte 72>>
<<goto "Plague">>
<<elseif _random lte 73>>
<<goto "Injured">>
<<elseif _random lte 79>>
<<goto "Wandering Dervish">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 4>>
<<goto "Bandit Attack">>
<<elseif _random lte 8>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 12>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 15>>
<<goto "Pasha Gift">>
<<elseif _random lte 19>>
<<goto "Lost on Land">>
<<elseif _random lte 23>>
<<goto "Rainstorm">>
<<elseif _random lte 27>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 31>>
<<goto "Successful Hunt">>
<<elseif _random lte 34>>
<<goto "Rats">>
<<elseif _random lte 37>>
<<goto "Leaks">>
<<elseif _random lte 41>>
<<goto "Local Legend">>
<<elseif _random lte 46>>
<<goto "Stranded Traveler">>
<<elseif _random lte 51>>
<<goto "Abandoned Tent">>
<<elseif _random lte 54>>
<<goto "Armenian Merchant">>
<<elseif _random lte 59>>
<<goto "Extortion">>
<<elseif _random lte 63>>
<<goto "Thief">>
<<elseif _random lte 64>>
<<goto "Zakat">>
<<elseif _random lte 66>>
<<goto "Drought">>
<<elseif _random lte 68>>
<<goto "Famine">>
<<elseif _random lte 71>>
<<goto "Fake Guide">>
<<elseif _random lte 73>>
<<goto "Dysentery">>
<<elseif _random lte 76>>
<<goto "Plague">>
<<elseif _random lte 79>>
<<goto "Injured">>
<<elseif _random lte 83>>
<<goto "Wandering Dervish">>
<<elseif _random lte 88>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 7>>
<<goto "Bandit Attack">>
<<elseif _random lte 10>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 14>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 17>>
<<goto "Pasha Gift">>
<<elseif _random lte 21>>
<<goto "Lost on Land">>
<<elseif _random lte 25>>
<<goto "Rainstorm">>
<<elseif _random lte 29>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 32>>
<<goto "Successful Hunt">>
<<elseif _random lte 36>>
<<goto "Rats">>
<<elseif _random lte 40>>
<<goto "Leaks">>
<<elseif _random lte 44>>
<<goto "Local Legend">>
<<elseif _random lte 50>>
<<goto "Stranded Traveler">>
<<elseif _random lte 56>>
<<goto "Abandoned Tent">>
<<elseif _random lte 59>>
<<goto "Armenian Merchant">>
<<elseif _random lte 65>>
<<goto "Extortion">>
<<elseif _random lte 70>>
<<goto "Thief">>
<<elseif _random lte 71>>
<<goto "Zakat">>
<<elseif _random lte 74>>
<<goto "Drought">>
<<elseif _random lte 77>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Fake Guide">>
<<elseif _random lte 83>>
<<goto "Dysentery">>
<<elseif _random lte 86>>
<<goto "Plague">>
<<elseif _random lte 90>>
<<goto "Injured">>
<<elseif _random lte 93>>
<<goto "Wandering Dervish">>
<<elseif _random lte 100>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Sea Route --*/
<<elseif $temp.region is "Sea Route">>
<<if _random lte 3>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 7>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 10>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 13>>
<<goto "Successful Hunt">>
<<elseif _random lte 18>>
<<goto "Rats">>
<<elseif _random lte 23>>
<<goto "Leaks">>
<<elseif _random lte 30>>
<<goto "Extortion">>
<<elseif _random lte 35>>
<<goto "Thief">>
<<elseif _random lte 40>>
<<goto "Zakat">>
<<elseif _random lte 44>>
<<goto "Drought">>
<<elseif _random lte 48>>
<<goto "Famine">>
<<elseif _random lte 53>>
<<goto "Dysentery">>
<<elseif _random lte 56>>
<<goto "Plague">>
<<elseif _random lte 62>>
<<goto "Pirate Attack">>
<<elseif _random lte 68>>
<<goto "Knight Attack">>
<<elseif _random lte 73>>
<<goto "Storm at Sea">>
<<elseif _random lte 78>>
<<goto "Lost at Sea">>
<<elseif _random lte 81>>
<<goto "Benevolent Official">>
<<elseif _random lte 84>>
<<goto "Levant Company Merchant">>
<<elseif _random lte 87>>
<<goto "Drunken Ship Captain">>
<<elseif _random lte 90>>
<<goto "Sea Creature Delay">>
<<elseif _random lte 95>>
<<goto "Abandoned Ship">>
<<elseif _random lte 100>>
<<goto "Stranded at Sea">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
/*-- Cappadocia --*/
<<elseif $temp.region is "Cappadocia">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 7>>
<<goto "Bandit Attack">>
<<elseif _random lte 11>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 14>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 17>>
<<goto "Pasha Gift">>
<<elseif _random lte 20>>
<<goto "Lost on Land">>
<<elseif _random lte 21>>
<<goto "Rainstorm">>
<<elseif _random lte 24>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 29>>
<<goto "Successful Hunt">>
<<elseif _random lte 32>>
<<goto "Rats">>
<<elseif _random lte 35>>
<<goto "Leaks">>
<<elseif _random lte 39>>
<<goto "Local Legend">>
<<elseif _random lte 44>>
<<goto "Stranded Traveler">>
<<elseif _random lte 49>>
<<goto "Abandoned Tent">>
<<elseif _random lte 53>>
<<goto "Armenian Merchant">>
<<elseif _random lte 57>>
<<goto "Extortion">>
<<elseif _random lte 60>>
<<goto "Thief">>
<<elseif _random lte 67>>
<<goto "Zakat">>
<<elseif _random lte 68>>
<<goto "Drought">>
<<elseif _random lte 69>>
<<goto "Famine">>
<<elseif _random lte 70>>
<<goto "Fake Guide">>
<<elseif _random lte 71>>
<<goto "Dysentery">>
<<elseif _random lte 72>>
<<goto "Plague">>
<<elseif _random lte 73>>
<<goto "Injured">>
<<elseif _random lte 79>>
<<goto "Wandering Dervish">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 10>>
<<goto "Bandit Attack">>
<<elseif _random lte 12>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 14>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 17>>
<<goto "Pasha Gift">>
<<elseif _random lte 21>>
<<goto "Lost on Land">>
<<elseif _random lte 23>>
<<goto "Rainstorm">>
<<elseif _random lte 27>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 31>>
<<goto "Successful Hunt">>
<<elseif _random lte 34>>
<<goto "Rats">>
<<elseif _random lte 37>>
<<goto "Leaks">>
<<elseif _random lte 41>>
<<goto "Local Legend">>
<<elseif _random lte 46>>
<<goto "Stranded Traveler">>
<<elseif _random lte 51>>
<<goto "Abandoned Tent">>
<<elseif _random lte 54>>
<<goto "Armenian Merchant">>
<<elseif _random lte 59>>
<<goto "Extortion">>
<<elseif _random lte 63>>
<<goto "Thief">>
<<elseif _random lte 64>>
<<goto "Zakat">>
<<elseif _random lte 66>>
<<goto "Drought">>
<<elseif _random lte 68>>
<<goto "Famine">>
<<elseif _random lte 71>>
<<goto "Fake Guide">>
<<elseif _random lte 73>>
<<goto "Dysentery">>
<<elseif _random lte 76>>
<<goto "Plague">>
<<elseif _random lte 79>>
<<goto "Injured">>
<<elseif _random lte 83>>
<<goto "Wandering Dervish">>
<<elseif _random lte 88>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 15>>
<<goto "Bandit Attack">>
<<elseif _random lte 16>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 19>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 20>>
<<goto "Pasha Gift">>
<<elseif _random lte 26>>
<<goto "Lost on Land">>
<<elseif _random lte 29>>
<<goto "Rainstorm">>
<<elseif _random lte 30>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 32>>
<<goto "Successful Hunt">>
<<elseif _random lte 36>>
<<goto "Rats">>
<<elseif _random lte 40>>
<<goto "Leaks">>
<<elseif _random lte 44>>
<<goto "Local Legend">>
<<elseif _random lte 50>>
<<goto "Stranded Traveler">>
<<elseif _random lte 56>>
<<goto "Abandoned Tent">>
<<elseif _random lte 59>>
<<goto "Armenian Merchant">>
<<elseif _random lte 65>>
<<goto "Extortion">>
<<elseif _random lte 70>>
<<goto "Thief">>
<<elseif _random lte 71>>
<<goto "Zakat">>
<<elseif _random lte 74>>
<<goto "Drought">>
<<elseif _random lte 77>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Fake Guide">>
<<elseif _random lte 83>>
<<goto "Dysentery">>
<<elseif _random lte 86>>
<<goto "Plague">>
<<elseif _random lte 90>>
<<goto "Injured">>
<<elseif _random lte 93>>
<<goto "Wandering Dervish">>
<<elseif _random lte 100>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Cilicia --*/
<<elseif $temp.region is "Cilicia">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 4>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 7>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 10>>
<<goto "Pasha Gift">>
<<elseif _random lte 13>>
<<goto "Lost on Land">>
<<elseif _random lte 17>>
<<goto "Rainstorm">>
<<elseif _random lte 21>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 23>>
<<goto "Successful Hunt">>
<<elseif _random lte 25>>
<<goto "Rats">>
<<elseif _random lte 27>>
<<goto "Leaks">>
<<elseif _random lte 30>>
<<goto "Local Legend">>
<<elseif _random lte 32>>
<<goto "Stranded Traveler">>
<<elseif _random lte 34>>
<<goto "Abandoned Tent">>
<<elseif _random lte 39>>
<<goto "Armenian Merchant">>
<<elseif _random lte 40>>
<<goto "Extortion">>
<<elseif _random lte 43>>
<<goto "Thief">>
<<elseif _random lte 49>>
<<goto "Zakat">>
<<elseif _random lte 50>>
<<goto "Drought">>
<<elseif _random lte 51>>
<<goto "Famine">>
<<elseif _random lte 52>>
<<goto "Fake Guide">>
<<elseif _random lte 54>>
<<goto "Dysentery">>
<<elseif _random lte 55>>
<<goto "Plague">>
<<elseif _random lte 56>>
<<goto "Injured">>
<<elseif _random lte 60>>
<<goto "Wandering Dervish">>
<<elseif _random lte 68>>
<<goto "Turkmen Attack">>
<<elseif _random lte 75>>
<<goto "Malaria">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 3>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 6>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 8>>
<<goto "Pasha Gift">>
<<elseif _random lte 12>>
<<goto "Lost on Land">>
<<elseif _random lte 15>>
<<goto "Rainstorm">>
<<elseif _random lte 17>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 19>>
<<goto "Successful Hunt">>
<<elseif _random lte 22>>
<<goto "Rats">>
<<elseif _random lte 25>>
<<goto "Leaks">>
<<elseif _random lte 28>>
<<goto "Local Legend">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 34>>
<<goto "Abandoned Tent">>
<<elseif _random lte 37>>
<<goto "Armenian Merchant">>
<<elseif _random lte 41>>
<<goto "Extortion">>
<<elseif _random lte 45>>
<<goto "Thief">>
<<elseif _random lte 47>>
<<goto "Zakat">>
<<elseif _random lte 49>>
<<goto "Drought">>
<<elseif _random lte 51>>
<<goto "Famine">>
<<elseif _random lte 54>>
<<goto "Fake Guide">>
<<elseif _random lte 59>>
<<goto "Dysentery">>
<<elseif _random lte 61>>
<<goto "Plague">>
<<elseif _random lte 63>>
<<goto "Injured">>
<<elseif _random lte 65>>
<<goto "Wandering Dervish">>
<<elseif _random lte 67>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 77>>
<<goto "Turkmen Attack">>
<<elseif _random lte 87>>
<<goto "Malaria">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 1>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 4>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 5>>
<<goto "Pasha Gift">>
<<elseif _random lte 9>>
<<goto "Lost on Land">>
<<elseif _random lte 12>>
<<goto "Rainstorm">>
<<elseif _random lte 14>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 19>>
<<goto "Rats">>
<<elseif _random lte 23>>
<<goto "Leaks">>
<<elseif _random lte 26>>
<<goto "Local Legend">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Abandoned Tent">>
<<elseif _random lte 37>>
<<goto "Armenian Merchant">>
<<elseif _random lte 42>>
<<goto "Extortion">>
<<elseif _random lte 46>>
<<goto "Thief">>
<<elseif _random lte 47>>
<<goto "Zakat">>
<<elseif _random lte 50>>
<<goto "Drought">>
<<elseif _random lte 53>>
<<goto "Famine">>
<<elseif _random lte 57>>
<<goto "Fake Guide">>
<<elseif _random lte 62>>
<<goto "Dysentery">>
<<elseif _random lte 64>>
<<goto "Plague">>
<<elseif _random lte 69>>
<<goto "Injured">>
<<elseif _random lte 71>>
<<goto "Wandering Dervish">>
<<elseif _random lte 76>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 90>>
<<goto "Turkmen Attack">>
<<elseif _random lte 100>>
<<goto "Malaria">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Mountains --*/
<<elseif $temp.region is "Mountains">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 25>>
<<goto "Local Legend">>
<<elseif _random lte 32>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 40>>
<<goto "Fake Guide">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 50>>
<<goto "Wandering Dervish">>
<<elseif _random lte 63>>
<<goto "Turkmen Attack">>
<<elseif _random lte 83>>
<<goto "Animal Attack">>
<<elseif _random lte 95>>
<<goto "Snowstorm">>
<<elseif _random lte 98>>
<<goto "Hypothermia">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 10>>
<<goto "Successful Hunt">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 28>>
<<goto "Stranded Traveler">>
<<elseif _random lte 30>>
<<goto "Zakat">>
<<elseif _random lte 35>>
<<goto "Fake Guide">>
<<elseif _random lte 40>>
<<goto "Injured">>
<<elseif _random lte 43>>
<<goto "Wandering Dervish">>
<<elseif _random lte 60>>
<<goto "Turkmen Attack">>
<<elseif _random lte 80>>
<<goto "Animal Attack">>
<<elseif _random lte 95>>
<<goto "Snowstorm">>
<<elseif _random lte 98>>
<<goto "Hypothermia">>
<<elseif _random lte 100>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 5>>
<<goto "Lost on Land">>
<<elseif _random lte 7>>
<<goto "Successful Hunt">>
<<elseif _random lte 17>>
<<goto "Local Legend">>
<<elseif _random lte 23>>
<<goto "Stranded Traveler">>
<<elseif _random lte 33>>
<<goto "Fake Guide">>
<<elseif _random lte 37>>
<<goto "Injured">>
<<elseif _random lte 40>>
<<goto "Wandering Dervish">>
<<elseif _random lte 60>>
<<goto "Turkmen Attack">>
<<elseif _random lte 80>>
<<goto "Animal Attack">>
<<elseif _random lte 95>>
<<goto "Snowstorm">>
<<elseif _random lte 98>>
<<goto "Hypothermia">>
<<elseif _random lte 100>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Rumelia --*/
<<elseif $temp.region is "Rumelia">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 5>>
<<goto "Hajduks">>
<<elseif _random lte 7>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 10>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 13>>
<<goto "Pasha Gift">>
<<elseif _random lte 16>>
<<goto "Lost on Land">>
<<elseif _random lte 19>>
<<goto "Rainstorm">>
<<elseif _random lte 24>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 29>>
<<goto "Successful Hunt">>
<<elseif _random lte 32>>
<<goto "Rats">>
<<elseif _random lte 35>>
<<goto "Leaks">>
<<elseif _random lte 39>>
<<goto "Local Legend">>
<<elseif _random lte 44>>
<<goto "Stranded Traveler">>
<<elseif _random lte 49>>
<<goto "Abandoned Tent">>
<<elseif _random lte 55>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 58>>
<<goto "Extortion">>
<<elseif _random lte 60>>
<<goto "Thief">>
<<elseif _random lte 67>>
<<goto "Zakat">>
<<elseif _random lte 68>>
<<goto "Drought">>
<<elseif _random lte 69>>
<<goto "Famine">>
<<elseif _random lte 70>>
<<goto "Fake Guide">>
<<elseif _random lte 71>>
<<goto "Dysentery">>
<<elseif _random lte 72>>
<<goto "Neomartyr">>
<<elseif _random lte 73>>
<<goto "Injured">>
<<elseif _random lte 79>>
<<goto "Wandering Dervish">>
<<elseif _random lte 84>>
<<goto "Albanian Deserters">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 7>>
<<goto "Hajduks">>
<<elseif _random lte 10>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 12>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 15>>
<<goto "Pasha Gift">>
<<elseif _random lte 19>>
<<goto "Lost on Land">>
<<elseif _random lte 23>>
<<goto "Rainstorm">>
<<elseif _random lte 27>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 31>>
<<goto "Successful Hunt">>
<<elseif _random lte 34>>
<<goto "Rats">>
<<elseif _random lte 37>>
<<goto "Leaks">>
<<elseif _random lte 41>>
<<goto "Local Legend">>
<<elseif _random lte 46>>
<<goto "Stranded Traveler">>
<<elseif _random lte 51>>
<<goto "Abandoned Tent">>
<<elseif _random lte 58>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 61>>
<<goto "Extortion">>
<<elseif _random lte 63>>
<<goto "Thief">>
<<elseif _random lte 64>>
<<goto "Zakat">>
<<elseif _random lte 66>>
<<goto "Drought">>
<<elseif _random lte 68>>
<<goto "Famine">>
<<elseif _random lte 71>>
<<goto "Fake Guide">>
<<elseif _random lte 73>>
<<goto "Dysentery">>
<<elseif _random lte 78>>
<<goto "Neomartyr">>
<<elseif _random lte 79>>
<<goto "Injured">>
<<elseif _random lte 83>>
<<goto "Wandering Dervish">>
<<elseif _random lte 88>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 95>>
<<goto "Albanian Deserters">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 8>>
<<goto "Hajduks">>
<<elseif _random lte 10>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 14>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 17>>
<<goto "Pasha Gift">>
<<elseif _random lte 21>>
<<goto "Lost on Land">>
<<elseif _random lte 25>>
<<goto "Rainstorm">>
<<elseif _random lte 29>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 32>>
<<goto "Successful Hunt">>
<<elseif _random lte 36>>
<<goto "Rats">>
<<elseif _random lte 40>>
<<goto "Leaks">>
<<elseif _random lte 44>>
<<goto "Local Legend">>
<<elseif _random lte 50>>
<<goto "Stranded Traveler">>
<<elseif _random lte 56>>
<<goto "Abandoned Tent">>
<<elseif _random lte 64>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 69>>
<<goto "Extortion">>
<<elseif _random lte 73>>
<<goto "Thief">>
<<elseif _random lte 74>>
<<goto "Zakat">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 77>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Fake Guide">>
<<elseif _random lte 82>>
<<goto "Dysentery">>
<<elseif _random lte 86>>
<<goto "Neomartyr">>
<<elseif _random lte 91>>
<<goto "Albanian Deserters">>
<<elseif _random lte 93>>
<<goto "Wandering Dervish">>
<<elseif _random lte 100>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Sea Route Adriatic --*/
<<elseif $temp.region is "Sea Route Adriatic">>
<<if _random lte 3>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 7>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 10>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 13>>
<<goto "Successful Hunt">>
<<elseif _random lte 18>>
<<goto "Rats">>
<<elseif _random lte 23>>
<<goto "Leaks">>
<<elseif _random lte 30>>
<<goto "Extortion">>
<<elseif _random lte 35>>
<<goto "Thief">>
<<elseif _random lte 40>>
<<goto "Zakat">>
<<elseif _random lte 44>>
<<goto "Drought">>
<<elseif _random lte 48>>
<<goto "Famine">>
<<elseif _random lte 59>>
<<goto "Dysentery">>
<<elseif _random lte 56>>
<<goto "Venetian Raid">>
<<elseif _random lte 64>>
<<goto "Pirate Attack">>
<<elseif _random lte 70>>
<<goto "Knight Attack">>
<<elseif _random lte 73>>
<<goto "Storm at Sea">>
<<elseif _random lte 78>>
<<goto "Lost at Sea">>
<<elseif _random lte 81>>
<<goto "Benevolent Official">>
<<elseif _random lte 84>>
<<goto "Levant Company Merchant">>
<<elseif _random lte 87>>
<<goto "Drunken Ship Captain">>
<<elseif _random lte 90>>
<<goto "Sea Creature Delay">>
<<elseif _random lte 95>>
<<goto "Abandoned Ship">>
<<elseif _random lte 100>>
<<goto "Stranded at Sea">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
/*-- Rumelia Alt --*/
<<elseif $temp.region is "Rumelia Alt">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 7>>
<<goto "Hajduks">>
<<elseif _random lte 11>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 14>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 17>>
<<goto "Pasha Gift">>
<<elseif _random lte 20>>
<<goto "Lost on Land">>
<<elseif _random lte 21>>
<<goto "Rainstorm">>
<<elseif _random lte 24>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 29>>
<<goto "Successful Hunt">>
<<elseif _random lte 32>>
<<goto "Rats">>
<<elseif _random lte 35>>
<<goto "Leaks">>
<<elseif _random lte 39>>
<<goto "Local Legend">>
<<elseif _random lte 44>>
<<goto "Stranded Traveler">>
<<elseif _random lte 49>>
<<goto "Abandoned Tent">>
<<elseif _random lte 55>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 57>>
<<goto "Extortion">>
<<elseif _random lte 60>>
<<goto "Thief">>
<<elseif _random lte 67>>
<<goto "Zakat">>
<<elseif _random lte 68>>
<<goto "Drought">>
<<elseif _random lte 69>>
<<goto "Famine">>
<<elseif _random lte 70>>
<<goto "Fake Guide">>
<<elseif _random lte 71>>
<<goto "Dysentery">>
<<elseif _random lte 72>>
<<goto "Neomartyr">>
<<elseif _random lte 73>>
<<goto "Injured">>
<<elseif _random lte 79>>
<<goto "Wandering Dervish">>
<<elseif _random lte 87>>
<<goto "Albanian Deserters">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 10>>
<<goto "Hajduks">>
<<elseif _random lte 12>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 14>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 17>>
<<goto "Pasha Gift">>
<<elseif _random lte 21>>
<<goto "Lost on Land">>
<<elseif _random lte 23>>
<<goto "Rainstorm">>
<<elseif _random lte 27>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 31>>
<<goto "Successful Hunt">>
<<elseif _random lte 34>>
<<goto "Rats">>
<<elseif _random lte 37>>
<<goto "Leaks">>
<<elseif _random lte 41>>
<<goto "Local Legend">>
<<elseif _random lte 46>>
<<goto "Stranded Traveler">>
<<elseif _random lte 51>>
<<goto "Abandoned Tent">>
<<elseif _random lte 54>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 59>>
<<goto "Extortion">>
<<elseif _random lte 63>>
<<goto "Thief">>
<<elseif _random lte 64>>
<<goto "Zakat">>
<<elseif _random lte 66>>
<<goto "Drought">>
<<elseif _random lte 68>>
<<goto "Famine">>
<<elseif _random lte 71>>
<<goto "Fake Guide">>
<<elseif _random lte 73>>
<<goto "Dysentery">>
<<elseif _random lte 76>>
<<goto "Neomartyr">>
<<elseif _random lte 79>>
<<goto "Injured">>
<<elseif _random lte 83>>
<<goto "Wandering Dervish">>
<<elseif _random lte 88>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 95>>
<<goto "Albanian Deserters">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 15>>
<<goto "Hajduks">>
<<elseif _random lte 16>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 19>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 20>>
<<goto "Pasha Gift">>
<<elseif _random lte 26>>
<<goto "Lost on Land">>
<<elseif _random lte 29>>
<<goto "Rainstorm">>
<<elseif _random lte 30>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 32>>
<<goto "Successful Hunt">>
<<elseif _random lte 36>>
<<goto "Rats">>
<<elseif _random lte 40>>
<<goto "Leaks">>
<<elseif _random lte 44>>
<<goto "Local Legend">>
<<elseif _random lte 50>>
<<goto "Stranded Traveler">>
<<elseif _random lte 56>>
<<goto "Abandoned Tent">>
<<elseif _random lte 59>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 65>>
<<goto "Extortion">>
<<elseif _random lte 70>>
<<goto "Thief">>
<<elseif _random lte 71>>
<<goto "Zakat">>
<<elseif _random lte 74>>
<<goto "Drought">>
<<elseif _random lte 77>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Fake Guide">>
<<elseif _random lte 83>>
<<goto "Dysentery">>
<<elseif _random lte 86>>
<<goto "Neomartyr">>
<<elseif _random lte 92>>
<<goto "Albanian Deserters">>
<<elseif _random lte 93>>
<<goto "Wandering Dervish">>
<<elseif _random lte 100>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Belgrade Alt --*/
<<elseif $temp.region is "Belgrade Alt">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 4>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 7>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 10>>
<<goto "Pasha Gift">>
<<elseif _random lte 13>>
<<goto "Lost on Land">>
<<elseif _random lte 17>>
<<goto "Rainstorm">>
<<elseif _random lte 21>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 23>>
<<goto "Successful Hunt">>
<<elseif _random lte 25>>
<<goto "Rats">>
<<elseif _random lte 27>>
<<goto "Leaks">>
<<elseif _random lte 30>>
<<goto "Local Legend">>
<<elseif _random lte 32>>
<<goto "Stranded Traveler">>
<<elseif _random lte 34>>
<<goto "Abandoned Tent">>
<<elseif _random lte 39>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 40>>
<<goto "Extortion">>
<<elseif _random lte 43>>
<<goto "Thief">>
<<elseif _random lte 49>>
<<goto "Zakat">>
<<elseif _random lte 50>>
<<goto "Drought">>
<<elseif _random lte 51>>
<<goto "Famine">>
<<elseif _random lte 52>>
<<goto "Fake Guide">>
<<elseif _random lte 54>>
<<goto "Dysentery">>
<<elseif _random lte 55>>
<<goto "Neomartyr">>
<<elseif _random lte 56>>
<<goto "Injured">>
<<elseif _random lte 60>>
<<goto "Wandering Dervish">>
<<elseif _random lte 70>>
<<goto "Hajduks">>
<<elseif _random lte 80>>
<<goto "Albanian Deserters">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 3>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 6>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 8>>
<<goto "Pasha Gift">>
<<elseif _random lte 12>>
<<goto "Lost on Land">>
<<elseif _random lte 15>>
<<goto "Rainstorm">>
<<elseif _random lte 17>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 19>>
<<goto "Successful Hunt">>
<<elseif _random lte 22>>
<<goto "Rats">>
<<elseif _random lte 25>>
<<goto "Leaks">>
<<elseif _random lte 28>>
<<goto "Local Legend">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 34>>
<<goto "Abandoned Tent">>
<<elseif _random lte 37>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 41>>
<<goto "Extortion">>
<<elseif _random lte 45>>
<<goto "Thief">>
<<elseif _random lte 47>>
<<goto "Zakat">>
<<elseif _random lte 49>>
<<goto "Drought">>
<<elseif _random lte 51>>
<<goto "Famine">>
<<elseif _random lte 54>>
<<goto "Fake Guide">>
<<elseif _random lte 59>>
<<goto "Dysentery">>
<<elseif _random lte 61>>
<<goto "Neomartyr">>
<<elseif _random lte 63>>
<<goto "Injured">>
<<elseif _random lte 65>>
<<goto "Wandering Dervish">>
<<elseif _random lte 67>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 77>>
<<goto "Hajduks">>
<<elseif _random lte 85>>
<<goto "Albanian Deserters">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 1>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 4>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 5>>
<<goto "Pasha Gift">>
<<elseif _random lte 9>>
<<goto "Lost on Land">>
<<elseif _random lte 12>>
<<goto "Rainstorm">>
<<elseif _random lte 14>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 19>>
<<goto "Rats">>
<<elseif _random lte 23>>
<<goto "Leaks">>
<<elseif _random lte 26>>
<<goto "Local Legend">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Abandoned Tent">>
<<elseif _random lte 37>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 42>>
<<goto "Extortion">>
<<elseif _random lte 46>>
<<goto "Thief">>
<<elseif _random lte 47>>
<<goto "Zakat">>
<<elseif _random lte 50>>
<<goto "Drought">>
<<elseif _random lte 53>>
<<goto "Famine">>
<<elseif _random lte 57>>
<<goto "Fake Guide">>
<<elseif _random lte 62>>
<<goto "Dysentery">>
<<elseif _random lte 64>>
<<goto "Neomartyr">>
<<elseif _random lte 69>>
<<goto "Injured">>
<<elseif _random lte 71>>
<<goto "Wandering Dervish">>
<<elseif _random lte 76>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 90>>
<<goto "Hajduks">>
<<elseif _random lte 97>>
<<goto "Albanian Deserters">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Mountains Rumelia --*/
<<elseif $temp.region is "Mountains Rumelia">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 20>>
<<goto "Neomartyr">>
<<elseif _random lte 25>>
<<goto "Local Legend">>
<<elseif _random lte 32>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 40>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 43>>
<<goto "Fake Guide">>
<<elseif _random lte 46>>
<<goto "Injured">>
<<elseif _random lte 50>>
<<goto "Wandering Dervish">>
<<elseif _random lte 58>>
<<goto "Hajduks">>
<<elseif _random lte 68>>
<<goto "Albanian Deserters">>
<<elseif _random lte 83>>
<<goto "Animal Attack Boar">>
<<elseif _random lte 95>>
<<goto "Snowstorm">>
<<elseif _random lte 98>>
<<goto "Hypothermia">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 10>>
<<goto "Successful Hunt">>
<<elseif _random lte 15>>
<<goto "Neomartyr">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 28>>
<<goto "Stranded Traveler">>
<<elseif _random lte 30>>
<<goto "Zakat">>
<<elseif _random lte 38>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 42>>
<<goto "Fake Guide">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 47>>
<<goto "Wandering Dervish">>
<<elseif _random lte 60>>
<<goto "Hajduks">>
<<elseif _random lte 68>>
<<goto "Albanian Deserters">>
<<elseif _random lte 80>>
<<goto "Animal Attack Boar">>
<<elseif _random lte 95>>
<<goto "Snowstorm">>
<<elseif _random lte 98>>
<<goto "Hypothermia">>
<<elseif _random lte 100>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 5>>
<<goto "Lost on Land">>
<<elseif _random lte 7>>
<<goto "Successful Hunt">>
<<elseif _random lte 12>>
<<goto "Neomartyr">>
<<elseif _random lte 17>>
<<goto "Local Legend">>
<<elseif _random lte 23>>
<<goto "Stranded Traveler">>
<<elseif _random lte 33>>
<<goto "Fake Guide">>
<<elseif _random lte 37>>
<<goto "Injured">>
<<elseif _random lte 40>>
<<goto "The Franciscan Firman">>
<<elseif _random lte 42>>
<<goto "Wandering Dervish">>
<<elseif _random lte 60>>
<<goto "Hajduks">>
<<elseif _random lte 68>>
<<goto "Albanian Deserters">>
<<elseif _random lte 80>>
<<goto "Animal Attack Boar">>
<<elseif _random lte 95>>
<<goto "Snowstorm">>
<<elseif _random lte 98>>
<<goto "Hypothermia">>
<<elseif _random lte 100>>
<<goto "Animal Exhaustion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Syria North--*/
<<elseif $temp.region is "Syria North">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 32>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 41>>
<<goto "Miraculous Spring">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Turkmen Attack">>
<<elseif _random lte 59>>
<<goto "Pasha Gift">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 83>>
<<goto "Armenian Merchant">>
<<elseif _random lte 85>>
<<goto "Levant Company Merchant">>
<<elseif _random lte 87>>
<<goto "Plague">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 90>>
<<goto "Malaria">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 7>>
<<goto "Successful Hunt">>
<<elseif _random lte 10>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 13>>
<<goto "Spooked Horses">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 33>>
<<goto "Zakat">>
<<elseif _random lte 36>>
<<goto "Fake Guide">>
<<elseif _random lte 39>>
<<goto "Miraculous Spring">>
<<elseif _random lte 43>>
<<goto "Injured">>
<<elseif _random lte 45>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Turkmen Attack">>
<<elseif _random lte 59>>
<<goto "Pasha Gift">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 83>>
<<goto "Armenian Merchant">>
<<elseif _random lte 85>>
<<goto "Plague">>
<<elseif _random lte 88>>
<<goto "Dysentery">>
<<elseif _random lte 90>>
<<goto "Malaria">>
<<elseif _random lte 95>>
<<goto "Scorpion">>
<<elseif _random lte 99>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 3>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 4>>
<<goto "Successful Hunt">>
<<elseif _random lte 10>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 14>>
<<goto "Spooked Horses">>
<<elseif _random lte 19>>
<<goto "Local Legend">>
<<elseif _random lte 23>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 28>>
<<goto "Stranded Traveler">>
<<elseif _random lte 33>>
<<goto "Fake Guide">>
<<elseif _random lte 34>>
<<goto "Miraculous Spring">>
<<elseif _random lte 39>>
<<goto "Injured">>
<<elseif _random lte 41>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Turkmen Attack">>
<<elseif _random lte 57>>
<<goto "Pasha Gift">>
<<elseif _random lte 61>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 66>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 70>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 80>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 81>>
<<goto "Armenian Merchant">>
<<elseif _random lte 84>>
<<goto "Plague">>
<<elseif _random lte 87>>
<<goto "Dysentery">>
<<elseif _random lte 89>>
<<goto "Malaria">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Aleppo Route--*/
<<elseif $temp.region is "Aleppo Route">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 44>>
<<goto "Miraculous Spring">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 59>>
<<goto "Turkmen Attack">>
<<elseif _random lte 61>>
<<goto "Pasha Gift">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 84>>
<<goto "Armenian Merchant">>
<<elseif _random lte 85>>
<<goto "Levant Company Merchant">>
<<elseif _random lte 87>>
<<goto "Plague">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 90>>
<<goto "Malaria">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 8>>
<<goto "Successful Hunt">>
<<elseif _random lte 10>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 13>>
<<goto "Spooked Horses">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 25>>
<<goto "Stranded Traveler">>
<<elseif _random lte 27>>
<<goto "Zakat">>
<<elseif _random lte 34>>
<<goto "Fake Guide">>
<<elseif _random lte 38>>
<<goto "Miraculous Spring">>
<<elseif _random lte 40>>
<<goto "Injured">>
<<elseif _random lte 42>>
<<goto "Wandering Dervish">>
<<elseif _random lte 57>>
<<goto "Turkmen Attack">>
<<elseif _random lte 59>>
<<goto "Pasha Gift">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 83>>
<<goto "Armenian Merchant">>
<<elseif _random lte 85>>
<<goto "Plague">>
<<elseif _random lte 88>>
<<goto "Dysentery">>
<<elseif _random lte 90>>
<<goto "Malaria">>
<<elseif _random lte 95>>
<<goto "Scorpion">>
<<elseif _random lte 99>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 3>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 10>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 14>>
<<goto "Spooked Horses">>
<<elseif _random lte 23>>
<<goto "Local Legend">>
<<elseif _random lte 29>>
<<goto "Stranded Traveler">>
<<elseif _random lte 33>>
<<goto "Fake Guide">>
<<elseif _random lte 34>>
<<goto "Miraculous Spring">>
<<elseif _random lte 39>>
<<goto "Injured">>
<<elseif _random lte 56>>
<<goto "Turkmen Attack">>
<<elseif _random lte 60>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 65>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 70>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 80>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 81>>
<<goto "Armenian Merchant">>
<<elseif _random lte 84>>
<<goto "Plague">>
<<elseif _random lte 87>>
<<goto "Dysentery">>
<<elseif _random lte 89>>
<<goto "Malaria">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Urfa Route--*/
<<elseif $temp.region is "Urfa Route">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 7>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 40>>
<<goto "Fake Guide">>
<<elseif _random lte 42>>
<<goto "Miraculous Spring">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 60>>
<<goto "Turkmen Attack">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 82>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 85>>
<<goto "Armenian Merchant">>
<<elseif _random lte 87>>
<<goto "Plague">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 90>>
<<goto "Malaria">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 7>>
<<goto "Successful Hunt">>
<<elseif _random lte 10>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 13>>
<<goto "Spooked Horses">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 25>>
<<goto "Stranded Traveler">>
<<elseif _random lte 27>>
<<goto "Zakat">>
<<elseif _random lte 34>>
<<goto "Fake Guide">>
<<elseif _random lte 39>>
<<goto "Miraculous Spring">>
<<elseif _random lte 40>>
<<goto "Injured">>
<<elseif _random lte 42>>
<<goto "Wandering Dervish">>
<<elseif _random lte 59>>
<<goto "Turkmen Attack">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 83>>
<<goto "Armenian Merchant">>
<<elseif _random lte 85>>
<<goto "Plague">>
<<elseif _random lte 88>>
<<goto "Dysentery">>
<<elseif _random lte 90>>
<<goto "Malaria">>
<<elseif _random lte 95>>
<<goto "Scorpion">>
<<elseif _random lte 99>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 10>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 14>>
<<goto "Spooked Horses">>
<<elseif _random lte 23>>
<<goto "Local Legend">>
<<elseif _random lte 29>>
<<goto "Stranded Traveler">>
<<elseif _random lte 33>>
<<goto "Fake Guide">>
<<elseif _random lte 38>>
<<goto "Injured">>
<<elseif _random lte 56>>
<<goto "Turkmen Attack">>
<<elseif _random lte 60>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 65>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 70>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 80>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 81>>
<<goto "Armenian Merchant">>
<<elseif _random lte 84>>
<<goto "Plague">>
<<elseif _random lte 87>>
<<goto "Dysentery">>
<<elseif _random lte 89>>
<<goto "Malaria">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Syria South--*/
<<elseif $temp.region is "Syria South">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 20>>
<<goto "Sandstorm">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 32>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 41>>
<<goto "Miraculous Spring">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Bedouin Raid">>
<<elseif _random lte 59>>
<<goto "Pasha Gift">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 83>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 85>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 87>>
<<goto "Plague">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 7>>
<<goto "Successful Hunt">>
<<elseif _random lte 10>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 13>>
<<goto "Spooked Horses">>
<<elseif _random lte 20>>
<<goto "Sandstorm">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 33>>
<<goto "Zakat">>
<<elseif _random lte 36>>
<<goto "Fake Guide">>
<<elseif _random lte 39>>
<<goto "Miraculous Spring">>
<<elseif _random lte 43>>
<<goto "Injured">>
<<elseif _random lte 45>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Bedouin Raid">>
<<elseif _random lte 59>>
<<goto "Pasha Gift">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 83>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 85>>
<<goto "Plague">>
<<elseif _random lte 88>>
<<goto "Dysentery">>
<<elseif _random lte 90>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 95>>
<<goto "Scorpion">>
<<elseif _random lte 99>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 3>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 4>>
<<goto "Successful Hunt">>
<<elseif _random lte 10>>
<<goto "Animal Exhaustion">>
<<elseif _random lte 14>>
<<goto "Spooked Horses">>
<<elseif _random lte 19>>
<<goto "Sandstorm">>
<<elseif _random lte 23>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 28>>
<<goto "Stranded Traveler">>
<<elseif _random lte 33>>
<<goto "Fake Guide">>
<<elseif _random lte 34>>
<<goto "Miraculous Spring">>
<<elseif _random lte 39>>
<<goto "Injured">>
<<elseif _random lte 41>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 57>>
<<goto "Pasha Gift">>
<<elseif _random lte 61>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 66>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 70>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 80>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 81>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 84>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 87>>
<<goto "Dysentery">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Syria Desert--*/
<<elseif $temp.region is "Syria Desert">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Sunstroke">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 20>>
<<goto "Sandstorm">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 32>>
<<goto "Weary Camel">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 41>>
<<goto "Miraculous Spring">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Bedouin Raid">>
<<elseif _random lte 59>>
<<goto "Camel Thieves">>
<<elseif _random lte 64>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 69>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 83>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 85>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 87>>
<<goto "Uncharted Oasis">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Kadi Court Unfavorable">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 4>>
<<goto "Sunstroke">>
<<elseif _random lte 8>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 25>>
<<goto "Sandstorm">>
<<elseif _random lte 30>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 35>>
<<goto "Weary Camel">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 40>>
<<goto "Miraculous Spring">>
<<elseif _random lte 42>>
<<goto "Injured">>
<<elseif _random lte 43>>
<<goto "Wandering Dervish">>
<<elseif _random lte 56>>
<<goto "Bedouin Raid">>
<<elseif _random lte 60>>
<<goto "Camel Thieves">>
<<elseif _random lte 65>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 70>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 80>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 85>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 87>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 89>>
<<goto "Uncharted Oasis">>
<<elseif _random lte 91>>
<<goto "Dysentery">>
<<elseif _random lte 97>>
<<goto "Scorpion">>
<<elseif _random lte 100>>
<<goto "Extortion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 4>>
<<goto "Sunstroke">>
<<elseif _random lte 8>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 25>>
<<goto "Sandstorm">>
<<elseif _random lte 30>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 35>>
<<goto "Weary Camel">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 39>>
<<goto "Miraculous Spring">>
<<elseif _random lte 56>>
<<goto "Bedouin Raid">>
<<elseif _random lte 60>>
<<goto "Camel Thieves">>
<<elseif _random lte 65>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 70>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 80>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 85>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 87>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 89>>
<<goto "Uncharted Oasis">>
<<elseif _random lte 91>>
<<goto "Dysentery">>
<<elseif _random lte 97>>
<<goto "Scorpion">>
<<elseif _random lte 100>>
<<goto "Extortion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Palestine Sea Route --*/
<<elseif $temp.region is "Palestine Sea Route">>
<<if _random lte 3>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 7>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 11>>
<<goto "Rats">>
<<elseif _random lte 13>>
<<goto "Leaks">>
<<elseif _random lte 30>>
<<goto "Extortion">>
<<elseif _random lte 40>>
<<goto "Call to Arms">>
<<elseif _random lte 50>>
<<goto "Suspicious Sailors">>
<<elseif _random lte 62>>
<<goto "Mediterranean Pirate Attack">>
<<elseif _random lte 68>>
<<goto "Knight Attack">>
<<elseif _random lte 73>>
<<goto "Storm at Sea">>
<<elseif _random lte 78>>
<<goto "Lost at Sea">>
<<elseif _random lte 81>>
<<goto "Benevolent Official">>
<<elseif _random lte 84>>
<<goto "Levant Company Merchant">>
<<elseif _random lte 87>>
<<goto "Drunken Ship Captain">>
<<elseif _random lte 90>>
<<goto "Sea Creature Delay">>
<<elseif _random lte 95>>
<<goto "Abandoned Ship">>
<<elseif _random lte 100>>
<<goto "Stranded at Sea">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
/*-- Cyprus --*/
<<elseif $temp.region is "Cyprus">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 5>>
<<goto "Call to Arms">>
<<elseif _random lte 10>>
<<goto "Unkind Friends">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 44>>
<<goto "Miraculous Spring">>
<<elseif _random lte 55>>
<<goto "Bandit Attack">>
<<elseif _random lte 61>>
<<goto "Jewish Physician">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Levant Company Merchant">>
<<elseif _random lte 84>>
<<goto "Armenian Merchant">>
<<elseif _random lte 85>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 87>>
<<goto "Plague">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 90>>
<<goto "Malaria">>
<<elseif _random lte 95>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 5>>
<<goto "Call to Arms">>
<<elseif _random lte 15>>
<<goto "Unkind Friends">>
<<elseif _random lte 25>>
<<goto "Extortion">>
<<elseif _random lte 35>>
<<goto "Stranded Traveler">>
<<elseif _random lte 38>>
<<goto "Thief">>
<<elseif _random lte 40>>
<<goto "Fake Guide">>
<<elseif _random lte 44>>
<<goto "Miraculous Spring">>
<<elseif _random lte 57>>
<<goto "Bandit Attack">>
<<elseif _random lte 61>>
<<goto "Jewish Physician">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Levant Company Merchant">>
<<elseif _random lte 84>>
<<goto "Armenian Merchant">>
<<elseif _random lte 86>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 87>>
<<goto "Plague">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 95>>
<<goto "Malaria">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 5>>
<<goto "Call to Arms">>
<<elseif _random lte 15>>
<<goto "Unkind Friends">>
<<elseif _random lte 25>>
<<goto "Extortion">>
<<elseif _random lte 35>>
<<goto "Stranded Traveler">>
<<elseif _random lte 38>>
<<goto "Thief">>
<<elseif _random lte 42>>
<<goto "Fake Guide">>
<<elseif _random lte 44>>
<<goto "Miraculous Spring">>
<<elseif _random lte 55>>
<<goto "Bandit Attack">>
<<elseif _random lte 61>>
<<goto "Jewish Physician">>
<<elseif _random lte 64>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 69>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Levant Company Merchant">>
<<elseif _random lte 84>>
<<goto "Armenian Merchant">>
<<elseif _random lte 85>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 87>>
<<goto "Plague">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 95>>
<<goto "Malaria">>
<<elseif _random lte 100>>
<<goto "Abandoned Tent">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Mediterranean Crossing --*/
<<elseif $temp.region is "Mediterranean Crossing">>
<<if _random lte 15>>
<<goto "Suspicious Sailors">>
<<elseif _random lte 50>>
<<goto "Mediterranean Pirate Attack">>
<<elseif _random lte 80>>
<<goto "Knight Attack">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
/*-- Palestine North --*/
<<elseif $temp.region is "Palestine North">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Successful Hunt">>
<<elseif _random lte 20>>
<<goto "Local Legend">>
<<elseif _random lte 30>>
<<goto "Stranded Traveler">>
<<elseif _random lte 35>>
<<goto "Zakat">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 44>>
<<goto "Miraculous Spring">>
<<elseif _random lte 47>>
<<goto "Unkind Friends">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 56>>
<<goto "Palestinian Brigands">>
<<elseif _random lte 58>>
<<goto "Jewish Physician">>
<<elseif _random lte 60>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 62>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 64>>
<<goto "Rats">>
<<elseif _random lte 65>>
<<goto "Leaks">>
<<elseif _random lte 67>>
<<goto "Drought">>
<<elseif _random lte 68>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 70>>
<<goto "Sephardic Merchant">>
<<elseif _random lte 75>>
<<goto "Call to Arms">>
<<elseif _random lte 80>>
<<goto "Dysentery">>
<<elseif _random lte 85>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Pilgrim Encounter">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 4>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 7>>
<<goto "Successful Hunt">>
<<elseif _random lte 15>>
<<goto "Local Legend">>
<<elseif _random lte 20>>
<<goto "Stranded Traveler">>
<<elseif _random lte 23>>
<<goto "Zakat">>
<<elseif _random lte 28>>
<<goto "Fake Guide">>
<<elseif _random lte 31>>
<<goto "Miraculous Spring">>
<<elseif _random lte 37>>
<<goto "Unkind Friends">>
<<elseif _random lte 39>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Palestinian Brigands">>
<<elseif _random lte 57>>
<<goto "Jewish Physician">>
<<elseif _random lte 58>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 60>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 62>>
<<goto "Rats">>
<<elseif _random lte 64>>
<<goto "Leaks">>
<<elseif _random lte 65>>
<<goto "Drought">>
<<elseif _random lte 67>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 70>>
<<goto "Sephardic Merchant">>
<<elseif _random lte 80>>
<<goto "Call to Arms">>
<<elseif _random lte 85>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Pilgrim Encounter">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 4>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 7>>
<<goto "Successful Hunt">>
<<elseif _random lte 15>>
<<goto "Local Legend">>
<<elseif _random lte 24>>
<<goto "Stranded Traveler">>
<<elseif _random lte 28>>
<<goto "Fake Guide">>
<<elseif _random lte 37>>
<<goto "Unkind Friends">>
<<elseif _random lte 50>>
<<goto "Wandering Dervish">>
<<elseif _random lte 65>>
<<goto "Palestinian Brigands">>
<<elseif _random lte 67>>
<<goto "Jewish Physician">>
<<elseif _random lte 69>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 71>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 73>>
<<goto "Leaks">>
<<elseif _random lte 75>>
<<goto "Drought">>
<<elseif _random lte 77>>
<<goto "Wandering Sufi Merchant">>
<<elseif _random lte 80>>
<<goto "Sephardic Merchant">>
<<elseif _random lte 85>>
<<goto "Call to Arms">>
<<elseif _random lte 90>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Pilgrim Encounter">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Palestine South --*/
<<elseif $temp.region is "Palestine South">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 20>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 25>>
<<goto "Stranded Traveler">>
<<elseif _random lte 30>>
<<goto "Zakat">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 44>>
<<goto "Miraculous Spring">>
<<elseif _random lte 47>>
<<goto "Unkind Friends">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 56>>
<<goto "Palestinian Brigands">>
<<elseif _random lte 58>>
<<goto "Jewish Physician">>
<<elseif _random lte 60>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 62>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 64>>
<<goto "Rats">>
<<elseif _random lte 65>>
<<goto "Leaks">>
<<elseif _random lte 67>>
<<goto "Drought">>
<<elseif _random lte 70>>
<<goto "Sephardic Merchant">>
<<elseif _random lte 75>>
<<goto "Call to Arms">>
<<elseif _random lte 80>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Pilgrim Encounter">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 4>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 7>>
<<goto "Successful Hunt">>
<<elseif _random lte 15>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 20>>
<<goto "Stranded Traveler">>
<<elseif _random lte 23>>
<<goto "Zakat">>
<<elseif _random lte 28>>
<<goto "Fake Guide">>
<<elseif _random lte 31>>
<<goto "Miraculous Spring">>
<<elseif _random lte 40>>
<<goto "Unkind Friends">>
<<elseif _random lte 55>>
<<goto "Palestinian Brigands">>
<<elseif _random lte 57>>
<<goto "Jewish Physician">>
<<elseif _random lte 58>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 60>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 62>>
<<goto "Rats">>
<<elseif _random lte 64>>
<<goto "Leaks">>
<<elseif _random lte 65>>
<<goto "Drought">>
<<elseif _random lte 69>>
<<goto "Sephardic Merchant">>
<<elseif _random lte 78>>
<<goto "Call to Arms">>
<<elseif _random lte 84>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Pilgrim Encounter">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 2>>
<<goto "Lost on Land">>
<<elseif _random lte 4>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 24>>
<<goto "Stranded Traveler">>
<<elseif _random lte 28>>
<<goto "Fake Guide">>
<<elseif _random lte 37>>
<<goto "Unkind Friends">>
<<elseif _random lte 63>>
<<goto "Palestinian Brigands">>
<<elseif _random lte 67>>
<<goto "Jewish Physician">>
<<elseif _random lte 69>>
<<goto "Kadi Court Favorable">>
<<elseif _random lte 71>>
<<goto "Kadi Court Unfavorable">>
<<elseif _random lte 73>>
<<goto "Leaks">>
<<elseif _random lte 75>>
<<goto "Drought">>
<<elseif _random lte 79>>
<<goto "Sephardic Merchant">>
<<elseif _random lte 84>>
<<goto "Call to Arms">>
<<elseif _random lte 89>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Pilgrim Encounter">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Palestine Desert --*/
<<elseif $temp.region is "Palestine Desert">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Sunstroke">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 20>>
<<goto "Sandstorm">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 32>>
<<goto "Weary Camel">>
<<elseif _random lte 35>>
<<goto "Call to Arms">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 41>>
<<goto "Miraculous Spring">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Bedouin Raid">>
<<elseif _random lte 59>>
<<goto "Camel Thieves">>
<<elseif _random lte 64>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 69>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Unkind Friends">>
<<elseif _random lte 83>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 85>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 87>>
<<goto "Uncharted Oasis">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Kadi Court Unfavorable">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 4>>
<<goto "Sunstroke">>
<<elseif _random lte 8>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 25>>
<<goto "Sandstorm">>
<<elseif _random lte 30>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 35>>
<<goto "Weary Camel">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 40>>
<<goto "Miraculous Spring">>
<<elseif _random lte 43>>
<<goto "Call to Arms">>
<<elseif _random lte 56>>
<<goto "Bedouin Raid">>
<<elseif _random lte 60>>
<<goto "Camel Thieves">>
<<elseif _random lte 65>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 70>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 73>>
<<goto "Leaks">>
<<elseif _random lte 74>>
<<goto "Drought">>
<<elseif _random lte 80>>
<<goto "Unkind Friends">>
<<elseif _random lte 85>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 87>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 89>>
<<goto "Uncharted Oasis">>
<<elseif _random lte 91>>
<<goto "Dysentery">>
<<elseif _random lte 97>>
<<goto "Scorpion">>
<<elseif _random lte 100>>
<<goto "Extortion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 4>>
<<goto "Sunstroke">>
<<elseif _random lte 8>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 25>>
<<goto "Sandstorm">>
<<elseif _random lte 30>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 35>>
<<goto "Weary Camel">>
<<elseif _random lte 37>>
<<goto "Call to Arms">>
<<elseif _random lte 39>>
<<goto "Miraculous Spring">>
<<elseif _random lte 56>>
<<goto "Bedouin Raid">>
<<elseif _random lte 60>>
<<goto "Camel Thieves">>
<<elseif _random lte 65>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 70>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 72>>
<<goto "Rats">>
<<elseif _random lte 74>>
<<goto "Leaks">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 80>>
<<goto "Unkind Friends">>
<<elseif _random lte 85>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 87>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 89>>
<<goto "Uncharted Oasis">>
<<elseif _random lte 91>>
<<goto "Dysentery">>
<<elseif _random lte 97>>
<<goto "Scorpion">>
<<elseif _random lte 100>>
<<goto "Extortion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Arabia Desert Day --*/
<<elseif $temp.region is "Arabia Desert Day">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 2>>
<<goto "Sunstroke">>
<<elseif _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 20>>
<<goto "Sandstorm">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 32>>
<<goto "Weary Camel">>
<<elseif _random lte 35>>
<<goto "Call to Arms">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 41>>
<<goto "Miraculous Spring">>
<<elseif _random lte 45>>
<<goto "Injured">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Bedouin Raid">>
<<elseif _random lte 59>>
<<goto "Camel Thieves">>
<<elseif _random lte 64>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 69>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 75>>
<<goto "Lost Desert">>
<<elseif _random lte 76>>
<<goto "Drought">>
<<elseif _random lte 78>>
<<goto "Famine">>
<<elseif _random lte 81>>
<<goto "Unkind Friends">>
<<elseif _random lte 83>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 85>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 87>>
<<goto "Uncharted Oasis">>
<<elseif _random lte 89>>
<<goto "Dysentery">>
<<elseif _random lte 94>>
<<goto "Scorpion">>
<<elseif _random lte 98>>
<<goto "Extortion">>
<<elseif _random lte 100>>
<<goto "Kadi Court Unfavorable">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 4>>
<<goto "Sunstroke">>
<<elseif _random lte 8>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 25>>
<<goto "Sandstorm">>
<<elseif _random lte 30>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 35>>
<<goto "Weary Camel">>
<<elseif _random lte 38>>
<<goto "Fake Guide">>
<<elseif _random lte 40>>
<<goto "Miraculous Spring">>
<<elseif _random lte 43>>
<<goto "Call to Arms">>
<<elseif _random lte 56>>
<<goto "Bedouin Raid">>
<<elseif _random lte 60>>
<<goto "Camel Thieves">>
<<elseif _random lte 65>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 70>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 73>>
<<goto "Leaks">>
<<elseif _random lte 74>>
<<goto "Drought">>
<<elseif _random lte 80>>
<<goto "Unkind Friends">>
<<elseif _random lte 85>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 87>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 94>>
<<goto "Lost Desert">>
<<elseif _random lte 97>>
<<goto "Scorpion">>
<<elseif _random lte 100>>
<<goto "Extortion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 4>>
<<goto "Sunstroke">>
<<elseif _random lte 8>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 15>>
<<goto "Horse Desert Exhaustion">>
<<elseif _random lte 25>>
<<goto "Sandstorm">>
<<elseif _random lte 30>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 35>>
<<goto "Weary Camel">>
<<elseif _random lte 37>>
<<goto "Call to Arms">>
<<elseif _random lte 39>>
<<goto "Miraculous Spring">>
<<elseif _random lte 56>>
<<goto "Bedouin Raid">>
<<elseif _random lte 60>>
<<goto "Camel Thieves">>
<<elseif _random lte 65>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 70>>
<<goto "Overwhelming Heat">>
<<elseif _random lte 78>>
<<goto "Lost Desert">>
<<elseif _random lte 80>>
<<goto "Unkind Friends">>
<<elseif _random lte 85>>
<<goto "Bedouin Encampment">>
<<elseif _random lte 87>>
<<goto "Bedouin Merchant">>
<<elseif _random lte 89>>
<<goto "Uncharted Oasis">>
<<elseif _random lte 94>>
<<goto "Lost Desert">>
<<elseif _random lte 97>>
<<goto "Scorpion">>
<<elseif _random lte 100>>
<<goto "Extortion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Arabia Desert Night --*/
<<elseif $temp.region is "Arabia Desert Night">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 4>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 17>>
<<goto "Sandstorm Night">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 32>>
<<goto "Weary Camel">>
<<elseif _random lte 35>>
<<goto "Call to Arms">>
<<elseif _random lte 37>>
<<goto "Miraculous Spring">>
<<elseif _random lte 44>>
<<goto "Hypothermia Desert Night">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Bedouin Raid">>
<<elseif _random lte 59>>
<<goto "Unkind Friends">>
<<elseif _random lte 64>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 75>>
<<goto "Lost Desert Night">>
<<elseif _random lte 81>>
<<goto "Bedouin Encampment Night">>
<<elseif _random lte 83>>
<<goto "Camel Thieves Night">>
<<elseif _random lte 92>>
<<goto "Pilgrim Encampment">>
<<elseif _random lte 95>>
<<goto "Scorpion">>
<<elseif _random lte 100>>
<<goto "Extortion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 20>>
<<goto "Sandstorm Night">>
<<elseif _random lte 25>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 30>>
<<goto "Weary Camel">>
<<elseif _random lte 35>>
<<goto "Pilgrim Encampment">>
<<elseif _random lte 36>>
<<goto "Miraculous Spring">>
<<elseif _random lte 44>>
<<goto "Hypothermia Desert Night">>
<<elseif _random lte 48>>
<<goto "Wandering Dervish">>
<<elseif _random lte 55>>
<<goto "Bedouin Raid">>
<<elseif _random lte 59>>
<<goto "Unkind Friends">>
<<elseif _random lte 62>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 75>>
<<goto "Lost Desert Night">>
<<elseif _random lte 83>>
<<goto "Bedouin Encampment Night">>
<<elseif _random lte 92>>
<<goto "Camel Thieves Night">>
<<elseif _random lte 95>>
<<goto "Scorpion">>
<<elseif _random lte 100>>
<<goto "Extortion">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 5>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 25>>
<<goto "Sandstorm Night">>
<<elseif _random lte 28>>
<<goto "Stories of the Djinn">>
<<elseif _random lte 35>>
<<goto "Weary Camel">>
<<elseif _random lte 40>>
<<goto "Pilgrim Encampment">>
<<elseif _random lte 48>>
<<goto "Hypothermia Desert Night">>
<<elseif _random lte 55>>
<<goto "Bedouin Raid">>
<<elseif _random lte 59>>
<<goto "Unkind Friends">>
<<elseif _random lte 62>>
<<goto "Wandering Camel Driver">>
<<elseif _random lte 75>>
<<goto "Lost Desert Night">>
<<elseif _random lte 90>>
<<goto "Bedouin Encampment Night">>
<<elseif _random lte 100>>
<<goto "Camel Thieves Night">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
/*-- Holy Cities --*/
<<elseif $temp.region is "Holy Cities">>
<<if $player.speed is "slow" or $player.piety gte 85>>
<<if _random lte 10>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 20>>
<<goto "Extortion Holy Cities">>
<<elseif _random lte 35>>
<<goto "An Old Friend">>
<<elseif _random lte 45>>
<<goto "Pilgrim Stampede">>
<<elseif _random lte 55>>
<<goto "Thieves">>
<<elseif _random lte 65>>
<<goto "Swindled">>
<<elseif _random lte 75>>
<<goto "Fake Guide Holy Cities">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "medium" and $player.piety lte 84>>
<<if _random lte 10>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 20>>
<<goto "Extortion Holy Cities">>
<<elseif _random lte 40>>
<<goto "An Old Friend">>
<<elseif _random lte 50>>
<<goto "Pilgrim Stampede">>
<<elseif _random lte 65>>
<<goto "Thieves">>
<<elseif _random lte 75>>
<<goto "Swindled">>
<<elseif _random lte 85>>
<<goto "Fake Guide Holy Cities">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<elseif $player.speed is "fast" and $player.piety lte 84>>
<<if _random lte 10>>
<<goto "Moment of Inspiration">>
<<elseif _random lte 30>>
<<goto "Extortion Holy Cities">>
<<elseif _random lte 40>>
<<goto "An Old Friend">>
<<elseif _random lte 55>>
<<goto "Pilgrim Stampede">>
<<elseif _random lte 70>>
<<goto "Thieves">>
<<elseif _random lte 80>>
<<goto "Swindled">>
<<elseif _random lte 90>>
<<goto "Fake Guide Holy Cities">>
<<else>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
<<endif>>
<<endif>> /*DO NOT DELETE*/
If you are seeing this tell Russ or Tyler.
Random Number: _random
Current Region: $temp.region
Destination: $temp.destination
From: $cur_passage
Traveling Speed: $player.speed
PTT Level: $player.piety
<<button "Skip to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "court">>
<<goto "Decay Functions">>
<</button>>
[[|Bandit Attack]]
[[|Kadi Court Favorable]]
[[|Kadi Court Unfavorable]]
[[|Turkmen Attack]]
[[|Pasha Gift]]
[[|Pirate Attack]]
[[|Knight Attack]]
[[|Storm at Sea]]
[[|Lost at Sea]]
[[|Lost on Land]]
[[|Rainstorm]]
[[|Moment of Inspiration]]
[[|Benevolent Official]]
[[|Successful Hunt]]
[[|Rats]]
[[|Leaks]]
[[|Local Legend]]
[[|Stranded Traveler]]
[[|Abandoned Tent]]
[[|Armenian Merchant]]
[[|Levant Company Merchant]]
[[|Extortion]]
[[|Thief]]
[[|Zakat]]
[[|Drought]]
[[|Famine]]
[[|Fake Guide]]
[[|Drunken Ship Captain]]
[[|Sea Creature Delay]]
[[|Abandoned Ship]]
[[|Stranded at Sea]]
[[|Dysentery]]
[[|Snowstorm]]
[[|Hypothermia]]
[[|Animal Attack]]
[[|Malaria]]
[[|Injured]]
[[|Wandering Dervish]]
[[|Animal Exhaustion]]
[[|Plague]]
[[|Bedouin Encampment]]
[[|Bedouin Raid]]
[[|Bedouin Merchant]]
[[|Wandering Sufi Merchant]]
[[|Spooked Horses]]
[[|Weary Camel]]
[[|Horse Desert Exhaustion]]
[[|Camel Thieves]]
[[|Scorpion]]
[[|Sunstroke]]
[[|Miraculous Spring]]
[[|Uncharted Oasis]]
[[|Stories of the Djinn]]
[[|Overwhelming Heat]]
[[|Wandering Camel Driver]]
[[|Sandstorm]]
[[|Sephardic Merchant]]
[[|Pilgrim Encounter]]
[[|Palestinian Brigands]]
[[|Unkind Friends]]
[[|Suspicious Sailors]]
[[|Jewish Physician]]
[[|Call to Arms]]
[[|Lost Desert]]
[[|Bedouin Encampment Night]]
[[|Extortion Holy Cities]]
[[|Thieves]]
[[|Camel Thieves Night]]
[[|Pilgrim Stampede]]
[[|An Old Friend]]
[[|Swindled]]
[[|Hypothermia Desert Night]]
[[|Lost Desert Night]]
[[|Pilgrim Encampment]]
[[|Sandstorm Night]]
[[|Fake Guide Holy Cities]]
[[|Test Passages]]
[[|Death Test]]
[[|The Janissary Coffeehouse]]
[[|A Bad Bargain]]
[[|The Elderly Hajji]]
[[|The Meyhane]]
[[|The Venetian Merchant]]
[[|The Sahaf]]
[[|Entourage]]
[[|The Franciscan Firman]]
[[|Hajduks]]
[[|Albanian Deserters]]
[[|Neomartyr]]
[[|Animal Attack Boar]]
[[|Leisure]]
[[|Venetian Raid]]<<nobr>>
/%-----------------------------------%/
/%------------Hersek Crossing -------%/
/%-----------------------------------%/
<<if $temp.hersekcrossing is 0>>
<<script>>
Dialog.setup("Hersek Crossing");
Dialog.wiki(Story.get("Hersek Crossing").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Crossing at Hersek">>
<<set _desc to "You arrived in Hersek just opposite the town of Gebze on the Gulf of Izmit. You find many fellow travelers, merchants, and pilgrims centered around the large caravanserai located here. Hersek itself is not large but it provides an important transportation hub for ships disembarking either from Istanbul or from nearby Gebze.\n\n">>
<<set _hist to "The town sits on the site of ancient Helenopolis where Emperor Constantine's mother Helena was born though much of Hersek owes its current form to the structures built by the Ottomans for pilgrims and travelers south. The caravanserai, as others, was free to travelers providing food, lodging, and animal feed. It was maintained as part of a //waqf//, a tax-free religious endowment usually attached to a mosque complex. The centerpiece of the small village was the Ahmed Pasha Mosque named for a Bosnian aristocrat, Hersekzade Ahmed Pasha, who established the Ottoman town here to guard the crossing across the Gulf of Izmit. From here it is just a short distance to the important city of Iznik, ancient Nicea.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'When I was in Iznik I sold one of those tiles to a foolish Dutch merchant for 65 akçe coins! Oh, he is going to regret that purchase!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'The water here is quite good! I dare say its better than the streams of my home in Bosnia!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Emine Hatun the Widow: //'These caravanserais are truely sent from above, the food and water avaliable here for free is always a blessing!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Iznik">>
<<set _time to 3>>
<<elseif $player.speed is "medium">>
<<set _destination to "Iznik">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Iznik">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Iznik]]
[[|Hersek Crossing]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Söğüt">>
<<set _desc to "You have arrived at Söğüt, the ancestral village of the Ottoman Dynasty and an important site for the history of the empire. As you enter Söğüt, a village surrounded by rolling hills, you find in its center an important site for local shrine visitation which attracts villagers from around the whole region. The village contains the tomb of the medieval Turkic warlord Ertuğrul Gazi, the father of the founder of the Ottoman Empire, Sultan Osman Gazi. His tomb is an important symbol of the Turkic tribal heritage of the Ottoman dynasty and marks the place of their first ancestral capital. \n\n ">>
<<set _hist to "An Ottoman pilgrim who travelled here in 1624 mentions that the village had a mosque, a caravanserai, gardens, and pasture while making specific mention of Ertuğrul's tomb in the village as an important site.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 1>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'The shine here of Ertuğrul Gazi doesn't offer much in terms of religious fulfillment!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'While the baths are free here, I would not trust the water, it mixes with some impurities from the farms up stream.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yanni the Elderly Greek Peasant: //'My grandson told me that one can buy these magnificent pipes at the Eskişehir market for only 100 akçe coins! Back in my day we would not have dreamed of such a price!//'">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Eskişehir">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Eskişehir">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Eskişehir">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Eskişehir]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Small Caravanserai of Verzirhan">>
<<set _desc to "You have reached the caravanserai of Vezirhan. The caravansari was recently build a decade prior by the Grand Vizier Köprülü Mehmet Pasha to facilitate travel between Iznik and Söğüt, hence the name Vezirhan or the Grand Vizier's Han (Han being another word for caravanserai). The caravanserai here is included as part of a mosque complex endowed by the Grand Vizier, an endowment that is surely to improve your opinion of the former Grand Vizier and his still powerful family.">>
<<set _hist to "The other buildings included in the endowment here were a small mosque, a hammam (Turkish bath), a well for drinking water, and a small bridge over the river.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'The amenities here at the caravanserai are truely heaven sent, and all thanks to the Waqf of Köprülü Mehmet Pasha! (boasting to her friend) You know my mother knew Köprülü Mehmet Pasha and was even betrothed to him in her youth for some time!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Symeon the Greek Musician: //'The baths here are free and provide a wonderful relaxing break from the road!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'I heard that the pipes for sale at Eskişehir can go for as cheap as 75 akçe coins!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Söğüt">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Söğüt">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Söğüt">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Söğüt]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Small Anatolian village of Lefke">>
<<set _desc to "On your way to Lefke you pass a shrine in the countryside commemorating Sarı Saltuk, a legendary Turkish dervish from the thirteenth century. The shrine stands near the orchards outside the Lefke Gate on the road leaving Iznik to the east. Follwong the road you come to the small village of Lefke itself which is surrounded by rolling hills and sits upon the Sakarya River which provides fresh water to the community. \n\n ">>
<<set _hist to "Some pilgrimage itineraries opted to stay in Lefke, modern Osmaneli, avoiding the city of Iznik altogether given this proximity of these two caravan stations. The village of Lefke included an Orthodox Christian church, Aya Yorgi, which served the village's relatively large Orthodox Christian popultion.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'The shrine here is not as impressive from what I hear of the Seyyid Battal Gazi shrine further along the road!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'I heard the Vezirhan Caravanserai up the road has free food and water!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yanno the Elderly Greek Peasant: //'My nephew told me that one can buy these magnificent pipes at the Eskişehir market for only 100 akçe coins! A fortune but it must be worth it!'// ">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Söğüt">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Vezirhan">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Vezirhan">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Vezirhan]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Anatolian Town of Eskişehir">>
<<set _desc to "You arrive at the large town of Ottoman Eskişehir, (meaning 'old city' in Turkish). Sitting on the Porsuk River in the fertile Phrygian Valley the town was an important place to stock up on supplies as one passed through on the caravan route. The town was famous for its carved Meerschaum pipes made from a soft white clay material (Meerschaum) particularly suited for these decorative tobacco pipes. You find these in the market of Eskişehir carved into fantastical shapes by the local artisans. A wise merchant would stock up on these to sell elsewhere along the hajj road.\n\n ">>
<<set _hist to "In a seventeenth-century Ottoman hajj narrative the writer mentions that:\n\n//'Eskişehir is a pleasant place, rain is not lacking and the people often craft pipes. There is also a stream and pure hot water feeding the Hamam there.'//\n\nThe hot springs that fed the Turkish bath were well known since ancient times and would provide quality water and respite to travelers entering the town from the dusty anatolian roads.\n\n Above you can see an Ottoman manuscript painting of Eskişehir from sixteenth-century manuscript of Matrakçı Nasuh's //Beyan-ı Menazil-i Sefer-ul Irakeyn// (Chronicle of the Stages of the Campaign of the Two Iraqs). Eskişehir sat upon the main military road out of the Ottoman capital for armies going east to the borderland with the Safavid Empire in Iraq.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 5>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 3>>
<<set _stables to 3>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'That merchant Yunus tried to sell me pipes here for 100 akçe coins, who does he think I am?! A naive pilgrim?!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'My cousin wore this magical Bektashi shirt which saved him from a dragon! I swear its true! Yunus Effendi - if you give me some more of that Boza, I can tell you where to find one!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'I do now know why anyone would pay for the baths here when you could just go on the Seyyid Gazi and use those ones for free?!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Bayat">>
<<set _time to 17>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hüsrev Pasha Caravanserai">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Seyyid Gazi">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Seyyid Gazi]]
[[|Hüsrev Pasha Caravanserai]]
[[|Bayat]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Shrine of Seyyid Gazi">>
<<set _desc to "You travel just one day's journey from Eskişehir to the small shrine and village of Seyyid Gazi. The shrine and mosque complex here are dedicated to Seyyid Battal Gazi, a Muslim folk hero who died fighting the Byzantines in this place during the 8th century. You have always heard since you were a child the epic stories, known as //destans//, of Seyyid Battal Gazi. These stories were told to you by traveling storytellers who would recount is exciting exploits and adventures to anyone who would listen. The tomb of Seyyid Battal Gazi is an exciting site for you to see for yourself as you overhear others recounting the folktales of Battal Gazi in the crowds around you. \n\n ">>
<<set _hist to "The Shrine site itself had been built up during the Sejuk period in the early 13th century. As a site of pilgrimage along the hajj road it had many buildings endowed by the Ottoman sultans to provide for pilgrims, in particular a relatively new caravanserai built in 1635 by Sultan Murad IV. Being the shrine of an important early Muslim saint in Anatolia, Seyyid Battal Gazi's myth was popularized in the frontier lands of medieval Anatolia as a way to mark the historical memory of Anatolia as a Muslim space. This popularity from the medieval period helped the shrine also became a center for several sufi orders, including the Bektashi and the Kalenderi sufi dervishes. One Ottoman pilgrimage account mentions that a shrine visitation here is a must for all who travel this road.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 3>>
<<set _water to 1>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Evliya the Pilgrim: //'Safiye! Come on! We need to get going and join the caravan! I do not care that the baths are free, we do not have time!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abdullah the Eunuch: //'The Seyyid Battal Gazi Shrine is truely a serene place, I hope that every pilgrim takes the time to stop here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'I hear that at Afyonkarahisar you can find a cheap stable to buy new horses and valuable Opium!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Bayat">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hüsrev Pasha Caravanserai">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hüsrev Pasha Caravanserai">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Hüsrev Pasha Caravanserai]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Hüsrev Pasha Caravanserai">>
<<set _desc to "You arrive at the dusty and desolate Hüsrev Pasha Caravanserai. One pilgrimage guide (//menasik ul-hajj//) that you carry with you warns its readers that this location was often short on water and was in a state of disrepair. Be wary of water taken from this well! There is a bath nearby but its fed from the same well as the unclean water so it is best not to use it unless necessary.">>
<<set _hist to "The building of caravanserais was an important form of patronage and endowment for elite Ottoman officials. Constructing one on the hajj road would bring the patron prestige and respect for generations to come.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 90>>
<<set _bath to 5>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'The free food provided at this caravanserai is truely a gift from God! Maybe some things need to be cleaned up a bit here but (switching to boasting tone) I can send word to (loud emphasis) the Grand Vizier who my cousin knows from childhood, and he will fix it up right away!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'The smell of the water here really worries me, do they even let people drink from this?!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Symeon the Greek Musician: //' The water and baths here are terrible, I do not know how they get away with asking that price!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Bayat">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Bayat">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Bayat">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Bayat]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Bayat: Vicinity of Afyonkarahisar">>
<<set _desc to "You arrive at Bayat a small village just outside the trading city of Afyonkarahisar. You have either the option to continue on the hajj road or take a day to go into the large protected trading entrepôt of Afyonkarahisar.\n\n">>
<<set _hist to "The drawing here shows a small mosque on the outskirts of Afyonkarahisar.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'There is valuable Opium to be had in Afyonkarahisar though I wouldn't pay more than 280 akçe coins for it!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'All these pilgrims going to Afyonkarahisar, such a waste of time, the Shrines of Yahşi ve Bahşi Baba are not worth a visit as far as I have heard.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'Yunus! Are you going to Afyonkarahisar? My cousin has a shop there with the other Acemi merchants, we would love to have you over for some tea and we might even sell you some of the famous Afyon Opium for your kind of price - 300 akçe coins! (boisterous laugther)'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Bolvadin">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Bolvadin">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Bolvadin">>
<<set _time to 7>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Afyonkarahisar">>
<<set _time2 to 2>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Afyonkarahisar">>
<<set _time2 to 3>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Afyonkarahisar">>
<<set _time2 to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Bolvadin]]
[[|Afyonkarahisar]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Bolvadin">>
<<set _desc to "You arrive to the village of Bolvadin which sits between two mountains Sultandağ and Emirdağ and contained a small caravanserai, market, and mosque. Several pilgrimage guidebooks (//menasik ul-hajj//) you have brought with you note that the road here is desolate and dangerous, so you make sure to be on your guard. In the small village you find carpets to purchase which due to the threat of bandit activity local merchants are eagar to sell and move on.">>
<<set _hist to "Some pilgrims avoided this stop and opted to stay at the nearby village of Çay which at least had the protection of a small caravanserai or even further down the road at the Seljuk period caravanserai of Sahipata Han in the village of Sultandaği. Yusuf Nabi writes in the late seventeenth century the following about Bolvadin: <br><br> //'A town whose shopping center, bazaar, and hospices are excellent. Essential provisions are found. It has three
mosques those of Sinan Paýa, Şeyh Haci Efendi, and Haci
Efendi. It also has two public baths.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 4>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'The prices here are remarkable! I paid so much for carpets near the coast, I can definately make up for my losses with everything here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'The water is wonderful here, I am gonna go off back to camp to tell everyone to fill up here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'If I were you, I would make sure to have a soldier in your party for protection if you plan on going ahead through the Cilician Gates and the Taurus Mountians alone, those moutain passes are rife with danger!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Akşehir">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Akşehir">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lake Akşehir">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Lake Akşehir]]
[[|Akşehir]]
<</nobr>><<nobr>>
<<if $player.vakifchallenge is 1 and $player.vakifchallengevisit1 is 0>>
<<script>>
Dialog.setup("The Caravanserai");
Dialog.wiki(Story.get("The Caravanserai").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Afyonkarahisar">>
<<set _desc to "You enter the thriving trading town of Afyonkarahisar, known for the black volcanic rock fortress looming above the town. The town is named for the fortress, Kara Hisar meaning the 'black fortress.' The town is also known for opium, Afyon, as the profitable opium trade which has developed in the town. The profitable opium along with the large bazaars, local shrines, and famed horse market make this a worthwhile stop for travelers coming through Anatolia.\n\n ">>
<<set _hist to "Evliya Çelebi mentions during his stay in the town that the town was quite wealthy due to the opium trade though this also meant that many people in the community were also addicted to the drug. When Evliya saw the Opium makers' guild in Istanbul he remarked: \n\n //'They pass at the public procession preparing opium, some stretching out their tongues like men hanged, some crying Hai and Hui and frigthening them out of their sleep.'// \n\nAn emissary from the Sherif of Mecca also travelled through Afyonkarahisar in the mid-16th century mentioning that the town had a guest house for travelers, a large mosque built by Gedik Ahmed Pasha, several Madrasas (schools), and a dervish lodge. Being a central trading town in central Anatolia,it was known for its hay market, horse market, and fur market which allowed travelers to stock up on supplies. Beyond opium, the town had over 100 small workshops for producing sesame oil and other unique goods.\n\nThe caravanserais in the town were numorous and there was even a Acemi Han (Iranian Caravanserai) to house merchants traveling to the town from as far away as Isfahan. Near the caravanserai's was a Mevlevi Sufi dervish lodge which supplied quality water to travelers from its fountain.\n\nThere was a small pilgrimage shrine for two sufis named Yahşi ve Bahşi Baba who were reportedly twins who miraculously died at the same moment in front of the sixteenth-century Sultan Selim I immediately after telling the him 'we are leaving now.' The twins were from Central Asia and their shrine was reportedly attended by sufi dervishes from as far away as India and Mongolia.\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 6>>
<<set _shrine to 1>>
<<set _water to 20>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'(In hushed tone) I heard there is a deal on Opium, my friend bought it for 270 akçe coins!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'(Yells to friend)I bought some opium for 300 akçe coins! Yunus told me not to tell anyone what a good price I got, but I wanted you to know!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Deli Mustafa the Brigand: //'(to group of men in corner) My father and I are looking for some strong compatriots to join us on a little venture in the Taurus Mountains, we just want to help some merchants find some new homes for their goods, if you know what we mean! (men laugh)'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Bolvadin">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Bolvadin">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Bolvadin">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Bolvadin]]
[[|The Caravanserai]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Shore of Lake Akşehir">>
<<set _desc to "Your caravan camps on the shore of Lake Akşehir. The lake provides accessable fresh water and food for your journey accross Anatolia. You are able to find a small local bath which provides some relief from the trials of the road.\n\n ">>
<<set _hist to "Drawing of an Anatolian lake town is depicted above, Lake Eğirdir. However, Lake Akşehir itself would have been only populated by small fishing settlements but was specifically noted as a stop in a early eigtheenth-century Bosnian pilgrimage narrative.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'The lake here is quite beautiful, I imagine that that water is fresh as well!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'I saw people jumping into the lake to bathe, seems a bit too public for me!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: '//I am excited to see the Shrine of Nesreddin Hoca in Akşehir, I have always found such joy in his stories!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Akşehir">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Akşehir">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Akşehir">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Akşehir]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town of Akşehir">>
<<set _desc to "You arrive to the small town of Akşehir sitting on the side of the Sultan mountain range. From afar as you enter the town you can see the Taşmedrese, or Stone Madrasa, built by the Seljuks in the 13th century. The Taşmedrese, an impressive structure, sits as part of a larger mosque complex which also includes a small caravanserai, soup kitchen, bath, and mosque. Walking through the streets of the town you hear word of the small shrine for Nesreddin Hoca (Hodja) where many other pilgrims have gathered to visit. Just thinking of Nesreddin Hoca brings a smile to your face. The thirteenth-century Anatolian Folk hero and wise fool's comical stories and tales have been with you since childhood. \n\n ">>
<<set _hist to "The Ottoman traveler Evliya Çelebi recounts his visit to the tomb of Nesreddin Hoca during his time in Akşehir. He writes:\n\n//'The counsels and pleasantries of Nesreddin Hoca are on everybody's lips and have become proverbial (in the town)...\nI recalled the belief that if one visits the tomb of Hoca Nesreddin and remembers some of his pleasantries, one is bound to laugh. Wondering if this was true, I veered left off the main road with my horse and went straight towards his noble tomb.\n‘Peace upon you, O people of the graves!’ said I.\nThereupon a voice came from within Nasreddin’s shrine, ‘And upon you peace, O princely soul!’\nMy horse started with a grunt, rose up on its hind legs and tore through the cemetery. I had a hard time reining him in. One of his legs tripped on a grave, and I nearly suffered the torment of the grave. ‘Agha!’ cried the voice from the Hoca’s tomb. ‘Give alms and go laughing, but be sure to come back.’\nIt turned out to be the tomb’s keeper.\n‘Hey, fellow, I greeted the people of the graves (ehl-i kubur), you are people of the backsides (ehl-i dübur), so why did you return the greeting?’ I gave him a few akçe.\n‘Go, may God be your helper.’ He sent me off with this benediction, and I indeed went laughing at these events.'//\n\nThe drawing below is a modern cartoon of depicting one of the stories of Nesreddin Hoca.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 2>>
<<set _water to 10>>
<<set _bath to 3>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'I would expect the baths at such a fine city as this to be provided to free to all pilgrims! I guess I was wrong, I will have to (speaking loudly over the crowd in the coffeehouse) talk to my nephew who serves in the household of the Sultan at Topkapi Palace! (their friend rolls their eyes)'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'I was surpised by how good the water is here since it is such a crowded town!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'I heard that up the road in Ladik there are cheap carpets for sale brought to market by the local Turkmen tribes, unfortunately only the slower caravans stop there so I might not make it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Konya">>
<<set _time to 20>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ilgın">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ilgın">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ilgın]]
[[|Konya]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Anatolian Village of Ilgın">>
<<set _desc to "You have arrived at Ilgın which contains an impressive caravanserai complex built in the late sixteenth-century Ottoman vizier, Lala Mustafa Pasha. You see a Turkish bath alongside it which has an inscription which notes it was built by Sultan Murad IV earlier in the seventeenth century. The caravanserai was noted to have a good supply of water in some of your pilgrimage guide books (//menasik ul-hajj//) but some note that in the summer months the weather becomes heavy making the water less than desirable, so it is hard to say what you will get. \n\n ">>
<<set _hist to "In the late sixteenth century an emissary of the Sherif of Mecca had to stay an extra day in Ilgın due to a winter storm and snowfall upon the road, he mentions his mule was shivering and could bearly hold him due to the cold. He was impressed with the old sejuk structures in Ilgın and noted that that caravanserai was particularly large and sturdy, a structure recently built by Lala Mustafa Pasha just a few years prior to his arrival.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'The baths here are free and quite relaxing with some music, though I wouldn't drink the water!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'I need to get to Damascus to start me new posting - Selim! I do not have time to chase after your fantasy shirt in Cappadocia, stop going on and on about it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'Feridun! If you pay me a handsome sum I can show you the way to the Bektashi shrine in Cappadocia! An old sufi told me there was a magic shirt that even a Frankish cannon harm!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Konya">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Konya">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ladik">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Konya]]
[[|Ladik]]
<</nobr>><<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 7>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%------------ Konya Choice ---------%/
/%-----------------------------------%/
<<if $temp.konya is 0>>
<<script>>
Dialog.setup("Konya Choice");
Dialog.wiki(Story.get("Konya Choice").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Konya">>
<<set _desc to "You have arrived to one of the most significant citys in Ottoman Anatolia, Konya, ancient Iconium, the medieval Seljuks of Rum capital, and the site of the tomb of the sufi Mevlana Jalaladdin Rumi. The tomb and shrine of Rumi in Konya was a particular highlight for pilgrims and was considered one of the most important sufi shrines in the whole of the Ottoman Empire. While the pilgrim's road continues to the south and east (via İsmil) some travelers have chosen to travel to nearby Cappadocia first (via Obruk Han) in order to reach to sacred sufi tomb of Hacibektaş. \n\n ">>
<<set _hist to "One pilgrimage narrative makes sure to inform their readers in the seventeenth century to not overlook this pilgrimage site. The Ottoman pilgrim Yusuf Nabi notes the following about the city of Konya:\n\n//'Konya is a big city with an enormous fortress covering part of it.\n Its covered market is inside the city.\n There are many mosques, two of which are the Sultan Suleiman Mosque\noutside the fortress, and the Sultan 'Alaeddin Mosque (Seljuk Sultan),\n in which Sultan 'Alaeddin was buried, and which was converted\nfrom a church inside the fortress...\nThe shrine of Mevlana Jalaladdin [Rumi] was built by Gedik Pasha, and\nthose of his father and his sons are inside the shrine, which is\nlocated outside the fortress. Konya includes six public baths,\ntwo of which are outside the fortress. The sweet shops in the\ncity are celebrated. Meram is a pleasant district having gardens\nand a bath. It is an old custom for the pilgrimage caravan to\nstay one day in Konya.'//\n\nEvliya Çelebi describes the tomb of Rumi as being in the middle of an //irem//, or garden, and surrounded by rosebushes where nightingales sing while Mevlevi dervishes whirl. The tomb can be seen in the lower part of the sixteenth-century painting below of Konya by Matrakçı Nasuh.\n\nAs a major city, Konya can provide you with supplies and trade goods. Though as an urban center be wary of the water here and expect higher prices in the market place as merchants try to take advantage of first time travelers.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<if $temp.konyamarket is 1>>
<<set _market to 3>>
<<else>>
<<set _market to 0>>
<<endif>>
<<if $temp.konyashrine is 1>>
<<set _shrine to 4>>
<<else>>
<<set _shrine to 0>>
<<endif>>
<<set _water to 15>>
<<set _bath to 3>>
<<set _stables to 2>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Evliya the Pilgrim: //'Tomorrow Safiye and I plan to go visit the Rumi Shrine here, it might be the only worthwhile side trip we can afford if we want to make it to Mecce in time!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'The stables here are reasonably priced, I would imagine many people sell a few horses here if they plan to go through Cappadocia, best to stay with the slower caravans there - for that place is crawling with bandits and highwaymen and there is safety in numbers I hear!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Giannis the Elderly Greek Peasant: //'I heard that the road through Cappadocia is quite safe these days! My nephew passed through it quickly with no protection just fine!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ereğli">>
<<set _time to 25>>
<<elseif $player.speed is "medium">>
<<set _destination to "Karapınar">>
<<set _time to 18>>
<<elseif $player.speed is "slow">>
<<set _destination to "İsmil">>
<<set _time to 11>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Obruk Han">>
<<set _time2 to 13>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Obruk Han">>
<<set _time2 to 15>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Obruk Han">>
<<set _time2 to 17>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|İsmil]]
[[|Karapınar]]
[[|Ereğli]]
[[|Obruk Han]]
[[|Konya Choice]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Anatolian Village of Ladik">>
<<set _desc to "You arrive at Ladik, a small village with few provisions avaliable. However, the village is fed by a stream of fresh running water which will be safe for replenishing your water stores. The Shepherds in the village are noted by some of your fellow pilgrims for the quality of milk, yoghurt, and leather they sell here. The village is also known for the quality of carpets made here by the community which may be purchaced for a good price given the remote location.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 4>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'I have traded in many goods over the years but the prices here are quite remarkable!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Deli Mustafa the Brigand: //'(To a group of burly men) Why don't you join my father and I in Cappadocia, there are plenty of good spots to ambush a stay merchant or two!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'I heard that the Shrine of Rumi in Konya is a sight to behold! No pilgrim should miss it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Konya">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Konya">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Konya">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Konya]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Small Village of İsmil">>
<<set _desc to "You end your day's journey from Konya and stop at the caravan station and village of İsmil. This small farming community was founded by Turkmen tribes in the 15th century and sits in a pass through the low mountains around Konya known as the İsmil Pass. \n\n ">>
<<set _hist to "Some pilgrimage accounts mention that the İsmil road is difficult so they take a bypass road around İsmil which often adds a couple extra hours journey. However, if the stop at İsmil is mentioned in a pilgrimage narrative they notes that all types of provisions for travel can be found here though the water quality here varies from season to season.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abdullah the Eunuch: //'I would not drink this water even if I was stranded in the desert!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'If I were you Emine Hatun, I would pay for some protection as your cross through the Taurus Mountains just beyond Ereğli, who knows who is waiting in those mountain passes for stray pilgrims.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'Ereğli is a good place to resupply, I even hear they have a stable for those travelers which want to be more cautious as they pass through the Taurus Mountains!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ereğli">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Karapınar">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Karapınar">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Karapınar]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Caravanserai at Karapınar">>
<<set _desc to "You have made it to the first major caravanserai outside of Konya at Karapınar. The caravanserai here is part of the mosque complex of Sultan Selim II built in the second half of the 17th century. From a distance over the plain you can see the two towering minarets of the Mosque built as an imperial mosque during then Prince Selim's governorship of nearby Konya. The name 'Karapınar' means the 'Black Spring' in Turkish and is named as such due to the volcanic field and crater lake nearby which colored the water black. However, you see a small bath which might be of use even if the quality is suspect.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 5>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'The water here at the bath was black, I do not know how that hamam get away with charging pilgrims that price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'The water here is colored black looks bad but I saw the locals Turkmen using it with no concern!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'I told you Ibrahim Bey! I need to get to Damascus quickly, I am going to travel as fast as possible through the Cilician Gates and the Taurus Mountains no matter the risk!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ereğli">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ereğli">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ereğli">>
<<set _time to 12>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ereğli]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Ereğli: The Road into the Mountains">>
<<set _desc to "You arrive at the town of Ereğli once the capital of the Karaman Beylik, an competing Turkic tribe to the Ottomans from the 13th-late 15th century. You come to the town which sits in the foothills of the Taurus Mountains and is the start of the road through the mountains to the famed Cilician Gates and the Gülek Pass. The pass, carved out of the mountains be the Gökoluk River, connects Asia Minor with Syria and had been an important thoroughfare for more than a millennia. The high passes of the Taurus Mountains ahead are not only dangerous due to the changing weather but also the bandits and highwaymen who lay in wait for stray caravans. \n\n ">>
<<set _hist to "The Cilician Gates had been an important strategic gorge through the mountains since the time of Alexander the Great and marked for pilgrims the begining of one of the more dangerous portions of the hajj road in Anatolia. Ruins litter the gorge from a medeival fortress built by the Armenian Kingdom of Cilicia to guard the strategic pass. The town itself was an important place to stop for provisions to prepare for the mountain journey and was described in the following way by Kadri in the 17th century:\n\n//A pleasant city with a mosque and two public baths, hospices, a bazaar, gardens and a river flowing inside. Essential provisions are found. Eregli is a halt where the pilgrims rest for one day. Some people say that Ereğli is in the middle of the road (from Istanbul) to Damascus.//\n\nYusuf Nabi made an effort to visit the shrine of to Sheikh Şehabeddin Sühreverdi el-Maktül in the town. Sühreverdi (also Suhrawardi) was the founder of the sufi doctrine of illumination (işrakiyye) and was executed in 1191 for what were percieved as heretical ideas.\n\n Above is a drawing of the Cilician Gates.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 3>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 3>>
<<set _stables to 2>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Deli Mustafa the Brigand: //'(arguing quietly to a group of Turkmen in the corner) Come and join me friends! The Cilician Gates will force even the most careful of merchants into our grasp and the spoils will be ours!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'I hear that the Çiftehan hot spings in the mountains are a wonder to behold! What a great free service our glorious Sultan has provided to pilgrims who cross that cold and dreary mountain pass!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(Talking to a worried traveller) I wouldn't go up in the Taurus Mountains without protection, my mother's family is related to those Turkmen tribes and some of them can be dangerous!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ulukışla">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ulukışla">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ulukışla">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ulukışla]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Mountain Village of Ulukışla">>
<<set _desc to "Moving into the Mountains you reach the village of Ulukışla. The village provides little in terms of supplies besides fresh mountain water. The journey through the mountains is tiresome and dangerous as you move into high mountain passes packed in places with snow as you travel through these early winter months. \n\n ">>
<<set _hist to "A sixteenth-century Meccan emissary traveling through these mountains desribes the journey in the following way:\n\n//'We departed at daybreak on an intensely cold day, crossing the mountain passes and river fords, and passing inns built by the road as well as warm, running sulfurous waters with structures built over them like baths...this was a lengthy led of the journey...we traversed ravines, mountains and stony patches. We then crossed over a ramshackle bridge and passed two inns on our right before coming out to level ground.'//\n\nAfter traveling through the mountains, the Meccan emissary came to Ulukışla which he described as follows:\n\n//'Late in the day we came to a small prosperous community. It has a mosque, a han (caravanserai), and a number of houses, and bears the name of Ulukışla. We lodged ourselves in the residence of one named Nasif ibn Huseyn, who has an adolescent boy named Mustafa and two brothers with the names Hasan and Yusef. They are people who are firm in their faith.'//\n\nAs with many upperclass travelers, they often had the possibility to stay in peoples' homes rather than at the crowded caravanserais. This meant that many people who lived along the hajj road, even in small villages, were used to close interaction and contact with people traveling from all across the Muslim world.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 2>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'These mountain passes are dangerous not only for the cold but the bandits that hide behind the boulders in the mountain passes. A wise traveler would be sure to have protection or stay with the main caravan!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'The mountain springs here have the best quality water, I told my uncle that this would be a good place to fill up!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'I told my fellow travelers that the Taurus Mountain pass is dangerous and that it would be wise to take the slower route and stay with the main caravan rather than venture out alone through the Cilician Gates!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Tarsus">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Çiftehan">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Çiftehan">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.taurustravel1 to 1>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Çiftehan]]
[[|Tarsus]]
<</nobr>><<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 10>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Hot Springs of Çiftehan">>
<<set _desc to "Moving through the high mountain passes you reach the hot springs of Çiftehan nestled between two high mountains. Arriving here in winter with snow quickly blanketing the imposing Taurus Mountains makes this a welcomed stop for you and the other travelers. The place has a caravanserai and famed baths fed by the hot springs. These baths (//hamams//), provide a needed respite during the dangerous mountain crossing. Nearby are the //yaylas// (high mountain pastures) where the Ramazanoğlu Turkmen pastoralists can be found in the summer months and you hear that other peoples from the coastal plain near Adana also spend the hot summers up nearby in these cool mountain //yaylas//. However, the winter snows that surround you now make this place one of the most difficult legs of the journey you have come across so far and the hot springs here help shield you and your fellow pilgrims from the brunt of the cold weather. \n\n ">>
<<set _hist to "The baths date back to Roman times when the area was called Aquae Calidae meaning hot waters. Legend has it that Cleopatra once used these baths but the form you find them in now is due to 13th century Seljuk improvements.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'The hot springs here are truely wonderful! Blessed be the Sultan that he provides these healing baths for free for all pilgrims who pass here through this cold mountain pass! (starting to boast loudly) If only I could ask my young nephew, who is an important minister at Tokapi Palace, if he could request that the Sultan personally invests more into this fine place!'// ">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'I saw Turkmen tribesmen along the road using this spring of water here, it must be of good quality for them to come up here in winter to get it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'I hear that the shrines of Tarsus are worth a visit! Something to look forward to after there terrible cold mountain passes!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Tarsus">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Tarsus">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Tarsus">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Tarsus]]
<</nobr>><<nobr>>
<<if $player.vakifchallenge is 1 and $player.vakifchallengevisit3 is 0>>
<<script>>
Dialog.setup("The Sebil");
Dialog.wiki(Story.get("The Sebil").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Tarsus">>
<<set _desc to "You have made it to Tarsus which sits on the other side of the Taurus Mountains marking the end of your journey over the mountains and through the Cilician Gates. The town is the heart of the region of Cilicia, also known as Çukurova. Arriving in Tarsus you are now traveling on flat ground again, though the marshlands, which define the Mediterranean coast here, make disease more likely in the summer months. The town of Tarsus's Ulu Camii, or Grand Mosque, took its current form at the end of the 16th century and boasts the tomb of the famous 9th-century Abbasid Caliph Al-Ma'mun and the Tomb of Seth, the third son of Adam and Eve. Being near the sea and a trading center you find large caravanserais here to service the many merchants who frequent the markets here. The town also has a number of small baths avaliable to travelers though they are of poor quality.\n\n ">>
<<set _hist to "Evliya Çelebi mentions that most of the population is Turkmen in origin while the architecture is Arabian in style. He remarks that that city is famous for its abundant fruits such as sweet lemons, oranges, and pomegranates. Historically, the town is important in the Christian tradition as it was the birthplace of Saint Paul. European travelers report that in the early 19th century the region was in disarray most likely due to increased agriculture in the marshlands which led to the spread of malaria. The Irish traveler Francis Beaufort noted during his travels in 1811-1812 that: \n\n //'this unfortunate country has been a continued scene of anarchy, rapine, and contention, her former cities are deserted, her fertile valleys untilled, and her rivers and harbours idle'// \n\n However he had a higher opinion of Tarsus itself, writing that// 'several small vessels were at anchor here, loading corn...and it (the city) must contain several thousand inhabitants. There are many respectable looking mosques and minarets, one of which was distinctly seen from on board (my ship). All the houses are small and wretched, except that of the Muslims, but there were bazaars well stocked and the inhabitants had a general look of business.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 3>>
<<set _shrine to 3>>
<<set _water to 60>>
<<set _bath to 5>>
<<set _stables to 3>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'The water in this city is filthy and it is a waste to pay all for the baths here, definately was not worth it!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'My contacts tell me that anything you buy here in Cilicia and Anatoia will catch a good price in Payas and beyond!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'My brother told me that Tarsus is the best place to buy Anatolian Carpets, at least I think he said Tarsus...'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Adana">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Adana">>
<<set _time to 15>>
<<elseif $player.speed is "slow">>
<<set _destination to "Çakit Han">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.ciliciatravel to 1>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Çakit Han]]
[[|Adana]]
[[|The Sebil]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Caravanserai of Çakit Han">>
<<set _desc to "You arrive at a small caravanserai, known as either Bayrampaşa Han or Çakit Han as the caravanserai sat near to the Çakit river in the marshlands along the Cilician coast. You find a small mosque in the caravanserai and a few basic supplies though the water smells and appears to be of poor quality.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Evliya the Pilgrim: //'Thank the lord for this caravanserai! The free food provided here will last Safiye and I many days on the road ahead!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'The water here is stagnant and dirty, I would not drink it unless I was on death's door!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'I heard that in these marshlands that disease from the Mosquito is common, though I guess it is less severe now due to the cold weather!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Adana">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Adana">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Adana">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Adana]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Adana">>
<<set _desc to "You have made it to the town of Adana, a booming trade and agricultural center on the Mediterranean coastal plain. The town stands out as a safe haven in an unforgiving landscape littered with marshland and swamps which often meant malaria and fever for those that stayed too long, though you are told that these diseases should be less common in the winter months. As you enter the town you see peoples from all the communities that make up the region of Cilicia; boasting communites of Arabs, Turkmen, Rum (Orthodox Greek Christians), Armenians, and Sephardic Jews. This is one of the first towns where you start to hear Arabic spoken more in the marketplace. \n\n ">>
<<set _hist to "Evliya Çelebi describes the city as being a center of trade with 17 caravanserais, 700 stores, and one main bazaar. \n\nThe seventeenth-century pilgrim Kadri described the city as follows:\n\n//'Adana is a big city having three mosques, two baths, a bazaar, and shops, a covered market, and gardens with various fruit trees such as lemon, seville orange and pornegranate. On the one side of the city is a river called the Seyhan. There is a waterwheel, supplying water the whole city. It has a palace called Hünkar Köşkü in a garden district.'//\n\nIn the town there were several small sufi lodges (//tekke//) including a community of Indian dervishes and Bektaşi dervishes. Each of these dervish communities have small shrines that pilgrims could visit.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 2>>
<<set _shrine to 1>>
<<set _water to 60>>
<<set _bath to 2>>
<<set _stables to 2>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'These local shrines are not worth a visit, I was very disappointed when some local child promised me that it would be worth my while for a few akçe coins.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'The stables here are a reasonable price, I was thinking of buying some horses to get to Syria faster and to the markets of Aleppo!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yiannis the Elderly Greek Peasant: //'My grandson told me that the waters of Adana are sweet and lifegiving, or did he say that about Alanya?'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Misis Bridge">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Misis Bridge">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Misis Bridge">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Misis Bridge]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Misis Bridge">>
<<set _desc to "After leaving Adana you reach the crossing of the Ceyhan (Jeyhan) River at the ancient Misis Bridge, originally built by the Romans in the 4th century CE. By the time you arrive here you find the new caravanserai established a few years prior by the Ottoman Grand Vizier, Köprülü Mehmed Pasha, as directed by Sultan Mehmed IV. The new caravanserai was protected by a regiment of 120 Ottoman soldiers in an effort to better protect this important river crossing. You arrive to hear that the restored bridge had a toll on it for all travelers though you hope that your pious mission might convince the soldiers on the bridge to let you pass for free as you make your way out of Cilicia and into Syria. \n\n ">>
<<set _hist to "The bridge itself was reportedly difficult to cross due to decay in the 16th and the first half of the 17th century. However, the bridge had been newly restored when Mehmed IV ordered the construction of the caravanserai in 1661, thus making crossing the Ceyhan River much easier for pilgrims. A sixteenth-century Meccan Emissary described his crossing at Misis and the small village which sat besides it, writing:\n\n//'We followed the bank of the Jeyhan River, passing a large dilapidated enclosure...as well as lots of ruins. On the shore of the river is a large birdge, with ten arches, and a commodious hostel built by some merchant in 1542. Nearby are a new mosque and some shops, around which is a village. A toll was imposed at this bridge but we were exempted.//\n\nIn 1678, Yusuf Nabi mentions a legend about the bridge:\n\n//'We crossed the Misis bridge, well known as the place where, according to legend, the archangel Gabriel threw into the river with his wing the pages of the sacred scnptures which were being looked for there by the Prophet Daniel there with the hope of finding the secret of immortality.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'This great river crossing is the last stop for the fastest among us in Cilicia and Anatolia, I told one of them that they should make sure to buy some Anatolian carpets here for they might sell well in the cities of Syria, I don't think they believed me though!'// ">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'I heard that there is this magic shirt blessed by angels that can break a leopards bite, (crowd yells at Selim to be quiet, he begins to slur his words). I swear its true, my brother told me he saw one in Urfa!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yunus the Boastful Merchant: //'(Talking to a friend) I had this foolish pilgrim sell me his Anatolian Carpets here! It so easy with these people who have no experience of travel, I am going to make such a profit on those once we get to Syria!'// ">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Payas">>
<<set _time to 14>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kurtkulağı">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kurtkulağı">>
<<set _time to 11>>
<<endif>>
<<set _toll to 50>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaToll _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _toll _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kurtkulağı]]
[[|Payas]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Caravanserai of Kurtkulağı">>
<<set _desc to "You arrive at the small coastal village and Caravanserai of Kurtkulağı, though you are on your guard as the coastal plain here is full of thieves and highwaymen. As you leave Kurtkulağı you realize that this is the last stop in Anatolia as you make your way to the crossroads at Payas which sits between the Nur Mountains and the Mediterranean coast.\n\n ">>
<<set _hist to "Yusuf Nabi simply describes the place as\n\n//'a village with a mosque, and a caravanserai also called Bayrampaşa Hani. Essential provisions are available.'//\n\nThe caravanserai was built fairly recently, being only about two decades old by the time you arrive. However, the new caravanserai is not entirely safe from bandits forcing the sultan to appoint 50 soldiers to guard it in 1704 as raids on travelers here became more frequent. The village is described in the early seventeenth century as having a small blockhouse for defense with many small guns inside, a warning to travelers that this area is full of bandits and highwaymen.\n\nThe terrain itself was also difficult and in the summer is got very hot and humid. The sixteenth-century Meccan emissary describes the difficult journey through this coastal region in the following manner:\n\n//'Following the early morning prayer, we set out and passed by a number of villages, some dilapidated and others flourishing. We also crossed through river fords and over two bridges of hewn stones. Then we crossed over another great bridge, followed by yet another one...It was a trying stage of the journey, one in which the pieces of baggage tumbled down, one after another.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'I plan to head to Iskenderun from Payas, there I will take a ship on to Palestine and see what opportunities exist there!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'The great crossroads at Payas are up ahead, they were built by the great Sokollu Mehmed Pasha, I do no want to brag, (friend rolls eyes) but my great uncle was an important confidant to Sokollu Mehmed Pasha and some say if it wasn't for him Sokollu Mehmed Pasha would never have been made Grand Vizier!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'I heard that at Payas in Syria one can take a road to the Shrine of Ibrahim at Urfa, I was thinking that this might be a noble trip for me to make!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Payas">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Payas">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Payas">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Payas]]
<</nobr>><<nobr>>
<<if $temp.iskenderunvisit is 1>>
<<set $temp.loopdest4 to 1>>
<<endif>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.syria is 0>>
<<script>>
Dialog.setup("Welcome to Syria!");
Dialog.wiki(Story.get("Syria Region Greeting").processText());
Dialog.open();
<</script>>
<<makeSyriaMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Payas and the Sokollu Mehmed Pasha Caravanserai">>
<<set _desc to "You arrive at the major caravanserai of Payas built by the Ottoman Grand Vizier Sokollu Mehmed Pasha in 1574. The large caravansarai sits along the coast of the Mediterranean and is one of the largest caravanserais in the whole Ottoman Empire providing lodging, protection, water, baths, and food for merchants headed to Aleppo and pilgrims heading south to Mecca through Syria. While settling into your lodging at the caravanserai you hear from nearby merchants that there are ships here in the nearby port that can take travelers to the Palestine, a tempting detour which would include an opportunity to visit the Dome of the Rock in Jerusalem. \n\n ">>
<<set _hist to "Payas and the port of Iskenderun were some of the most important crossroads in the empire. Bringing together ships from the Mediterranean and overland caravan routes between Anatolia, Syria, and Iran. The image above shows a modern view of the Sokollu Mehmed Pasha Caravanserai, the center of trade and transit in early modern Payas. The seventeenth-century pilgrimage itinerary of Kadri porvides a mundane description the place in the following manner:\n\n//'Payas is a town situated on the Mediterranean coast, with a mosque and a bath built by Sokollu Mehmet Pasha's foundation. It also contains hospices, shops, coffee-houses, and gardens with various fruits such as lemon, seville orange, grape, fig and water melon. Essential provisions are available.'// ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 17>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 1>>
<<set _stables to 3>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(speaking loudly) Praise be the great benefactor Sokollu Mehmed Pasha who endowed the waqf (pious endowment) for this caravansarai which provides baths and food free of charge! You know my great grandfather served closely with him on the imparial divan (council), if it wasn't for his advice who knows if Sokollu Mehmed Pasha would have endowed such a wonderful and noble building!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'I plan to go the shrine of the Prophet Ibrahim (Abraham) in Urfa, I plan to follow the road from the Belen Pass to Kırıkhan to get there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(talking to fellow merchant) We are going to head to the Port of Iskenderun, we have ships that leave from there either down to coast to Palestine via Latakia or first to Cyprus via Magosa!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Belen">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Belen">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Belen">>
<<set _time to 10>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Iskenderun">>
<<set _time2 to 4>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Iskenderun">>
<<set _time2 to 5>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Iskenderun">>
<<set _time2 to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $temp.syriabrief to 1>>
<<set $temp.anatoliafrom to 0>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Belen]]
[[|Iskenderun]]
[[|Syria Region Greeting]]<<nobr>>
<<set $temp.loopdest4 to 0>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.syria is 0>>
<<script>>
Dialog.setup("Welcome to Syria!");
Dialog.wiki(Story.get("Syria Region Greeting").processText());
Dialog.open();
<</script>>
<<makeSyriaMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Belen Pass and the Syrian Gates">>
<<set _desc to "Passing into the Nur Mountains surrounded on all sides by steep hills each covered by cascading forests you come to the village of Belen in the heart of the Belen Pass. The mountains are foreboding but the excitement of the road ahead into Syria brings you courage. Beyond these mountains are the fortresses which guard this pass and from there one can head north to Kırıkhan and on to Aintab, Urfa, or Aleppo. Your fellow pilgrims are taking the main caravan route south to Antioch and on the Damascus.\n\n ">>
<<set _hist to "The Belen Pass cut through the Nur Mountains between Iskenderun and the famed city of Antioch (Antakya). The village of Belen in the mountains provided respite for travelers in the high mountain passes. The Belen Pass was also known as the 'Syrian Gates' being the traditional entry point between Cilicia and Syria to the south and east. The 'gates' themselves were the four castles which guarded the strategic mountain pass. They were the fortresses of Bagras (Bakras), Trapessac, Sarı Seki, and Çalan. These fortresses had been build during the crusader period during the 12th and 13th centuries when the Armenian kingdom of Cilicia and the Crusader Principality of Antioch ruled this region. This pass would also become important during the Egyptian-Ottoman wars of the early 19th century when Ibrahim Pasha of Egypt defeated a major Ottoman force at the Battle of Belen Pass in 1832.\n\nThe seventeenth-century pilgrimage itinerary of Kadri describes the place in the following way:\n\n//'This station is a pleasant village called Belen. Bakras is the name of the mountains around. The village has a mosque, a caravanserai, and a bath, all built by Sultan Suleiman (the Magnificent). Necessary commodities are found.'//\n\n The Venetian nobleman, Ambrosio Bembo, in 1672 described his journey through the mountains at Belen as follows:\n\n//'The English vice-consul, Martin Loe, also came to accompany us. That same evening he conducted us to Belen, a rather large town about two hours’ travel by road from Iskenderun. It is situated on a mountain, also named Belen, that divides Syria from Cilicia. There we took lodging in a house belonging to the British vice-consul, who used it in the summers because of the very good air in the place. Near the house was a most perfect spring whose waters then flowed down the mountain with a sweet murmur. The houses of the place are one above the other because of their locations on the mountainside. There is also a covered public area roofed not with tiles but rather with lead forming several domes. We stayed only two days and returned to our voyage. My uncle had himself carried in a litter borne along by mules that traveled with very great skill in those rather difficult mountains.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 15>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abdullah the Eunuch: //'(advising confused pilgrim) we have to travel south past Bargas Castle and to Antioch if we want to make it to Mecca on time for the hajj, the road to Urfa and Aleppo will take too much time, though if you want, you can go to Aleppo from Antioch as well via Artah!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'The stream here has the sweetest water, the cleanest I have seen in a long time! What a blessing!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(to fellow merchant) My cousin had a whole new variety of rare jewels brought from India to his shop in the Aleppo Bazaar, he might be able to sell you them for a deal, say 350 akçe coins?!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Antioch">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Antioch">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Bagras">>
<<set _time to 3>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Kırıkhan">>
<<set _time2 to 3>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Kırıkhan">>
<<set _time2 to 4>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Kırıkhan">>
<<set _time2 to 5>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $temp.syriabrief to 0>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Antioch]]
[[|Bagras]]
[[|Kırıkhan]]
[[|Syria Region Greeting]]<<nobr>>
/%-----------------------------------%/
/%------------ Konya Choice ---------%/
/%-----------------------------------%/
<<if $temp.antioch is 0>>
<<script>>
Dialog.setup("The Local Waqf");
Dialog.wiki(Story.get("The Local Waqf").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town of Antioch">>
<<set _desc to "After the exhausting journey through the Nur Mountains between Cilicia and Syria you arrived to the famed yet ruined town of Antioch (Antakya). You find that much of the town is uninhabited due to decades of rural unrest and the rise in importance of the trading crossroads of Aleppo and Iskenderun which have eclipsed ancient Antioch. Nevertheless, walking through the dusty streets you find a popular local shrine to Habib-i Neccar (Najjar) which many of your fellow pilgrims have opted to say their prayers at. \n\n ">>
<<set _hist to "Antioch plays a more significant role in Christian tradition as the city where Saint Peter established the first Christian Church. However, the importance of this city for Christians blended with Muslim tradition in the figures of Habib-i Neccar (Najjar), Habib the Carpenter, and Sham'un Al-Safa, Simon the Pure (Saint Peter) who both had pilgrimage shrines in the mosque here. Najjar was a Christian during the time of Jesus and was martyred by pagans who refused to convert to Christianity. He is considered a Saint in Muslim tradition and some associate him to be one and the same as Saint Agabus in Christian tradition. The shrine is often mentioned by Muslim pilgrims who passed through here as a site worth visiting. In 1678 the pilgrim Yusuf Nabi described Antioch (Antakya) by mentioning that much of it is in ruins and though he makes particular mention of the market available here for pilgrims he writes:\n\n//'Antakya is an unusual city, only one quarter of it inhabited, and the rest unoccupied, and with a huge fortress on top of a high hill. Having visited the shrine of Habib-i Neccar in the middle of the city, we departed.'//\n\nAnother seventeenth-century pilgrim mentioned writes the following: //'The Castle of Antakya is quite enormous! It is surrounded by seven mountains, but inside (the town) the population only lives in one quarter and many places are uninhabited and ruined. However, there are many abundant gardens, meadows, orchards, and fig groves which alongside the Asi River (Orontes River)flows, and there is an old bridge here too. Also, entombed beneath the ground of the holy mosque here are the saints Habib-i Neccar (Najjar) and Sham'un Al-Safa (Muslim version of Saint Peter), one may visit them (ziyaret).'// \n\nThe Venetian nobleman, Ambrosio Bembo passed by in 1672 was unimpressed with Antioch and made little mention of it, describing it in the following manner.\n\n//'We passed not far from Antioch, which is along the banks of this river. Antioch is now a ruin and preserves only the ancient nobility of its name because it was the Seat of St. Peter and the place where the name 'Christian' was first used.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 16>>
<<set _shrine to 2>>
<<set _water to 20>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(speaking loudly in an excited voice) The shrines of Habib-i Naccar and Sham'un Al-Safa are well worth a visit, what a wonder to see the place where the followers of the Prophet Isa once stood!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(arguing loudly with his guide) I need to get to Damascus for my new position as soon as possible! I have no need to go do Aleppo, and I do not care that you wish to see your brother there! We need to keep heading south along the main hajj road to get to Damascus quickly!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(talking to apprentice) Once we get to Aleppo after Artah make sure not to buy any spices in the market there for more than 48 akçe coins or we will never make a profit!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Madiq">>
<<set _time to 25>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jisr al-Shughur">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Zanbakiyye">>
<<set _time to 9>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Artah">>
<<set _time2 to 5>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Artah">>
<<set _time2 to 7>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Artah">>
<<set _time2 to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Artah]]
[[|Zanbakiyye]]
[[|Jisr al-Shughur]]
[[|Madiq]]
[[|The Local Waqf]]<<nobr>>
<<set $temp.iskenderunvisit to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Iskenderun">>
<<set _desc to "You have arrived at the port city of Iskenderun, also known as Alexandretta. This was the furthest east you could travel in the Mediterranean via ship and was a major center for European merchants attempting to access the goods of the Levant. You see large groups of bustling merchants loading goods onto mules for the overland journey from here to the trading entrepôt of Aleppo just over the Nur Mountain range to the east. While in the port you hear ship captains gathering travelers and merchants for ships bound for Palestine to the south. The sea route through Magosa takes travelers through Cyprus, where you hear unique items may be found, and on to Gaza. While the ships which follow the coastline down to Palestine offer to take travelers to the port of Akka via Latakia. However, be wary of sea travel as it can be quite dangerous as Christian pirates (the Knights of Saint John) scour the seas and storms can mean disaster for any traveler - rich and poor alike. Some caravans leave directly from here on the overland route through the Nur Mountains to the Belen Pass while others head to the nearby large caravansarai of Payas to trade prior to the mountain crossing.\n\n ">>
<<set _hist to "The seventeenth-century Ottoman pilgrim Kadri found that the port of Iskenderun full of European merchants and records his impression of the port in the following passage:\n\n//'Having left Payas, the caravan reaches Iskenderun within 6 hours. Iskenderun is a village port inhabited by infidels, to which European ships come. The caravan may not stop at Iskenderun, which is five hours from Bakras.'//\n\nIn 1672, the Venetian Nobleman Ambrosio Bembo came to Iskenderun by ship on his way to Aleppo. He wrote that:\n\n//'Iskenderun is a very small town with few houses. In times past it had been abandoned because of the foul air there, but when it became a stopover point on the way to Aleppo, several Turks and Greeks settled there. An aga (Ottoman Janissary Captain) resides there, sent by the Great Aga of the customs house of Aleppo. His duty is to make note of the merchandise that is put ashore there so that no one will be able to defraud the tax office. There are the houses of the vice-consuls of all the nations, which are quite good. Each flies the flag of its prince over the roof. These vice-consuls are those of Venice, France, and England, all appointed by the consuls of Aleppo. As for clergy, there are Franciscan fathers sent from the Holy Land who officiate in the chapel that is located in the house of the French vice-consul...When we arrived in Iskenderun, all the stuffs were unloaded and sent on their way on a caravan of camels. They use camels during the summer instead of mules, which do not bear the heat and are thus kept in the higher areas. We remained aboard ship because of the foul air of that place. It is produced by vapors of several lagoons and swamps nearby, and it causes the death of many people. Those who survive retain a yellow coloring on their faces. Thus, when we did disembark, we immediately mounted horses. We were accompanied by all our retinue as well as by several Turks who came to meet my uncle and to enter into service in his house.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 16>>
<<set _shrine to 0>>
<<set _water to 90>>
<<set _bath to 0>>
<<set _stables to 2>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to friend)The stable here is much more affordable than the one at Payas! Though if I can, I prefer to get new horses in Aleppo!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) I often prefer to take the route to Cyprus via Magosa in order to stock up on valuable goods there even though seas that way are more treacherous!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her uncle) The water here seems to have mixed with the seawater, we definately should wait until we make it to Payas to fill our water!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Belen">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Belen">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Belen">>
<<set _time to 4>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Latakia">>
<<set _time2 to 10>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Latakia">>
<<set _time2 to 10>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Latakia">>
<<set _time2 to 10>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination3 to "Magosa">>
<<set _time3 to 14>>
<<elseif $player.speed is "medium">>
<<set _destination3 to "Magosa">>
<<set _time3 to 14>>
<<elseif $player.speed is "slow">>
<<set _destination3 to "Magosa">>
<<set _time3 to 14>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination4 to "Payas">>
<<set _time4 to 3>>
<<elseif $player.speed is "medium">>
<<set _destination4 to "Payas">>
<<set _time4 to 4>>
<<elseif $player.speed is "slow">>
<<set _destination4 to "Payas">>
<<set _time4 to 5>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria4 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _destination3 _time3 _destination4 _time4 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Payas]]
[[|Latakia]]
[[|Magosa]]
[[|Belen]]<<nobr>>
<<set $temp.loopdest2 to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Kilis">>
<<set _desc to "You have arrived to the town of Kilis. Sitting on a fertile plain, you find that Kilis is an important hub on the road between the trading centers of Aintab and Aleppo. The road from here goes to either Aleppo or to Urfa via Aintab, however the road through Urfa will also return south through Aleppo. Walking into the town you notice an active dervish lodge dedicated to the early Muslim commander Shurahbil bin Hasanah. Nearby, just to the west of town you see in the distance a square small old tomb which you are told is of Sheikh Muhammad Bedevi who died with the first Muslim army here in 639CE. In the center of town there is a a small bath built by a certain Hasanbey and a larger bath of yellow and black stone known as the Pasha baths which both seem to be of reasonable quality. Outside of town you see the old ruins of Ravanda fortress on a craggy hill in the distance and it worries you that it seems to have been a long time since any Ottoman soldiers patrolled the countryside here. \n\n ">>
<<set _hist to "The image above shows the 14th-century Ulu Camii (Great Mosque) in Kilis. The town of Kilis gained prominance as the hometown of Canbolatoğlu Ali Pasha and his family who helped to lead the Celali rebellions in the early seventeenth century. The Canbolatoğlu family constructed many mosques and other structures in Kilis leaving an important architectural imprint on the town. The Canbolatoğlu family were powerful //ayans// (local notables) who had significant local power in northern Syria independent of the Ottoman sultan. The further one traveled into the Arab provinces of the Ottoman Empire the more autonomy local notables, ayans, and powerful families held sway. The central state's competition with these ayans was an important internal dynamic throughout Ottoman history.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 16>>
<<set _shrine to 1>>
<<set _water to 30>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The shrine here is worth a visit if you need a break from the hard journey of the road, but it might not bring too much inspiration.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to another pilgrim) The shrine here is wonderful, it was certainly worth a visit, though I mainly went because my wife's family lives near to it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(to another merchant) the copper goods in the bazaar in Aintab are wonderful, I always make sure to stock up there so I can sell for a large profit later on!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Aintab">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Aintab">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Aintab">>
<<set _time to 11>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Aleppo">>
<<set _time2 to 9>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Aleppo">>
<<set _time2 to 11>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Aleppo">>
<<set _time2 to 13>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Aintab]]
[[|Aleppo]]Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Jaffa">>
<<set _desc to "You arrive to the port of Jaffa and are happy to find the small port town full of life. The large old castle looms over the coastline with a thriving fishing market at its base on the shore. The marketplace, while not as large as others you have seen, it provides a useful stop for those who travel on to Gaza or those that wish to travel directly to Jerusalem via the town of Ramla. You ship captain has informed you that he is sailing on by sea to Gaza soon but that if you wish to travel inland you should join a caravan to Ramla.\n\n ">>
<<set _hist to "The image above is an orientalist painting by Gustav Bauernfeind in 1877 entitled 'Market at Jaffa.' An eigtheenth-century Dutch account of Jaffa describes the port and the traveler experience there in the following manner: \n\n//'About noon we had the satisfaction to come to an anchor at halt a mile from Jaffa : the reason of ships lying at this distance from the town is owing to the bad state of the harbor formerly here was a dock…which reached to the town itself, likewise a large arsenal, but at present everything lies in ruins, the harbor likewise, for want of care, if not intentionally, is become full of shoals, besides several rocks round it, lying even with the waters edge … At present this place rather resembles a village than a town, most of its inhabitants are Arabians, and live in extreme poverty, except those concerned in the soap and cotton manufactures. Having landed our baggage, we waited on the father procurator, who is sent by the father guardian of Jerusalem, to receive the European pilgrims going to the Holy Land. We desired this father to inform us of the most convenient and safest method of going to Jerusalem. Accordingly, he told us, that we might travel thither as merchants or brothers (monks). If the latter, and thus put ourselves under the protection of his order, he must previously write to the father guardian for a licence… Ibrahim Agha , the governor of the castle (in Jaffa), being returned from hunting, we waited on him, and according to the custom of the country, he in person led us to the toll collector, to whom we were to produce our firman (Ottoman document) or license, on which he said, that no caphar money (toll on Christian merchants in the Ottoman Empire) could be required of us, but our letters showing us to be persons of some rank, he intimated to us, that he expected a watch, a pair of pistols, or the like, as a gratuity. Having consulted on this innuendo, in order to be free from any molestations, we sent him, by one of our servants, the very sum which he could have demanded of us for caphar, had we been without any firman, thirty piasters (coins) for ourselves and servants ; and this satisfied his rapacity.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 30>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,4)>>
<<if _randomadvice is 1>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(talking to other merchants) While I would normally desire to see the great city of Jerusalem by traveling to Ramla, I need to head first to the large market at Gaza to buy some goods, only after that will I head inland to the holy city!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(talking to other travelers) I would make sure to head to petition the pasha in Jerusalem! He is normally at his residence in Nablus but I heard that he is currently visting the holy sites in Jerusalem. I was told by my cousin in his retinue that the pasha is in a giving mood and is sure to provide some funds for your journey if you ask!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her uncle) The water is quite poor in thse port towns, it is probably best we move inland to find cleaner water!'//">>
<<elseif _randomadvice is 4>>
<<set _advice to "Lady Eleanor Saltury the Aristocratic Traveler: //'(talking to other European travelers arriving in the port) My father told me to be careful of people who may seem like they need your help, they will steal from you and break your trust! I always keep my guard up when I travel abroad!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Gaza">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Gaza">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Gaza">>
<<set _time to 7>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Ramla">>
<<set _time2 to 3>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Ramla">>
<<set _time2 to 3>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Ramla">>
<<set _time2 to 4>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Gaza]]
[[|Ramla]]<<nobr>>
/%-----------------------------------%/
/%------------ The Pasha --------------%/
/%-----------------------------------%/
<<if $temp.thehatun is 0 and $temp.someoneelse is 0>>
<<script>>
Dialog.setup("The Wealthy Widow");
Dialog.wiki(Story.get("The Wealthy Widow").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "City of Aintab">>
<<set _desc to "You have made it to the bustling city of Aintab. As you enter the town you see a large and imposing stone fortress on a hill which protects the city below. Nearby is the large bazaar where you are told local coppersmiths sell quality goods and local fine Kutnu fabric is sold! You hear from other pilgrims that there are baths in the town center which your weary companions take full advantage of. You hear from one of the locals while on the road into the city that there are some small shrines here as well dedicated to local sufis and the Prophet Joshua. You also make sure to pay your caravan leader the fee that will be needed for the toll ahead on the road for the crossing of the Euphrates river on the way to Urfa.\n\n ">>
<<set _hist to "Aintab was a minor city in the Ottoman Empire but plays a large role in the study of Ottoman History due to the study of its court records by the historian Leslie Peirce in her book //Morality Tales: Law and Gender in the Ottoman Court of Aintab//. Ottoman court records allow historians to examine the social history of the region and bring forth voices and stories from everyday people. One facinating sixteenth-century court case examined in her work on Aintab is the following case about a woman suspected of heresy (being a kizilbash - a heterodox system of belief tied to Shi'ism and in the sixteenth-century Safavid Iran). \n\n//'The individuals named Alaeddin b. Hoca Hamza and Ustad Mehmed Hayat,
residents of the city of Aintab, were present at court and brought forth the following censure:\n\n The poor woman who is known as Kara Sabah is our neighbor since we share the same courtyard. She holds gatherings of girls and brides and women in her home. She has hired the individual named I˙brahim b. Nazih and the two youths who are his apprentices, and introduces him into the company of these girls and brides in her unattended house. While she says that she has him preach, she actually has him speak evil things. She has him conduct spiritual conversations with these girls and brides. She takes her own disciples (halife) and causes them to act contrary to the law: in the ceremonies, the girls and brides and women spin around waving their hands, and they bring themselves into a trancelike state by swaying and dancing. They perform the ceremonies according to Kizilbash teachings. We too have wives and families, and we are opposed to illegal activities like this. In particular, a little girl fell off the roof while participating in their ceremonies and was injured. And the authorities have gotten involved because some people have been accused of having sex with women. \n\n When they said [the foregoing], the aforementioned Kara Sabah and Ibrahim were invited [to come] to the court for examination. When they were questioned, the said woman Sabah stated: 'I had my house vacated. I brought girls and young brides and women together with the said Ibrahim and the two youths who are his apprentices. There were no males present at the aforementioned conversations besides the said I˙brahim and the two apprentices. I brought them, and for the price of preaching, I had them conduct conversations with the girls and young brides. This is what I have always done for a living.' When she had spoken, the said Ibrahim confirmed [her testimony] in a legal manner. The foregoing was inscribed and recorded in the way that it happened. \n\n Witnessed by: Molla Veli b. Ali, imam; Molla Mahmud b. Halil, preacher; Molla Hüsam b. Mehmed, imam; Muhsin b. Mehmed, steward; Uzun Ahmed, market head; Haci Emir Ali b. Haci Ahmed.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 22>>
<<set _shrine to 1>>
<<set _water to 40>>
<<set _bath to 3>>
<<set _stables to 2>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ignatius Abdulmasih the Local Syriac Priest: //'(rambling on to a friend) I wouldn't bother buying anything in the market here - I am fairly sure that one can find everything on offer here in Aleppo but for much cheaper!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(talking to other travelers) The baths here are wonderful and worth every coin...though a bit more expensive than I have found other places'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(discussing plans with other merchants) I would go to the stables and change in my horses on the roads in this region - the roads are dangerous and I would prefer to be safer and stay with the slower caravans. The road to Urfa is long and a slower place will at least give one a rest at Nizip!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Urfa">>
<<set _time to 22>>
<<elseif $player.speed is "medium">>
<<set _destination to "Urfa">>
<<set _time to 25>>
<<elseif $player.speed is "slow">>
<<set _destination to "Nizip">>
<<set _time to 9>>
<<endif>>
<<set _toll to 45>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaToll _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _toll _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Nizip]]
[[|Urfa]]
[[|The Wealthy Widow]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Ruined Fortress of Artah">>
<<set _desc to "You have arrived to the fortress of Artah which guards the road between Aleppo and Antioch. The fortress itself has fallen into ruin and the town upon your arrival is mainly populated by Turkic trabies from northern Iran. You find a small market here and a local well but nothing much beyond that.\n\n ">>
<<set _hist to "The image above is a 19th-century European print of a fountain amongst ruins in Syria. Artah, modern Reyhanlı, was a prominent fortress during the first crusade and was known as the 'shield of Antioch' but the fortress was eventually captured in 1164 by Sultan Nur ad-Din. ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 15>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ignatius Abdulmasih the Local Syriac Priest: //'(speaking to a worried traveler) The water here seems safe to drink, though I have not tried it myself!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(speaking to another European traveler) When the caravan arrives in Aleppo I plan to head north to Aintab, I head there are also some quality goods to find there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(talking to another merchant) I heard from my cousin that one can find spices in Aleppo for as low as 44 akçe coins!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Aleppo">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Aleppo">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Church of Saint Simeon Stylites">>
<<set _time to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Aleppo]]
[[|Church of Saint Simeon Stylites]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "City of Aleppo">>
/%-------------------------------------------%/
/%---------------Time in Aleppo--------------%/
/%-------------------------------------------%/
<<if $temp.aleppo is 0>>
<<set $player.time to $player.time+24>>
<<set $temp.aleppo to 1>>
<<set _desc to "You arrive to the great trading city of Aleppo and have decided to stay here for two additional days. Walking through the city gates of one of the most significant cities of the Ottoman Empire brings a sense of security and safety to you and your fellow travelers. As you walk through the great city you see the large fortress with looms above you on a great hill, from there you hear that there is a large janissary garrison and the seat of the Ottoman Pasha of Aleppo who regularly holds meetings with petitioners asking for gifts and other benevolent acts of kindness. The covered market, the //Souq al-Madina//, hosts hundreds of shops and craftsmen from across the known world including rare jewels and spices from India! Local guides inform you that the road to the north to Kilis connects to the trading city of Aintab and on to the shrine site of Abraham at Urfa. Otherwise, many pilgrims have opted to take the road to the south to al-Ma'arra via Khan Tuman and Sarmin which joins the main hajj road at Hama on the way to Damascus.\n\n ">>
<<set _hist to "Early modern Aleppo was arguably the most significant Ottoman city only after Istanbul and possibly Cairo. The Muslim Ottoman city was also home to large Jewish and Christian (Syriacs and Maronites) populations as well as newly settled Turkmen and Bedouin tribal communites on the fringes of the city. The Ottomans had a large force of Janissaries stationed here who had significant sway in the local politics of the city. The huge market served merchants from India bringing goods to the Mediterranean region and thus many European merchant companies had a signficant presence in the trading entrepôt. Religiously, the medieval Ummayid Great Mosque contained the tomb of the Prophet Zakariyya (Zechariah), who was venerated in both Christian and Muslim traditions as the father of John the Baptist. Aleppo was not on the main pilgrimage route by the seventeenth century, the pilgrimage caravans were too large to stop at the city - as any stop in Aleppo demanded several days and that would delay the main caravan too much on the journey to Mecca. However, many pilgrims would deviate from the main caravan route to go to Aleppo as it was a major center to trade and learning. Some images of the main historical sites in Aleppo can be found [[here|https://whc.unesco.org/en/list/21/]]\n\n A seventeenth-century Safavid widow, one of the only early modern pilgrimage narratives written by a woman, passed through Aleppo on her way to Mecca and described the city in glowing terms. The city of Aleppo during her hajj journey is compared to her home city of Isfahan which shared resemblances to the Safavid capital in //'its stores, its bazar, and its square, all of the things arranged like Isfahan.'// The Ottoman city of Aleppo is described as a needed respite after their difficult journey through the rocky terrain of Anatolia, a city mentioned by her as //'paradise-like Aleppo.'// \n\nThe Venetian nobleman, Ambrosio Bembo passed through Aleppo in 1672 and discussed the city in great detail: \n\n//'The city is situated on a low place and is surrounded by some mountains and some hills...it is surrounded by a wall made of rough-hewn stone. The wall is not very high and in some places it is in ruins...One of the principle suburbs is called Jedeideh, where all the Christians live, and is near the Bab (gate) al-Feraj. The buildings in the city are for the most part of stone. They are the best in all of Turkey and more like European buildings. Instead of tiles on their roofs, there are terraces where one sleeps at night, since the air is perfect. Most of the streets are paved in stone, and the walls of the houses are high without windows on the streetm, not displaying from the outside what they are like inside. There are three hundred mosques, seven of which - the principal ones - have great domes covered with lead. There are also several well-constructed baths and bazaars, which are covered streets with shops on either side. \n\n In the center of the city is a castle built on a rather high, round, and craggy hill. The castle is encrusted on all sides with stones, all of the same shape, and surrounded by a deep moat full of waterin which live many aquatic birds, such as ducks, coots, and the like...This city is very populous. Besides the European merchants, an ininite number of Greeks, Armenians, Arabs, and Persians go there with merchandise. There are more than 300,000 Turks and Arabs and 50,000 Christians (exaggerated numbers) - some Greek, Armenian, Syrian or Jacobite, Nestorian, and Maronite schismatics, who number 6,000 souls. The Maronites are Catholics, since their prelates render obedience to the Roman Pontiff. There are also one thousand Jewish families that live all together in one place in the city. The city is governed by a pasha who is a vizier.\n\nThere are five curious things in that city and in almost all of Turkey: iron gates, wooden keys, iron-shod men, women in trousers, and bells that speak (minarets).'//\n\n The image of Aleppo above is from the sixteenth-century manuscript of Matrakçı Nasuh's //Beyan-ı Menazil-i Sefer-ul Irakeyn// (Chronicle of the Stages of the Campaign of the Two Iraqs). To see a seventeenth-century European panorama print of the city click the link [[here|https://umedia.lib.umn.edu/item/p16022coll251:6353?q=aleppo]] or to see Bembo's drawings of Aleppo and its people click the link [[here|https://umedia.lib.umn.edu/item/p16022coll184:2491/p16022coll184:2446?child_index=4&q=bembo&query=&sidebar_page=2&sort=&utf8=%E2%9C%93]]">>
<<elseif $temp.aleppo is 1>>
<<set _desc to "Moving through the crowded streets of Aleppo near the souq you find the spiritual heart of the city, the huge Great Mosque of Aleppo which is marked by its large square minaret. You hear from other pilgrims that they plan to visit the shrine of the Prophet Zakariyya (Zechariah),the father of John the Baptist, which is located inside the Great Mosque. Local guides inform you that the road to the north to Kilis connects to the trading city of Aintab and on to the shrine site of Abraham at Urfa. Otherwise, many pilgrims have opted to take the road to the south to al-Ma'arra via Khan Tuman and Sarmin which joins the main hajj road at Hama on the way to Damascus.\n\n">>
<<set _hist to "Early modern Aleppo was arguably the most significant Ottoman city only after Istanbul and possibly Cairo. The Muslim Ottoman city was also home to large Jewish and Christian (Syriacs and Maronites) populations as well as newly settled Turkmen and Bedouin tribal communites on the fringes of the city. The Ottomans had a large force of Janissaries stationed here who had significant sway in the local politics of the city. The huge market served merchants from India bringing goods to the Mediterranean region and thus many European merchant companies had a signficant presence in the trading entrepôt. Religiously, the medieval Ummayid Great Mosque contained the tomb of the Prophet Zakariyya (Zechariah), who was venerated in both Christian and Muslim traditions as the father of John the Baptist. Aleppo was not on the main pilgrimage route by the seventeenth century, the pilgrimage caravans were too large to stop at the city - as any stop in Aleppo demanded several days and that would delay the main caravan too much on the journey to Mecca. However, many pilgrims would deviate from the main caravan route to go to Aleppo as it was a major center to trade and learning. Some images of the main historical sites in Aleppo can be found [[here|https://whc.unesco.org/en/list/21/]]\n\n A seventeenth-century Safavid widow, one of the only early modern pilgrimage narratives written by a woman, passed through Aleppo on her way to Mecca and described the city in glowing terms. The city of Aleppo during her hajj journey is compared to her home city of Isfahan which shared resemblances to the Safavid capital in //'its stores, its bazar, and its square, all of the things arranged like Isfahan.'// The Ottoman city of Aleppo is described as a needed respite after their difficult journey through the rocky terrain of Anatolia, a city mentioned by her as //'paradise-like Aleppo.'// \n\nThe Venetian nobleman, Ambrosio Bembo passed through Aleppo in 1672 and discussed the city in great detail: \n\n//'The city is situated on a low place and is surrounded by some mountains and some hills...it is surrounded by a wall made of rough-hewn stone. The wall is not very high and in some places it is in ruins...One of the principle suburbs is called Jedeideh, where all the Christians live, and is near the Bab (gate) al-Feraj. The buildings in the city are for the most part of stone. They are the best in all of Turkey and more like European buildings. Instead of tiles on their roofs, there are terraces where one sleeps at night, since the air is perfect. Most of the streets are paved in stone, and the walls of the houses are high without windows on the streetm, not displaying from the outside what they are like inside. There are three hundred mosques, seven of which - the principal ones - have great domes covered with lead. There are also several well-constructed baths and bazaars, which are covered streets with shops on either side. \n\n In the center of the city is a castle built on a rather high, round, and craggy hill. The castle is encrusted on all sides with stones, all of the same shape, and surrounded by a deep moat full of water in which live many aquatic birds, such as ducks, coots, and the like...This city is very populous. Besides the European merchants, an infinite number of Greeks, Armenians, Arabs, and Persians go there with merchandise. There are more than 300,000 Turks and Arabs and 50,000 Christians (exaggerated numbers) - some Greek, Armenian, Syrian or Jacobite, Nestorian, and Maronite schismatics, who number 6,000 souls. The Maronites are Catholics, since their prelates render obedience to the Roman Pontiff. There are also one thousand Jewish families that live all together in one place in the city. The city is governed by a pasha who is a vizier.\n\nThere are five curious things in that city and in almost all of Turkey: iron gates, wooden keys, iron-shod men, women in trousers, and bells that speak (minarets).'//\n\n The image of Aleppo above is from the sixteenth-century manuscript of Matrakçı Nasuh's //Beyan-ı Menazil-i Sefer-ul Irakeyn// (Chronicle of the Stages of the Campaign of the Two Iraqs). To see a seventeenth-century European panorama print of the city click the link [[here|https://umedia.lib.umn.edu/item/p16022coll251:6353?q=aleppo]] or to see Bembo's drawings of Aleppo and its people click the link [[here|https://umedia.lib.umn.edu/item/p16022coll184:2491/p16022coll184:2446?child_index=4&q=bembo&query=&sidebar_page=2&sort=&utf8=%E2%9C%93]]">>
<<endif>>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 19>>
<<set _shrine to 3>>
<<set _water to 70>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,6)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) I think if luck is on our side we might be able to buy some of those imported Indian spices in the souq for 48 akçe! With that price we would be sure to make a profit!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to fellow pilgrim) It is definately well worth it to visit the Shrine of the Prophet Zakariyya in the Great Mosque of Aleppo! It was a very spiritual experience for an old sufi like myself!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(to fellow merchant) My cousin just had a new load of of rare jewels brought from India to his shop in the Souq here in Aleppo, he might be able to sell you them for a deal, I think for the good price of 360 akçe coins?!'//">>
<<elseif _randomadvice is 4>>
<<set _advice to "Bakhos the Maronite Musician: //'(to fellow traveler) You would think the wells here would provide travelers with quality water, but it seems that the imperial baths keep all the good water to themselves. This is why I prefer the countryside to the squalor of the city!'//">>
<<elseif _randomadvice is 5>>
<<set _advice to "Selim the Drunk: //'(yelling as he gets thrown out of the coffeehouse for being too rowdy) Stop calling me a liar! My brother's life was saved by a talismanic shirt, I swear that it is true on my mother's life! Just take the road north to Urfa and get one for yourself, you will see and thank me later!'//">>
<<elseif _randomadvice is 6>>
<<set _advice to "Judah Gabbai the Sephardic Merchant: //'(talking to fellow merchant) I hear that along the road south there is a small village named Sarmin which has great cheap prices for goods here that are sold for a fortune! Just make sure not to ride right past it if you are on your way to al-Ma'arra!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Ma’arra">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sarmin">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Khan Tuman">>
<<set _time to 3>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Kilis">>
<<set _time2 to 9>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Kilis">>
<<set _time2 to 11>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Kilis">>
<<set _time2 to 13>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaPasha2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.aleppotravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Kilis]]
[[|al-Ma’arra]]
[[|Sarmin]]
[[|Khan Tuman]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Zanbakiyye">>
<<set _desc to "You arrive to the small village of Zanbakiyye. The dusty village is lacking in many of the amenities of the road that you have become used to but the small caravanserai here provides food for travelers who pass by this way.\n\n ">>
<<set _hist to "The seventeenth-century Ottoman pilgrim Yusuf Nabi stopped here and logged a bare-bones assessment of the village: \n\n//'Zanbakiyye is a village with a han (caravanserai). Some essential provisions are found here.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'(to sister) I saw the local villagers using the stream here, I asked them, and they told me that it was okay for us pilgrims to use!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abdullah the Eunuch: //'(to hungry pilgrim) The caravanserai here should provide food free of charge, so you should not worry, we will find you some food!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(to hungry pilgrim) The caravanserai here should provide food free of charge, so you should not worry, we will find you some food!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Madiq">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jisr al-Shughur">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jisr al-Shughur">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jisr al-Shughur]]<<nobr>>
<<if $player.vakifchallenge is 1 and $player.vakifchallengevisit4 is 0>>
<<script>>
Dialog.setup("The Imaret");
Dialog.wiki(Story.get("The Imaret").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Jisr al-Shughur">>
<<set _desc to "You arrive to the small town of Jisr al-Shughur (also known as Şuur) on the banks of the Orontes River. Coming into the village you notice an old bridge which stretches across the river, a central mosque, a local caravanserai, and a small local market which hosts villagers from all across this fertile valley. \n\n ">>
<<set _hist to "Jisr al-Shughur was the main stop for travelers who would follow the Orontes River south through the Ghab valley. The town was famed for its unique roman bridge which was designed in the shape of a 'V' in order to better resist the river's current. Above you can see an drawing of Şuur on the Orontes River in 1714 as done by a European traveler. A seventeenth-century Ottoman Pilgrim stopped here and mentioned the impressive old bridge and makes a specific note that he found many fruits and grapes in the marketplace.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 18>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(to anyone who will listen) I would not trust the market here! I prefer the great markets of Aleppo and Damascus!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to first-time pilgrim) I would stock up in water here, the Orantes is quite fresh here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yunus the Boastful Merchant: //'(loudly to his friends) I hope these pilgrims do not wise up, there are some great prices in this small market! If they find out what things cost here they will never agree to my prices again!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Madiq">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Madiq">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Madiq">>
<<set _time to 11>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Madiq]]
[[|The Imaret]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Fortress and Caravanserai of Madiq">>
<<set _desc to "Following the Orontes river upsteam you make it to the towering old fortress of Madiq, also known as Qalaat al-Madiq. The fortress sites on a large flat hill in the middle of the fertile al-Ghab plain. As you come closer to the fotress you see the large caravanserai which sits below the castle above. While the walls of the fortress are quite dilapidated, the caravanserai is quite new and traditionally serves pilgrims along the hajj road heading south to Damascus. You settle in for the night, taking solace in the knowledge that you can rest easy tonight even as the surrounding countryside is rife with bandits and local strongmen. \n\n ">>
<<set _hist to "The fortress of Qalaat al-Madiq, overlooking the ancient ruins known as Apamea or Afamiyya, was built largely during the middle ages and was expanded greatly during the Crusades during the 12th and 13th centuries. In 1106 CE the Nazari Isma'ilis order, known as the //Assassins//, made this fortress one of their strongholds in the region during the Crusades. By the end of the 12th century the famous ruler Sultan Nur ad-Din strengthened the fortress at Madiq which is now the form the fortress takes today and in the 17th century. A seventeenth-century Ottoman pilgrim mentions during his stop at Madiq that:\n\n//'Madiq is a castle and it sits upon a mountaintop. Beneath it a caravanserai was established and next to a great river flows, but you cannot find a thing here, and the water quality is vile. Between Rahma and Madik there is a great bridge, from there you can take water from the Orontes River.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 15>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ignatius Abdulmasih the Local Syriac Priest: //'(giving advice to a merchant) I do not know much about trade but I heard that the coffee they sell here is overpriced and you will not find much profit in it if you try to sell it elsewhere!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her sister) The local tribesmen here told me that the well here is old and vile, though they said we should be okay for taking water from the Orontes River directly at a bridge nearby!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yunus the Boastful Merchant: //'(loudly to other merchants) Ha! I sold some Alaja Fabric in Homs to a silly old pilgrim for 90 akçe coins! What a fool! (merchants laughing)'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Hama">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hama">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hama">>
<<set _time to 11>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Hama]]Double-click this passage to edit it.<<nobr>>
<<if $player.friendschallenge is 1 and $player.friendschallengedone1 is 0>>
<<script>>
Dialog.setup("Network of Friends: Urfa");
Dialog.wiki(Story.get("Network of Friends: Urfa").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Holy City of Urfa">>
<<if $player.job is "Gulshani Sufi" and $temp.urfa is 0>>
<<set $temp.urfa to 1>>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set _desc to "You arrive to the holy city of Urfa which contains the famed Mevlid-i Halil Mosque dedicated to the Prophet Ibrahim (Abraham) on the site where he was born. You see the crowds of pilgrims coming to see the famed Pool of Sacred Fish where the Prophet Abraham was thrown into the fire by Nimrod. The soaring domes of the mosque, the shaded archways of the courtyard, and the cool breeze in the gardens around the shrine feel like a peice of heaven after the tiresome journey to get to this place. As a sufi, you feel closer to God by just stepping foot into this city and eagerly anticipate your visit to the Cave of the Prophet Ibrahim! Some pilgrims have decided to head to the many Ottoman baths built in the city and use their healing waters while others have hurried to the market to find sacred items for sale with the arrival of the pilgrims. A pious pilgrim amongst you convinces a local wealthy merchant to pay for your caravan's toll for the joruney back to Aleppo across the Euphrates River!\n\n ">>
<<set _hist to "Urfa, or ancient Edessa, was an important Ottoman town due to the mosque and shrine dedicated to the Prophet Ibarahim (Abraham) as it is the location where Abraham is believed to have been born. The main mosque around a saced pool of water (the Balıklıgöl) is the Mevlid-i Halil Mosque which was convered by Sultan Nur al-Din in the 11th century to a mosque from a church built on the same site. In fact, the site of the church had originally been a synagogue dedicated to the biblical Abraham and was converted to a chruch in the 5th century CE. The mosque complex in front of pilgrims by the end of the 17th century was renovated and added on to in 1523 by Muhammad Salih Pasha after the Ottoman conquest of the region. Inside the mosque is the Cave of the Prophet Ibrahim (Abraham) where he is believed to have been born and the sacred water from that small cave was considered second only to the water found in Mecca at the Zam Zam well. The Pool of Sacred Fish is where in Islamic tradition Nimrud threw the Prophet Ibrahim into a fire and as Ibrahim hit the fire it became water and the firewood became fish. Near to the mosque and pool are the medieval Gölbaşı gardens which provided a restful area for pilgrims around the area of the mosque and shrine complex here.">>
<<else>>
<<set _desc to "You arrive to the holy city of Urfa which contains the famed Mevlid-i Halil Mosque dedicated to the Prophet Ibrahim (Abraham) on the site where he was born. You see the crowds of pilgrims coming to see the famed Pool of Sacred Fish where the Prophet Abraham was thrown into the fire by Nimrod. The soaring domes of the mosque, the shaded archways of the courtyard, and the cool breeze in the gardens around the shrine feel like a peice of heaven after the tiresome journey to get to this place. Some pilgrims have decided to head to the many Ottoman baths built in the city and use their healing waters while others have hurried to the market to find sacred items for sale with the arrival of the pilgrims. A pious pilgrim amongst you convinces a local wealthy merchant to pay for your caravan's toll for the joruney back to Aleppo across the Euphrates River!\n\n ">>
<<set _hist to "Urfa, or ancient Edessa, was an important Ottoman town due to the mosque and shrine dedicated to the Prophet Ibarahim (Abraham) as it is the location where Abraham is believed to have been born. The main mosque around a saced pool of water (the Balıklıgöl) is the Mevlid-i Halil Mosque which was convered by Sultan Nur al-Din in the 11th century to a mosque from a church built on the same site. In fact, the site of the church had originally been a synagogue dedicated to the biblical Abraham and was converted to a chruch in the 5th century CE. The mosque complex in front of pilgrims by the end of the 17th century was renovated and added on to in 1523 by Muhammad Salih Pasha after the Ottoman conquest of the region. Inside the mosque is the Cave of the Prophet Ibrahim (Abraham) where he is believed to have been born and the sacred water from that small cave was considered second only to the water found in Mecca at the Zam Zam well. The Pool of Sacred Fish is where in Islamic tradition Nimrud threw the Prophet Ibrahim into a fire and as Ibrahim hit the fire it became water and the firewood became fish. Near to the mosque and pool are the medieval Gölbaşı gardens which provided a restful area for pilgrims around the area of the mosque and shrine complex here.">>
<<endif>>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 24>>
<<set _shrine to 4>>
<<set _water to 0>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) The water here is divine! I wish I had more room to carry more of this blessed water!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to another dervish) This is such a divine place! The shine here was well worth the difficult journey!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(complaining to other pilgrims) Why would these fools buy all these talismanic trinkets, if they only had faith in God they would not need such things!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Manbij">>
<<set _time to 25>>
<<elseif $player.speed is "medium">>
<<set _destination to "Birecik">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Birecik">>
<<set _time to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination _time>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.urfatravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Birecik]]
[[|Manbij]]
[[|Network of Friends: Urfa]]
<<set _toll to 35>><<nobr>>
<<if $player.seditionchallenge is 1 and $player.seditionchallengedone1 is 1 and $player.seditionchallengecheck1 is 0>>
<<script>>
Dialog.setup("Road to Sedition: The Chest");
Dialog.wiki(Story.get("Road to Sedition: The Chest").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $player.seditionchallenge is 1 and $player.seditionchallengedone1 is 1 and $player.seditionchallengecheck1 is 1 and $player.seditionchallengeopened is 1 and $player.seditionchallengeopenedview is 0>>
<<script>>
Dialog.setup("Opened Chest");
Dialog.wiki(Story.get("Opened Chest").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Hama">>
<<set _desc to "You continue your journey alongside the Orontes River until you arrive to the small town of Hama dominated by the silhouette of the Jami' al-Kabir mosque. You find calm here along the banks of the Orontes river, resting here for a moment from your exhausing journey. The town has a reasonably sized market and a few local shrines that you see some pilgrims visiting and a dilapidated bath, the //Hamam al-Sultan//. At the end of you day you head to the sixteenth-century Rustem Pasha Caravanserai which provides some lodging for the night.\n\n ">>
<<set _hist to "The image above is from a postcard photo showing the old waterwheel of Hama in the Orontes River. The Jami' al-Kabir mosque was a old Roman Temple converted to a Byzantine church in the sixth century CE and then converted into a mosque in the seventh century CE after the Arab conquest of the region. Several minarets were added to the structures in the proceeding years, the latest being added in the early fifteenth century. The sixteenth-century Meccan emissary, al-Nahrawali, describes his journey through Hama on his way to Istanbul:\n\n//'It ws a rainy day and in fact the rain was with us until we entered Hama. We found the inns there full and so after petitioning the city's amir (governor), we lodged in the commerical inn...Hama is a pleasant city containing a number of schools and mosques. Running through it is the Orontes River, which is given the name 'rebel' (al-Âsî) merely because its flow is in the opposite direction to that of the other rivers. The ancients in fact called it the 'reversed river.' The river's water is pleasant and its environment agreeable...At Hama I also met with the sheikh who knows God almighty intimately, our lord Abu al-Wafa',...He and his father are well-known in that quarter for brilliant erudition. Sheikh Abu al-Wafa' received me hospitably, and I paid a visit to the tomb of his father and brother...,Sheikh Abu al-Wafa' informed me that Hama had possessed talismans against both bedbugs and snakes, and that when each of these was ruined the bedbugs and snakes reappeared but didn't cause any appreciable harm. What a wonderful man, for he is learned, a fine character, and magnanimous!'// The mid-eigtheenth-century English travel account of Richard Pococke described Hama in the following manner: \n\n//'The situation of Hama is very particular in a narrow valley on the Orontes, the plains ending on each side in high cliffs over the river. It is open to the east and west, which is the course the river takes here, and outside of the town there are pleasant gardens on each side of the river.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 16>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 5>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(complaining to other pilgrims) The tombs here are not worth a visit, I hear that the shrines in Homs are much more worth a visit!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to another merchant) I heard that the stables in Homs are a great place to buy some camels, with the desert crossing coming south after Damascus it might be about time to start looking for a place to sell my horses!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bakhos the Maronite Musician: //'(talking to other travelers) The baths here are expensive and were not very helpful, I hope that some important pasha someday will pay some silver to have them restored, as the water itself here is quite good!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Homs">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Homs">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Homs">>
<<set _time to 11>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Homs]]
[[|Road to Sedition: The Chest]]
[[|Opened Chest]]<<set $temp.loopdest2 to 0>>
<<nobr>>
<<if $player.seditionchallenge is 1 and $player.seditionchallengedone1 is 0>>
<<script>>
Dialog.setup("Road to Sedition: The Dizdar");
Dialog.wiki(Story.get("Road to Sedition: The Dizdar").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Pasha Petition Reset ---------%/
/%-----------------------------------%/
<<set $temp.pasha to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of al-Ma'arra">>
<<set _desc to "As you travel through northweast Syria back to the main hajj road at the city of Hama you come to the town of al-Ma'arra (al-Ma’arra), also known as Ma'arrat al-Nu'man. The town stands out for its old citidel and large Mosque with a square stone minaret which towers above the town. You have heard of the al-Ma'arra prior to your arrival due to its famed medieval poet Al-Ma'arri who wrote poems about strange practices such as not consuming meat! As you walk through the town locals tell you of the small tombs dedicated to the Prophet Yusha bin Nun (Joshua) and Seth the third son of Adam, though you are unsure of the veracity of these claims.\n\n ">>
<<set _hist to "The image above is a medieval manuscript painting of someone being brought to the Qadi (judge) of al-Ma'arra. The sixteenth-century Meccan emissary, al-Nahrawali, describes his journey through al-Ma'arra writing the following:\n\n//'Al-Ma'arra has sturdy buildings, ancient edifices, a grand mosque, baths, and a market but they are being overcome with obsolescence and dilapidation... near one of the towns gates is (located) the tomb of Seth son of Adam, God bless him and grant him salvation. Within al-Ma'arra is the grave of Yusha (Joshua) son of Nun. From Ma'arrat al-Nu'man (came)...al-Ma'arri, the eloquent philologist and poet, who is accused of embracing the faith of high caste Hindus and of deemmg inappropriate the infliction of suffering on animals. He lived to the advanced age of eighty-six, and during his lifetime he recited, to a tapping rhythm, eighty-six elegies, one of the most splendid of which is that for Sharif al-Radi where he says, among (other) verses: \n\n If, from self-denial, thou hast blood not shed,\n This day from mine eyelid hast thou so done. \n\n Abu al-'Ala' (al-Ma'arri) was blind and, in comparing him with Ibn Sidah (from Andalusia in Spain), people say, 'Two blind men, two leaders, and two persons with incredible memories, one in the East and the other in the West'// \n\n The heterodox medieval Arab poet al-Ma'arri (973CE-1057CE) was known as a 'pessimistic freethinker' who would cite reason as his chief source of truth. He is often noted as having an irreligious world view and was known for his ascetic lifestyle and veganism. He wrote this poem on why he gave up eating animal meat or animal products:\n\n//'Do not unjustly eat fish the water has given up,\n
And do not desire as food the flesh of slaugthered animals,\n
Or the white milk of mothers who intended its pure draught \n
for their young, not noble ladies. \n
And do not grieve the unsuspecting birds by taking eggs; \n
for injustice is the worst of crimes. \n
And spare the honey which the bees get industriously \n
from the flowers of fragrant plants; \n
For they did not store it that it might belong to others, \n
Nor did they gather it for bounty and gifts. \n
I washed my hands of all this; and wish that I \b
Perceived my way before my hair went gray!//'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 25>>
<<set _shrine to 5>>
<<set _water to 30>>
<<set _bath to 5>>
<<set _stables to 3>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bakhos the Maronite Musician: //'(discussing the baths here with a fellow traveler) I do not know how the bath attendants here get away with that price! Where does that coin go, it is certainly not used for the upkeep of the bath!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to fellow pilgrims) I would not go to the shrine here, I have seen the tomb of Seth in Tarsus and I have never heard that the tomb of the Prophet Yusha bin Nun is here either!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(Arguing with a friend) That talismanic scroll will do wonders you wait and see! It will give you strength in difficult times and help you to be spared from disaster!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Hama">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hama">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Khan Shaykhun">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Khan Shaykhun]]
[[|Hama]]
[[|Road to Sedition: The Dizdar]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Khan Shaykhun Caravanserai">>
<<set _desc to "On the road to Hama you come upon the Khan Shaykhun caravanserai which has a local //imaret// which provides you and your fellow pilgrims with food for your journey. There is also a well near the caravanserai for you and your animals.\n\n ">>
<<set _hist to "The caravanserai was built here on the road between Hama and Aleppo in the 14th century by the Mamluk Amir Sayf al-Din Shaykhu al-'Umari. The sixteenth-century Meccan emissary, al-Nahrawali, described his brief stay at Khan Shaykhun on his way north from Hama to Aleppo://'On Thursday, the 20th of Rabi' al-Thani (Wednesday, 9
February, 1558) we set out from Hama at daybreak and aligthed in Khan Shaykhun during the afternoon. It is a caravanserai (khan) built for caravans by one of the Circassian (Mamluk) amirs (governors). Cooked victuals and fowl are available there.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa://'(talking to another pilgrim) I always go to the imarets when I have a chance, sometimes I try to go multiple times to see if I can get some extra food!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter://'(talking to her sister) After talking to a local Turkmen I heard that the water here is sweet and delicious! He also told me to avoid the water on the road ahead in Homs, for the water has mixed with the runoff from the horse market there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Emine Hatun the Widow: //'(boasting loudly so as to be overheard) Oh our glorious Padishah has done it again! He has bestowed this poor looking place with a gracious Imaret to help his weary flock! You know my grandmother once knew the cheif eunuch of the imperial palace and told him the benefits of putting imarets on the hajj route for those less fortunate (her friend rolls her eyes)!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Hama">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hama">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hama">>
<<set _time to 9>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination _time>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Hama]]Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Obruk Han Caravanserai">>
<<set _desc to "traveling on the road from Konya moving into the region of Cappadocia you come to the Obruk Han Caravanserai, an old 13th-century Seljuk construction. Obruk Han sits on a cliff above a large crater lake which provides its guests with an ample supply of fresh water and water for an attached //hamam//. The Caravanserai provides a place of refuge as you enter a region plagued by bandits and highwaymen ready to set upon any caravans passing through. The landscape itself is desolate and devoid of trees making this journey throught the central Anatolian steppe quite difficult. Since the route through Cappadocia is not on the main pilgrimage road it is more dangerous to travel these parts than elsewhere. \n\n ">>
<<set _hist to "An European militry advisor from the early 19th century, Helmuth von Moltke the Elder, describes this region as follows:\n\n//'The two beautiful peaks of Hasan Mountain guide your way in this desert. These must be old volcanoes. There is a wide crater rising like a pointed cone from inside the peak which is curved at the summit. There is another han in Obruk on the banks of a round lake, around 300 feet in diameter and approximately 150-200 feet in depth: quite a significant place for such a completely flat area. We rode the same horses for thirty-eight hours in two days and saw only two settlements until we reached Konya, it was one of the most tiring voyages I can remember. At last, when I could clearly see the domes and minarets of Konya and the many trees in the foothills of the steep mountains, I was exulted.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Deli Mustafa the Brigand: //'(Talking to a group of surly men in hushed tones) I saw this group of foolish pilgrims who were bold enough to take the road to Uçhisar without any weapons for protection! If we move quickly we can make them as poor as a dervish!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'The Hacıbektaş Shrine will be well worth a visit! I have always benefitted from the kindness of Bektashi dervishes and their lodges thoughout my life!'// ">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to himself) I do not know why no one will believe me, my brother swore to me that he saw it with his own eyes! Once I get my hands on that magical shirt I will show them!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Aksaray">>
<<set _time to 15>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sultan Han">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Sultan Han">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.cappadociatravel to 1>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Sultan Han]]
<</nobr>><<nobr>>
<<if $player.carpetchallenge is 1 and $player.carpetchallengevisit2 is 0>>
<<script>>
Dialog.setup("The Seljuk Carpet");
Dialog.wiki(Story.get("The Seljuk Carpet").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Sultan Han Caravanserai">>
<<set _desc to "As you near the city of Aksaray you come to the large Seljuk 13th-century caravanserai of Sultan Han. The caravanserai is finely decorated but the water supply here is questionable it sits next to a large swamp. It is the largest medieval Seljuk caravanserai in Anatolia since it was an important waystation between the cities of Kayseri and Konya. The safety of the caravanserai will provide a quite night's sleep in a dangerous portion of your journey.\n\nOn the niche on the large monumental door are several inscriptions dating to the Medieval Seljuk period which you take time to admire. They read:\n\n//'The building of this sacred han was ordered by the great Sultan the son of Keyhüsrev, great Padishah (sultan), the sultan of the sultans of the Arabs and Persians, the supreme master of the Faith and the world, the father of conquests, the master of the believers, the companion of the Abbasid Caliphate, Keykubad, in the year of 626 (hijri, 1229 CE)'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'While this Han is impressive, that water looks concerning, I would not drink it even if the Angel Jibril himself told me to!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(To Emine Hatun) The roads here are dangerous and full of Calali rebels, are you still sure my Hatun that you wish to travel here?'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yunus the Boastful Merchant: //'These pilgrims will buy anything! My cousin is said to have sold a simple shirt with talismanic symbols on it to a pilgrim at the Hacıbektaş Shrine for an absurd 245 akçe coins! (laughing with other merchants)'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Aksaray">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Aksaray">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Aksaray">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Aksaray]]
[[|The Seljuk Carpet]]
<</nobr>><<nobr>>
<<if $player.fallenfriendchallenge is 1 and $player.fallenfriendchallengedone2 is 0>>
<<script>>
Dialog.setup("Graves of Fallen Friends: Aksaray");
Dialog.wiki(Story.get("Graves of Fallen Friends: Aksaray").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 8>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town of Aksaray">>
<<set _desc to "You arrive in the town of Aksaray, historically an important stop along the silk road and a main thoroughfare through the region of Cappadocia. As you walk through the town you admire the many medieval monuments from the Seljuk Turks when the town flourished. The confines of the town provides some security from the dangerious roads of Cappadocia and you take comfort in the stables, baths, shrines, and markets here which allow you to prepare for the journey ahead.\n\n ">>
<<set _hist to "During the fourteenth century the Moroccan traveler Ibn Battuta noted that Aksaray was one of the most beautiful towns in the land of Rum (Anatolia). When Evliya Çelebi came to Aksaray in the seventeenth century he makes note of the large castle here which contained a large protected wheat storehouse built as a reponse to the rebel and bandit activity which plagued this region at this time (the seventeenth-century crisis). The main religious structure in the town during the seventeenth century was Karamanoğlu İbrahim Bey Mosque complex built by the Karamanid tribe which had controlled the region before the Ottoman conquest.\n\n The town notably contains the Sufi tomb of Yusuf Hakiki Baba who was the son of the famous medieval Anatolian sufi preacher Somunci Baba, an important early 15th century sufi who spread Islam in Anatolia. When his father died, Yusuf Hakiki Baba led and expanded their sufi order known as the Bayramiyye sect and his tomb is cited as an important shrine for pilgrims by Evliya Çelebi during his time here.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 2>>
<<set _shrine to 1>>
<<set _water to 20>>
<<set _bath to 2>>
<<set _stables to 2>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'The stables here are reasonably priced, though I wouldn't mind proceeding cautiously along these roads, who know who is hiding out there waiting for the right moment to strike!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Symeon the Greek Musician: //'The baths here are good quality and not too expensive, while not particularly well built the water around here is wonderful!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ioannis the Elderly Greek Peasant: //'These Cappadocian Horses are so beautiful! If only I had the money to buy a few and I would ride quickly through these dangerous canyons to get back to my village in no time!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Uçhisar">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Oresin Han">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ağzıkara Han">>
<<set _time to 3>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ağzıkara Han]]
[[|Oresin Han]]
[[|Uçhisar]]
[[|Graves of Fallen Friends: Aksaray]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Ağzıkara Caravanserai">>
<<set _desc to "You arrive with the caravan to the small caravanserai of Ağzıkara. Just a short distance from your previous stop, stopping at this Seljuk caravanserai is neccessary due to the dangers of the road and difficult terrain through Cappadocia as you decide to cautiously move ahead. \n\n As you enter the old caravansari you see above the monumental door an inscription for its foundation in the year 1240 CE which reads: \n\n //'This han was built in the year of 637, in the 10th month of Shaban, by the slave of Allah the Greatest, who begs His mercy, Mes’ud the son of Abdullah, the fellow of the amir of believers, the helper of the Faith and the world, the shadow of Allah on earth, the son of Keykubad the father of conquest, in the time of the great Sultan Keyhüsrev. May Allah exalt his glory and confirm his reign.'// \n\n These dusty incriptions and architectual reminders of Seljuk rule are all that remain of the medieval Kingdom of the Seljuks of Rum in central Anatolia">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 80>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'(Talking to sister) Did you see that man over there drinking from the well here!? Should I tell him or should you? I wouldn't want anything bad to happen to him!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'They call this a well?! I wouldn't even let my horse drink from this pit!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'Selim keeps going on about this wonderous talismanic shirt sold at the Hacıbektaş Shrine for 200 akçe coins! I do not know what he is going on about but I have heard stories of such shirts doing wonders when I was a servant at the imperial palace!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Uçhisar">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Oresin Han">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Oresin Han">>
<<set _time to 2>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Oresin Han]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Oresin Caravanserai">>
<<set _desc to "You arrive to the remote caravanserai of Oresin Han, also known as Tepeli Delik Han. The caravanserai is in a state of disrepair having not been restored since the time of the Seljuk Turks. You notice that the well here has been contaminated by local runoff which might make it as risk to drink from!\n\n ">>
<<set _hist to "The Caravanserai like all the others in Cappadocia was built during the hayday of the Seljuks of Rum serving merchants traveling from Cappadocia to the medieval Seljuk capital of Konya. Built in 1188 this is one of the earlier caravanserai's built by the Seljuks in the region.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 90>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Evliya the Pilgrim: //'My poor Safiye is sick from this cursed water here! Its as if the Sultan care nothing for pilgrims here! If only we had continued straight to Mecca rather than taking this road through Cappadocia!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to sister)I saw some Turkmen tribesmen over the hill when I was picking some flowers, they told me to stay clear of this well since something rotten got into it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Symeon the Greek Musician: //'Alay Han is just ahead along the slow caravan route, I hear there are free baths there and fresh water so I am just gonna stay clear of the well here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Uçhisar">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Uçhisar">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Alay Han">>
<<set _time to 3>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Alay Han]]
[[|Uçhisar]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Alay Caravanserai">>
<<set _desc to "As you move across the Anatolian steppe you come across the lonely Alay Han Caravanserai as you make progress towards the safety of the town of Nevşehir and the caravan stop of Uçhisar. Alay Han is also a Seljuk construction and you find it in a better state than some of the others on this stretch of road, it even included a small //Hamam// (Turkish bath) which can prove to be a valuable respite for you and your fellow exhausted travelers.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'The baths and water here are a quite a relief after traveling along this dilapidated caravan road!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(in hushed tones to traveling companion) My local Greek contact told me that the market in Uçhisar is the best place to stock up on local goods! Apparently the prices are quite remarkable there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking unprompted to an unawares merchant)Five years ago I was in Uçhisar and I lost a fortune to those greedy tradesmen! If I would you I would keep your coin purse close and go quickly throught that wretched place!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Uçhisar">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Uçhisar">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Uçhisar">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Uçhisar]]
<</nobr>><<nobr>>
<<if $player.vakifchallenge is 1 and $player.vakifchallengevisit2 is 0>>
<<script>>
Dialog.setup("The Hamam");
Dialog.wiki(Story.get("The Hamam").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Uçhisar">>
<<set _desc to "You have passed the outskirts of the town of Nevşehir and have come to the village of Uçhisar whose cave mountain homes and fortress provide valuable protection for your party as you make your way to the Hacıbektaş Shrine here in the heart of Cappadocia. The rock cut homes have existed here and in Cappadocia since ancient times providing locals with protection and safety from armies and bandits for centuries. The safety of the caves is a welcome sight after days traveling through the vulnerable open plains of central Anatolia. Entering the small market in the village you see a variety of trade goods brought from the nearby town of Nevşehir and the surrounding region being sold a reasonable prices providing you and your fellow pilgrims some reward after your difficult detour through Cappadocia.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 4>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'The market here has fantastic prices, it was very much worth the dangerous journey it took to get here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yannakis the Elderly Greek Peasant: //'My Muslim neighbor told me that the Hacıbektaş Shrine was not worth a visit, just a bunch of pompus sufis!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(to uncle) The streams feeding these pools of water didn't look very clean, I wouldn't take water here if I were you!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Hacıbektaş Shrine">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hacıbektaş Shrine">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hacıbektaş Shrine">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Hacıbektaş Shrine]]
[[|The Hamam]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%------------ The Young Ayan -------%/
/%-----------------------------------%/
<<if $temp.theyoungayan is 0 and $temp.someoneelse is 0>>
<<script>>
Dialog.setup("The Young Ayan");
Dialog.wiki(Story.get("The Young Ayan").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Hacıbektaş Shrine">>
<<set _desc to "You arrive at the Hacıbektaş Shrine (Haji Bektash) in central Anatolia. The sufi shrine is for the thirteenth-century Sufi Haji Bektash Veli, also known as the Sultan of Hearts or the Dervish of Dervishes, and was the founder of the Bektashi Sufi order. You find here at the shine a guesthouse for pilgrims as well as a bath for those that need it to recuperate. You notice that the market near this revered shrine sells a [[Talismanic Shirt|https://www.metmuseum.org/art/collection/search/453498]], a valuable good for both its quality and religious meaning. The shirt is meant to be worn under armor in battle and is covered in Quranic verses, sacred symbols, and the 99 names of God. The merchant in the market here says that it saved his own life in battle and the sacred aura around it will surely do the same for you, if you have enough akçe coins for it!\n\n ">>
<<set _hist to "The Bektashi sufi order was one of the most prominant orders in the Ottoman Empire and specifically was the primary Sufi order for Muslims of the Ottoman Balkans and the Janissary corps. Bektashi sufis and dervishes were at the forefront of Ottoman expansion into the Balkans where they helped to convert many to Islam through their syncratic beliefs with mixed folk Muslim and folk Christian traditions. Haji Bektash was revered among both the Bektashi sufis and Alevis, a heterodox folk version of Islam prominant in Anatolia and often associated with Shi'ism. The shine for Haji Bektash in central Anatolia here was one of the most prominant sufi pilgrimage sites in Ottoman Anatolia outside of Rumi's tomb in Konya and would have been a worthy detour for many pilgrims on the road to Mecca.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 7>>
<<set _shrine to 4>>
<<set _water to 30>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Selim the Drunk: //'(To Ibrahim) I told you that you should buy the Talismanic Shirt! It will save your life someday, my brother could attest to that, if he were still alive, God rest his soul!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'This shrine was well worth the visit! I feel as spiritually renewed as I ever have been!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Emine Hatun the Widow: //'Praise be the Ottoman Sultan for providing us pilgrims with these spended baths, they truely work wonders! You know my husband once instructed the Grand Vizier himself (friend rolls eyes) on the importance of bathing!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ürgüp">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ürgüp">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ürgüp">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ürgüp]]
[[|The Young Ayan]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Ürgüp">>
<<set _desc to "You arrive in the village of Ürgüp, a typical Cappadocian town hewn out of the rock with many cave homes littering the landscape to provide travelers and locals safe from the bandits and Celali rebels that roam the counryside. Nearby you see the curious rock structures known as fairy chimneys which dot the canyons and hills of the region. You encounter many small Turkish-speaking orthodox christian communities (Karamanlides) here which surround the nearby are the ealry Christian sites and cave churches in Göreme. ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'I heard there are good stables ahead to be found at Niğde before once crosses into the Taurus Mountains and through the pass of the Cilician Gates!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'I heard there are good stables ahead to be found at Niğde before once crosses into the Taurus Mountains and through the pass of the Cilician Gates!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(to Emine Hatun) My Hatun, we should really make sure to have a soldier in your party for the crossing through the Taurus Mountains just pass Niğde, if we don't we might be in for some trouble!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Niğde">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Derinkuyu">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Derinkuyu">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Derinkuyu]]
[[|Niğde]]
<</nobr>><<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 9>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Underground City of Derinkuyu">>
<<set _desc to "On your journey south you come upon the underground city of Derinkuyu, one of many underground systems of tunnels and chambers which dot Cappadocia's rocky terrain. While the region is seems mostly abandoned you find a clean valuable well here for water. \n\n ">>
<<set _hist to "These underground cities were not meant for permanent living but rather for local villagers to hide in and stay safe when either foreign armies or local bandits came to raid the region. Many of the underground cities date back to the Byzantine Empire and the Arab invasions of Anatolia between the 8th and 12th century CE. The underground city of Derinkuyu extends to a depth of 200 feet and could hold as many as 20,000 people together with farm animals and food. \n\n\ The picture shows a cross-section of the underground city of Derinkuyu.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 15>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'(to sister)The stream near the village here is wonderful! I am going to go tell uncle and we can fill our water jugs here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yanno the Elderly Greek Peasant: //'I do not know why all these pilgrims hire soldiers to travel with them to pass through the Taurus mountains to the south? Shouldn't their sultan and their God protect them?!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(to sister)The stream near the village here is wonderful! I am going to go tell uncle and we can fill our water jugs here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Niğde">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Niğde">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Niğde">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Niğde]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%------------ The Young Ayan -------%/
/%-----------------------------------%/
<<if $temp.sekban is 0>>
<<script>>
Dialog.setup("Sekban Friends");
Dialog.wiki(Story.get("Sekban Friends").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.sekbanno is 1>>
<<script>>
Dialog.setup("A Moral Choice");
Dialog.wiki(Story.get("A Moral Choice").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Niğde">>
<<set _desc to "On your journey back to join the main hajj road you come to the Cappadocian town of Niğde.The outskirts of the town contain many small //hamams// one can visit for a small fee to the //waqf//, pious endowment. As the road through Niğde is packed full of merchants moving between Cappadocia and the Mediterranean Sea to the south you find many goods here as you prepare for your own journey as you rejoin the hajj road at Ulukışla in the Taurus Mountians. The town it itself sits between the towering shadow of snowcapped Mount Hasan beyond which is near Aksaray and the foothills of the Taurus Mountains to the south giving you a dramatic view of the landscape.\n\n ">>
<<set _hist to "Niğde was an important town for trade as it sat on the main road between the Anatolian town of Kayseri to the north and the Cilician Gates, which was the way through the Taurus Mountains and into Cilicia and Syria to the south. \n\n Mount Hasan which dominated the horizon once was used as a beacon station for warning Byzanine Constantinople if Abbasid armies passed through the Cilician Gates to the south though it served no such purpose during the Ottoman period. The town contains many Seljuk monuments as it had been one of its most prominant cities during the 13th century, such as the Alaaddin Mosque and various small Seljuk royal tombs. \n\n The Ottoman manuscript painting above is not of Niğde but of a town in the same region just on the other side of Konya.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 2>>
<<set _shrine to 0>>
<<set _water to 60>>
<<set _bath to 2>>
<<set _stables to 2>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'The road ahead goes into the Taurus Mountains, a wise traveler might switch to some mules so as to stay with the main caravan when crossing through the mountain passes!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Deli Mustafa the Brigand: //'(in a hushed tone to group of Turkmen in the corner) Won't you join us, there is plenty of silver to be made near the Cilician Gates! All those fat merchants need to pass through and if we can separate a few we can all live like pashas!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Yelling at his hired guide)I need to get to Damascus quickly so I can start my posting! I don't care that the Taurus Mountains are dangerous, I need horses to get south quickly!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ulukışla">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ulukışla">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ulukışla">>
<<set _time to 12>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ulukışla]]
[[|Sekban Friends]]
<</nobr>>Double-click this passage to edit it.<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Healing Bath in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/bath.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
You have arrived at a Turkish Bath (//Hamam//), whose waters are said to help you heal and recooperate from your journey.<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $temp.bath is 1 or $temp.bath is 4>>
<<set $temp.bathprice to 0>>
The bath in $cur_passage is free!<br><br>
<<elseif $temp.bath is 2>>
<<set $temp.bathprice to random(10,30)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<else>>
<<set $temp.bathprice to random(30,50)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<endif>>
Would you like to enter the bath?<br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<br>
<<set $temp.from to "bath">>
<div align="center">
<<if $player.money gte $temp.bathprice>>
<span id="initialDestination">
<<button "Yes">>
<<set $player.money to $player.money-$temp.bathprice>>
<<goto "Bath Visited">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Yes">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "No">>
<<set $temp.lock to 0>>
<<goto $cur_passage>>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Bath Visited]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stables in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/stables.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------------*/
/*----- Stable Interface -----*/
/*----------------------------*/
Here is where you can buy and sell horses to increase and decrease your travel speed.<br><br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<else>>
• Horses || $player.stable.horses.amount <br>
<<if $player.stable.horses.amount > 2>>
With these animals, you will be moving at the fastest speed!<br>
<<else>>
With these animals, you will be moving at medium speed.<br>
<<endif>>
<<endif>>
<br><br>
<div style="text-align: center;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Current Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;"><br>
</div>
<br><br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<div align="center">
<<if $player.money gte 25>>
<span id="initialDestination">
<<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money-25>>
<<set $player.stable.horses.amount to $player.stable.horses.amount+1>>
<<if $player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<else>>
<<set $player.speed to "medium">>
<<endif>>
<<goto "Stables Anatolia">>
<</button>>
</span>
<<else>>
<span id="initialDestination"><<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
<<if $player.stable.horses.amount gte 1>>
<span id="initialDestination">
<<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+20>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount is 1 or $player.stable.horses.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Anatolia">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
/*---------------------------*/
/*----- Weight Calc ---------*/
/*---------------------------*/
<<set $temp.foodweightcheck to 120+$player.classcarryfood+($player.stable.horses.amount*33)+($player.stable.camels.amount*40)>>
<br><br><u>Max Food Carry Amount</u>: $temp.foodweightcheck <br><br>
<<set $temp.waterweightcheck to 120+$player.classcarrywater+($player.stable.horses.amount*43)+($player.stable.camels.amount*50)>>
<u>Max Water Carry Amount</u>: $temp.waterweightcheck <br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.from to "stables">>
<<set $player.time to $player.time+2>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] /%------------------------------------------%/\
/%---------- Initialize Variables ----------%/\
/%------------------------------------------%/\
<<set $hide_side to 1>>\
<<set $temp to {}>>\
<<set $temp.mobile to 0>>\
<<set $healthstatus to ["good", "ill", "declining", "worsening", "grave", "dead"]>>\
/%--------------------------------------------------%/\
/%---------- Send Mobile Users to Warning ----------%/\
/%--------------------------------------------------%/\
<<nobr>>
<<script>>
var x = screen.width;
if(x<500) {
state.active.variables.temp.mobile = 1;
}
<</script>>
<<if $temp.mobile is 1>>
<<script>>Save.autosave.delete()<</script>>
<<goto "Mobile Save Warning">>
<<endif>>
<</nobr>>
/%--------------------------------------------------%/\
/%---------- Display Message if Returning ----------%/\
/%--------------------------------------------------%/\
<<if Save.autosave.ok() and Save.autosave.has()>>
<h1>Welcome Back!</h1>
<<set _last to Save.autosave.get().title>>\
<div style="margin: auto; width: 50%; text-align: center;">
Would you like to continue from _last? \
<span id="initialDestination">
<<button "Yes">>
<<script>>Save.autosave.load();<</script>>
<<goto "Music Restart">>
<</button>>
</span>
You may also choose to restart your journey.
WARNING: Restarting will erase all progress. You can save your current progress to your device using the save button on the left.</div>
<div style="margin: auto; width: 50%; text-align: center;">
<span id="initialDestination">
<<button "Restart">>
<<script>>Save.autosave.delete();<</script>>
<<goto "A moment of inspiration...">>
<</button>>
</span></div>
<<else>>
<<goto "A moment of inspiration...">>
[[|A moment of inspiration...]]
<<endif>>
[[|Mobile Save Warning]]
[[|Music Restart]]/*-------------------------------*/\
/*----- Remove Close Button -----*/\
/*-------------------------------*/\
<<addclass "#ui-dialog-close" "noclose">>\
<<addclass "#ui-dialog" "savewidth">>\
WARNING: Resigning and Restarting the simulation will delete all of your progress. It is recommended to save your simulation to your device first, in case you want to return.
/*---------------------------------*/\
/*----- Save to Device Button -----*/\
/*---------------------------------*/\
<<nobr>>
<div class="savedevicebutton">
<<button "<img src='http://hajjtrail.com/images/ui/save.png' style='height:1.5ex;'> Save to Device">>
<<script>>Save.export("Hajj Trail")<</script>>
<</button>>
</div>
<</nobr>>
Are you sure you would like to resign and restart the simulation?
/*--------------------------*/\
/*----- Yes/No Buttons -----*/\
/*--------------------------*/\
<<nobr>>
<div class="yesnobuttons">
<span id="initialDestination">
<<button "Yes">>
<<script>>
SimpleAudio.tracks.clear();
Save.autosave.delete();
<</script>>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<goto "Resign">>
<<script>>Dialog.close(); SimpleAudio.stop();<</script>>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<script>>Dialog.close();<</script>>
<</button>>
</span>
</div>
<</nobr>>
[[|Resign]] /*-------------------------------*/\
/*----- Remove Close Button -----*/\
/*-------------------------------*/\
<<addclass "#ui-dialog-close" "noclose">>\
<<addclass "#ui-dialog" "savewidth">>\
While your progress in the simulation will be saved automatically, you can create a save file to backup your progress to your device. Use the load button on the left to load the file later when you want to continue.
Would you like to create a save file?
/*--------------------------*/\
/*----- Yes/No Buttons -----*/\
/*--------------------------*/\
<<nobr>>
<div class="yesnobuttons">
<span id="initialDestination">
<<button "Yes">>
<<script>>Save.export("Hajj Trail")<</script>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>Dialog.close();<</script>>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>Dialog.close();<</script>>
<</button>>
</span>
</div>
<</nobr>>
/*-------------------------------*/\
/*----- Remove Close Button -----*/\
/*-------------------------------*/\
<<addclass "#ui-dialog-close" "noclose">>\
<<addclass "#ui-dialog" "savewidth">>\
Would you like to load a save file from your device?
WARNING: You will lose all of your current progress.
/*--------------------------*/\
/*----- Yes/No Buttons -----*/\
/*--------------------------*/\
<<nobr>>
<div class="yesnobuttons">
<span id="initialDestination">
<<button "Yes">>
<<script>>
jQuery(document.createElement('input'))
.prop('type', 'file')
.on('change', Save.import)
.trigger('click');
<</script>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>Dialog.close();<</script>>
<</button>>
</span>
</div>
<</nobr>>
/%-------------------------------------------------------------%/\
/%---------- Decides Which "About Yourself" to Go To ----------%/\
/%-------------------------------------------------------------%/\
<<script>>
var x = screen.width;
if(x<500) {
$.wiki('<<goto "About Yourself (Mobile)">>');
} else{
$.wiki('<<goto "About Yourself">>');
};
<</script>>
[[|About Yourself (Mobile)]]
[[|About Yourself]]/%--------------------------------------------------------------------%/\
/%---------- !!ONLY RENDERS ON DEVICES WHERE WIDTH <500px!! ----------%/\
/%--------------------------------------------------------------------%/\
<h1> About Yourself </h1>
/%------------------------------------------------------%/\
/%---------- Initialize Player and Set Health ----------%/\
/%------------------------------------------------------%/\
<<set $player to {}>>\
<<set $player.health to "GOOD">>\
<<set $player.time to 0>>\
/%--------------------------------------------%/\
/%---------- Personal Info Input ----------%/\
/%--------------------------------------------%/\
Your Name:
<input id= "player" type="text" onfocus="focusFunction('player')" onfocusout="blurFunction('player')" value="Mihrimah Sultan">
/%---------- Job Form ----------%/\
<<nobr>>
<form>
Your Role:<br>
<input type="radio" name="job" id="job_3" onclick="if(this.checked){jobNameFunction('Mihrimah Sultan')}" checked> <<link "Ottoman Princess">> <<script>>
Dialog.setup("Ottoman Princess");
Dialog.wiki(Story.get("Ottoman Princess").processText());
Dialog.open();
<</script>>
<</link>><br>
<input type="radio" name="job" id="job_4" onclick="if(this.checked){jobNameFunction('Abdullah Bosnavi')}"> <<link "Ottoman Merchant">> <<script>>
Dialog.setup("Ottoman Merchant");
Dialog.wiki(Story.get("Ottoman Merchant").processText());
Dialog.open();
<</script>>
<</link>><br>
<input type="radio" name="job" id="job_2" onclick="if(this.checked){jobNameFunction('Mehmet Ağa')}"> <<link "Ottoman Janissary Ağa">> <<script>>
Dialog.setup("Ottoman Janissary Ağa");
Dialog.wiki(Story.get("Ottoman Janissary Ağa").processText());
Dialog.open();
<</script>>
<</link>><br>
<input type="radio" name="job" id="job_1" onclick="if(this.checked){jobNameFunction('Dervish Idris')}"> <<link "Gulshani Sufi">> <<script>>
Dialog.setup("Gulshani Sufi");
Dialog.wiki(Story.get("Gulshani Sufi").processText());
Dialog.open();
<</script>>
<</link>><br>
<input type="radio" name="job" id="job_5" onclick="if(this.checked){jobNameFunction('Gülnuş Hatun')}"> <<link "Impoverished Widow">> <<script>>
Dialog.setup("Impoverished Widow");
Dialog.wiki(Story.get("Impoverished Widow").processText());
Dialog.open();
<</script>>
<</link>><br>
</form>
/%---------- Job Form Scripts ----------%/
<script>
function jobNameFunction(name) {
document.getElementById("player").value = name;
};
function jobFunction() {
if(document.getElementById("job_1").checked) {
return 'Gulshani Sufi'
} else if (document.getElementById("job_2").checked) {
return 'Ottoman Janissary Ağa'
} else if (document.getElementById("job_3").checked) {
return 'Ottoman Princess'
} else if (document.getElementById("job_4").checked) {
return 'Ottoman Merchant'
} else if (document.getElementById("job_5").checked) {
return 'Impoverished Widow'
};
}
</script>
<</nobr>>
/%----------------------------------------%/\
/%---------- Family Names Input ----------%/\
/%----------------------------------------%/\
<<nobr>>
<<set $family to []>> <!--Initializes Family Variable-->
<<set $family.push({name: "Name 1", health: "GOOD", join: "Istanbul", trait: "Wealthy Hatun", traitdes: "+5 akçe per day of travel", days: 0, daystart: 0})>>
<<set $family.push({name: "Name 2", health: "GOOD", join: "Istanbul", trait: "Sipahi", traitdes: "Minor defense against attacks", days: 0, daystart: 0})>>
<<set $family.push({name: "Name 3", health: "GOOD", join: "Istanbul", trait: "Pauper Pilgrim", traitdes: "+100 score if they make it to Mecca, -2 akçe per day of travel", days: 0, daystart: 0})>>
<</nobr>>
<br><br>
Your Traveling Companions:
<input id= "family_0" type="text" onfocus="focusFunction('family_0', 'Rayna Hatun')" onfocusout="blurFunction_f('family_0', 'Rayna Hatun')" value="Rayna Hatun">
<input id= "family_1" type="text" onfocus="focusFunction('family_1', 'Ibrahim Bey')" onfocusout="blurFunction_f('family_1', 'Ibrahim Bey')" value="Ibrahim Bey">
<input id= "family_2" type="text" onfocus="focusFunction('family_2', 'Rummanah')" onfocusout="blurFunction_f('family_2', 'Rummanah')" value="Rummanah">
<<nobr>>
/%----------- Scripts for Name Inputs ----------%/
<script>
function nameSetFunction(id) {
var x = document.getElementById(id).value;
return x;
};
function focusFunction(id) {
var x = document.getElementById(id).value;
if (x === 'Dervish Idris' || x === 'Mehmet Ağa' || x === 'Mihrimah Sultan' || x === 'Abdullah Bosnavi' || x === 'Gülnuş Hatun' || x === 'Rayna Hatun' || x === 'Ibrahim Bey' || x === 'Rummanah') {
var textcontrol = document.getElementById(id);
textcontrol.value = "";
}
};
function blurFunction(id) {
var x = document.getElementById(id).value;
if(document.getElementById("job_1").checked) {
var y = 'Dervish Idris'
} else if (document.getElementById("job_2").checked) {
var y = 'Mehmet Ağa'
} else if (document.getElementById("job_3").checked) {
var y = 'Mihrimah Sultan'
} else if (document.getElementById("job_4").checked) {
var y = 'Abdullah Bosnavi'
} else if (document.getElementById("job_5").checked) {
var y = 'Gülnuş Hatun'
};
if (x == "") {
var textcontrol = document.getElementById(id);
textcontrol.value = y;
}
};
function blurFunction_f(id, initial) {
var x = document.getElementById(id).value;
if (x == "") {
var textcontrol = document.getElementById(id);
textcontrol.value = initial;
}
};
</script>
<</nobr>>
/%-------------------------------------------%/\
/%----------- Link to Next Passage ----------%/\
/%-------------------------------------------%/\
<span id="initialDestination">
<<button "Submit">>
<<set $player.name = nameSetFunction('player')>>
<<set $player.job = jobFunction()>>
<<set $family[0].name = nameSetFunction('family_0')>>
<<set $family[1].name = nameSetFunction('family_1')>>
<<set $family[2].name = nameSetFunction('family_2')>>
<<goto "Set Player Variable">>
<</button>>
</span>
/%----------------------------------%/\
/%----------- Dummy Links ----------%/\
/%----------------------------------%/\
[[|Set Player Variable]]
[[|Gulshani Sufi]]
[[|Ottoman Janissary Ağa]]
[[|Ottoman Princess]]
[[|Ottoman Merchant]]
[[|Impoverished Widow]]MOBILE WARNING HERE
[[Begin a New Journey|A moment of inspiration...]]/*---------------------------------------------------------------------
----------------------------- NOTES -----------------------------------
-----------------------------------------------------------------------
- This passage only runs after a passage has been rendered
- Currently being used to update CSS programatically, like image backgrounds
- "Update Table Backgrounds" only executes on passages tagged with "stop" and "popup"
* These passages should have "titlehub" elements for continuity
-----------------------------------------------------------------------
-----------------------------------------------------------------------
---------------------------------------------------------------------*/
/*----------------------------------*/
/*-----Update Table Backgrounds-----*/
/*----------------------------------*/
<<if tags().includes("stop")>>
<<script>>
var image = state.active.variables["backgroundimage"];
var x = document.getElementsByClassName("titletable");
x[0].style.background = image;
x[0].style.backgroundSize = 'cover';
var y = document.getElementsByClassName("hubtablecontainer");
y[0].style.background = image;
y[0].style.backgroundSize = 'contain';
<</script>>
/*----- Format Historical Accounts -----*/
<<script>>
var coll = document.getElementsByClassName("collapsible");
var i;
for (i = 0; i < coll.length; i++) {
coll[i].addEventListener("click", function() {
this.classList.toggle("active");
var content = this.nextElementSibling;
if (content.style.display === "block") {
content.style.display = "none";
} else {
content.style.display = "block";
}
});
}
<</script>>
<<elseif tags().includes("advice")>>
<<script>>
try {
var image = state.active.variables["backgroundimage"];
var x = document.getElementsByClassName("titletable");
x[0].style.background = image;
x[0].style.backgroundSize = 'contain';
}
catch(e) {}
<</script>>
<<script>>
try {
var image = state.active.variables["backgroundimage"];
var x = document.getElementsByClassName("advicetable");
x[0].style.background = image;
x[0].style.backgroundSize = 'contain';
}
catch(e) {}
<</script>>
/*----- Format Historical Accounts -----*/
<<script>>
var coll = document.getElementsByClassName("collapsible");
var i;
for (i = 0; i < coll.length; i++) {
coll[i].addEventListener("click", function() {
this.classList.toggle("active");
var content = this.nextElementSibling;
if (content.style.display === "block") {
content.style.display = "none";
} else {
content.style.display = "block";
}
});
}
<</script>>
<<elseif tags().includes("popup")>>
<<script>>
try {
var image = state.active.variables["backgroundimage"];
var x = document.getElementsByClassName("titletable");
x[0].style.background = image;
x[0].style.backgroundSize = 'contain';
}
catch(e) {}
var coll = document.getElementsByClassName("collapsible");
var i;
for (i = 0; i < coll.length; i++) {
coll[i].addEventListener("click", function() {
this.classList.toggle("active");
var content = this.nextElementSibling;
if (content.style.display === "block") {
content.style.display = "none";
} else {
content.style.display = "block";
}
});
}
<</script>>
<<endif>>
/*-----------------------*/
/*-- Market UI Function--*/
/*-----------------------*/
<<if passage() is "Market UI" or passage() is "Individual Market UI">>
<<script>>
/*-- Preload Sounds --*/
var path = setup.SoundPath+"cash.mp3"
var sound = new Audio(path);
sound.preload = 'auto';
sound.load();
window.playSound = function() {
var click=sound.cloneNode();
click.play();
}
/*-- Define Functions --*/
window.updateButtons = function(){
var len = Object.keys(state.active.variables.temp.market).length;
for(i = 0; i < len; i += 1){
good = Object.keys(state.active.variables.temp.market)[i];
amountid = good+"amount";
sellButtonID = good+"sellbutton";
buyButtonID = good+"buybutton";
var test = i+"-"+good+"-"+amountid+"-"+sellButtonID+"-"+buyButtonID;
if(state.active.variables['temp']['market'][good].price > 0 || (state.active.variables['temp']['market'][good].sell > 0 && state.active.variables['player']['inventory'][good]['amount'] > 0)){
buyButton(good, amountid, buyButtonID, sellButtonID);
sellButton(good, amountid, buyButtonID, sellButtonID);
}
}
};
window.buyButton = function(good, amountid, buyButtonID, sellButtonID){
var buttonupdate = document.getElementById(buyButtonID);
var coinimage = setup.ImagePath+"ui/coins.png";
var coinsrc = " <img src='"+coinimage+"' style='height: 1.25ex;'>";
var x = screen.width;
if(x<500) {
var buttontxt = "Buy:"+String.fromCharCode(13)+state.active.variables['temp']['market'][good].price+coinsrc;
} else{
var buttontxt = "Buy: "+ state.active.variables['temp']['market'][good].price+ coinsrc;
}
if(state.active.variables['temp']['market'][good].price>0){
var buybutton = "<button onclick='buyUpdate(""+good+"", ""+amountid+"", ""+buyButtonID+"", ""+sellButtonID+"")' class='buybutton'>"+buttontxt+"</button>";
buttonupdate.innerHTML = buybutton;
if(state.active.variables['player']['money'] >= (state.active.variables['temp']['market'][good].price * 10)){
var buttontxt = "Buy (x10): " + (state.active.variables['temp']['market'][good].price * 10) + coinsrc;
var buybutton10 = "<button onclick='buyUpdate10(""+good+"", ""+amountid+"", ""+buyButtonID+"", ""+sellButtonID+"")' class='buybutton buybutton10'>"+buttontxt+"</button>";
buttonupdate.innerHTML = buybutton + buybutton10;
}
}
};
window.buyUpdate = function(good, amountid, buyButtonID, sellButtonID){
if(state.active.variables['player']['money'] >= state.active.variables['temp']['market'][good].price){
state.active.variables['player']['money'] = state.active.variables['player']['money']-state.active.variables['temp']['market'][good].price;
var moneyupdate = state.active.variables['player']['money'];
var money = document.getElementById("money");
money.innerHTML = moneyupdate;
state.active.variables['player']['inventory'][good]['amount'] = state.active.variables['player']['inventory'][good]['amount'] + 1;
var amountupdate = document.getElementById(amountid);
amountupdate.innerHTML = state.active.variables['player']['inventory'][good]['amount'];
updateButtons();
playSound();
}
};
window.buyUpdate10 = function(good, amountid, buyButtonID, sellButtonID){
if(state.active.variables['player']['money'] >= (state.active.variables['temp']['market'][good].price*10)){
state.active.variables['player']['money'] = state.active.variables['player']['money']-(state.active.variables['temp']['market'][good].price*10);
var moneyupdate = state.active.variables['player']['money'];
var money = document.getElementById("money");
money.innerHTML = moneyupdate;
state.active.variables['player']['inventory'][good]['amount'] = state.active.variables['player']['inventory'][good]['amount'] + 10;
var amountupdate = document.getElementById(amountid);
amountupdate.innerHTML = state.active.variables['player']['inventory'][good]['amount'];
updateButtons();
playSound();
}
};
window.sellButton = function(good, amountid, buyButtonID, sellButtonID){
var buttonupdate = document.getElementById(sellButtonID);
var coinimage = setup.ImagePath+"ui/coins.png";
var coinsrc = " <img src='"+coinimage+"' style='height: 1.25ex;'>";
var buttontxt = "Sell: "+ state.active.variables['temp']['market'][good].sell+ coinsrc;
var sellbutton = "<button onclick='sellUpdate(""+good+"", ""+amountid+"", ""+buyButtonID+"", ""+sellButtonID+"")' class='sellbutton'>"+buttontxt+"</button>";
if(state.active.variables['player']['inventory'][good]['amount'] > 9 && state.active.variables['temp']['market'][good].sell > 0){
var buttontxt = "Sell (x10): "+(state.active.variables['temp']['market'][good].sell*10)+coinsrc;
var sellbutton10 = "<button onclick='sellUpdate10(""+good+"", ""+amountid+"", ""+buyButtonID+"", ""+sellButtonID+"")' class='sellbutton sellbutton10'>"+buttontxt+"</button>";
buttonupdate.innerHTML = sellbutton + sellbutton10;
} else if(state.active.variables['player']['inventory'][good]['amount'] > 0 && state.active.variables['temp']['market'][good].sell > 0){
buttonupdate.innerHTML = sellbutton;
} else{
buttonupdate.innerHTML = "";
}
};
window.sellUpdate = function(good, amountid, buyButtonID, sellButtonID){
if(state.active.variables['player']['inventory'][good]['amount'] > 0){
state.active.variables['player']['money'] = state.active.variables['player']['money']+state.active.variables['temp']['market'][good].sell;
var moneyupdate = state.active.variables['player']['money'];
var money = document.getElementById("money");
money.innerHTML = moneyupdate;
state.active.variables['player']['inventory'][good]['amount'] = state.active.variables['player']['inventory'][good]['amount'] - 1;
var amountupdate = document.getElementById(amountid);
amountupdate.innerHTML = state.active.variables['player']['inventory'][good]['amount'];
updateButtons();
playSound();
}
};
window.sellUpdate10 = function(good, amountid, buyButtonID, sellButtonID){
if(state.active.variables['player']['inventory'][good]['amount'] > 9){
state.active.variables['player']['money'] = state.active.variables['player']['money']+(state.active.variables['temp']['market'][good].sell*10);
var moneyupdate = state.active.variables['player']['money'];
var money = document.getElementById("money");
money.innerHTML = moneyupdate;
state.active.variables['player']['inventory'][good]['amount'] = state.active.variables['player']['inventory'][good]['amount'] - 10;
var amountupdate = document.getElementById(amountid);
amountupdate.innerHTML = state.active.variables['player']['inventory'][good]['amount'];
updateButtons();
playSound();
}
};
window.getRndInteger = function(min, max) {
return Math.floor(Math.random() * (max - min) ) + min;
};
/*-- Dynamic Row Creation --*/
var len = Object.keys(state.active.variables.temp.market).length;
var i, good, amountid, buyButtonID, sellButtonID, hi_price, lo_price, price, hi_sell, lo_sell, sell, table, row, cell1, cell2, buybutton, buyspan, sellspan, cell3, inventoryspan, cell4;
for(i = 0; i < len; i += 1){
good = Object.keys(state.active.variables.temp.market)[i];
amountid = good+"amount";
sellButtonID = good+"sellbutton";
buyButtonID = good+"buybutton";
/*-- Generate Random Prices --*/
hi_price = state.active.variables['temp']['market'][good].hi_price;
lo_price = state.active.variables['temp']['market'][good].lo_price;
price = getRndInteger(lo_price, hi_price);
state.active.variables['temp']['market'][good].price = price;
hi_sell = state.active.variables['temp']['market'][good].hi_sell;
lo_sell = state.active.variables['temp']['market'][good].lo_sell;
sell = getRndInteger(lo_sell, hi_sell);
state.active.variables['temp']['market'][good].sell = sell;
sell = state.active.variables['temp']['market'][good].sell;
price = state.active.variables['temp']['market'][good].price;
/*-- Add Rows --*/
if(price > 0 || (sell > 0 && state.active.variables['player']['inventory'][good]['amount'] > 0)){
table = document.getElementById("buyTable");
row = table.insertRow(-1);
cell1 = row.insertCell(0);
cell1.innerHTML = state.active.variables['temp']['market'][good].name;
var coinimage = setup.ImagePath+"ui/coins.png";
var coinsrc = " <img src='"+coinimage+"' style='height: 1.25ex;'>";
buyspan = sellspan = "<span id='"+buyButtonID+"'></span>";
cell2 = row.insertCell(1);
cell2.innerHTML = buyspan;
if(price >0) {
buyButton(good, amountid, buyButtonID, sellButtonID);
}
sellspan = "<span id='"+sellButtonID+"'></span>";
cell3 = row.insertCell(2);
cell3.innerHTML = sellspan;
if(sell > 0){
sellButton(good, amountid, buyButtonID, sellButtonID);
}
inventoryspan = "<span id='"+amountid+"'> "+state.active.variables['player']['inventory'][good]['amount']+" </span>";
cell4 = row.insertCell(3);
cell4.innerHTML = inventoryspan;
}
}
state.active.variables['temp']['markettrip']=1;
<</script>>
<<endif>><<widget "updatebar">><<silently>>
<<replace "#story-banner">><<display "StoryBanner">><</replace>>
<<replace "#story-caption">><<display "StoryCaption">><</replace>>
<</silently>><</widget>><<set $musicon to 1>>
<<script>>
try {
SimpleAudio.select("background").volume(0.25).loop(true).play();
} catch (error) {
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
};
<</script>>
<<goto $cur_passage>><<script>>
var x = state.temporary.image;
var y = x.replace("stops-c", "stops");
state.temporary.fullimage = y;
<</script>>
<img @src='_fullimage' class='centerfull' style='max-height: 80%; max-width: 80%;'>/*-- Family Days Check --*/
<<set _day to Math.floor($player.time/12)>>
<<set $family[0].days to _day-$family[0].daystart>>
<<set $family[1].days to _day-$family[1].daystart>>
<<set $family[2].days to _day-$family[2].daystart>>
/*-- Family Days Check Specific --*/
<<if $family[0].trait is "Nomad" and $family[0].days gte 7>>
<<set $family[0].daystart to $family[0].daystart+7>>
<<set $temp.pay to 30>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Nomad" and $family[1].days gte 7>>
<<set $family[1].daystart to $family[1].daystart+7>>
<<set $temp.pay to 30>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Nomad" and $family[2].days gte 7>>
<<set $family[2].daystart to $family[2].daystart+7>>
<<set $temp.pay to 30>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Hunter" and $family[0].days gte 10>>
<<set $family[0].daystart to $family[0].daystart+10>>
<<set $temp.pay to 35>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Hunter" and $family[1].days gte 10>>
<<set $family[1].daystart to $family[1].daystart+10>>
<<set $temp.pay to 35>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Hunter" and $family[2].days gte 10>>
<<set $family[2].daystart to $family[2].daystart+10>>
<<set $temp.pay to 35>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Pilgrim Merchant" and $player.piety lt 30>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan: TPP">>
<<elseif $family[1].trait is "Pilgrim Merchant" and $player.piety lt 30>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan: TPP">>
<<elseif $family[2].trait is "Pilgrim Merchant" and $player.piety lt 30>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan: TPP">>
<<elseif $family[0].trait is "Sekban" and $family[0].days gte 20>>
<<set $family[0].daystart to $family[0].daystart+20>>
<<set $temp.pay to 100>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Sekban" and $family[1].days gte 20>>
<<set $family[1].daystart to $family[1].daystart+20>>
<<set $temp.pay to 100>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Sekban" and $family[2].days gte 20>>
<<set $family[2].daystart to $family[2].daystart+20>>
<<set $temp.pay to 100>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Sufi Pir" and $family[0].days gte 10>>
<<set $family[0].daystart to $family[0].daystart+10>>
<<set $temp.pay to 80>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Sufi Pir" and $family[1].days gte 10>>
<<set $family[1].daystart to $family[1].daystart+10>>
<<set $temp.pay to 80>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Sufi Pir" and $family[2].days gte 10>>
<<set $family[2].daystart to $family[2].daystart+10>>
<<set $temp.pay to 80>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Kadi" and $family[0].days gte 15>>
<<set $family[0].daystart to $family[0].daystart+15>>
<<set $temp.pay to 120>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Kadi" and $family[1].days gte 15>>
<<set $family[1].daystart to $family[1].daystart+15>>
<<set $temp.pay to 120>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Kadi" and $family[2].days gte 15>>
<<set $family[2].daystart to $family[2].daystart+15>>
<<set $temp.pay to 120>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Turkman" and $family[0].days gte 7>>
<<set $family[0].daystart to $family[0].daystart+7>>
<<set $temp.pay to 55>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Turkman" and $family[1].days gte 7>>
<<set $family[1].daystart to $family[1].daystart+7>>
<<set $temp.pay to 55>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Turkman" and $family[2].days gte 7>>
<<set $family[2].daystart to $family[2].daystart+7>>
<<set $temp.pay to 55>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Albanian Musician" and $family[0].days gte 10>>
<<set $family[0].daystart to $family[0].daystart+10>>
<<set $temp.pay to 10>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Albanian Musician" and $family[1].days gte 10>>
<<set $family[1].daystart to $family[1].daystart+10>>
<<set $temp.pay to 10>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Albanian Musician" and $family[2].days gte 10>>
<<set $family[2].daystart to $family[2].daystart+10>>
<<set $temp.pay to 10>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Janissary" and $family[0].days gte 10>>
<<set $family[0].daystart to $family[0].daystart+10>>
<<set $temp.pay to 120>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Janissary" and $family[1].days gte 10>>
<<set $family[1].daystart to $family[1].daystart+10>>
<<set $temp.pay to 120>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Janissary" and $family[2].days gte 10>>
<<set $family[2].daystart to $family[2].daystart+10>>
<<set $temp.pay to 120>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Sufi Scholar" and $family[0].days gte 12>>
<<set $family[0].daystart to $family[0].daystart+12>>
<<set $temp.pay to 50>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Sufi Scholar" and $family[1].days gte 12>>
<<set $family[1].daystart to $family[1].daystart+12>>
<<set $temp.pay to 50>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Sufi Scholar" and $family[2].days gte 12>>
<<set $family[2].daystart to $family[2].daystart+12>>
<<set $temp.pay to 50>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Wealthy Merchant" and $player.inventory.malvasiawine lt 3 and $player.inventory.mastic lt 5>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan: Goods">>
<<elseif $family[1].trait is "Wealthy Merchant" and $player.inventory.malvasiawine lt 3 and $player.inventory.mastic lt 5>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan: Goods">>
<<elseif $family[2].trait is "Wealthy Merchant" and $player.inventory.malvasiawine lt 3 and $player.inventory.mastic lt 5>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan: Goods">>
<<elseif $family[0].trait is "Teacher" and $family[0].days gte 30>>
<<set $family[0].daystart to $family[0].daystart+30>>
<<set $temp.pay to 70>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Teacher" and $family[1].days gte 30>>
<<set $family[1].daystart to $family[1].daystart+30>>
<<set $temp.pay to 70>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Teacher" and $family[2].days gte 30>>
<<set $family[2].daystart to $family[2].daystart+30>>
<<set $temp.pay to 70>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Dervish" and $family[0].days gte 5>>
<<set $family[0].daystart to $family[0].daystart+5>>
<<set $temp.pay to 45>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan: Heal">>
<<elseif $family[1].trait is "Dervish" and $family[1].days gte 5>>
<<set $family[1].daystart to $family[1].daystart+5>>
<<set $temp.pay to 45>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan: Heal">>
<<elseif $family[2].trait is "Dervish" and $family[2].days gte 5>>
<<set $family[2].daystart to $family[2].daystart+5>>
<<set $temp.pay to 45>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan: Heal">>
<<elseif $family[0].trait is "Aleppan Janissary" and $family[0].days gte 15>>
<<set $family[0].daystart to $family[0].daystart+15>>
<<set $temp.pay to 135>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Aleppan Janissary" and $family[1].days gte 15>>
<<set $family[1].daystart to $family[1].daystart+15>>
<<set $temp.pay to 135>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Aleppan Janissary" and $family[2].days gte 15>>
<<set $family[2].daystart to $family[2].daystart+15>>
<<set $temp.pay to 135>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Lebanese Merchant" and $family[0].days gte 20>>
<<set $family[0].daystart to $family[0].daystart+20>>
<<set $temp.pay to 90>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Lebanese Merchant" and $family[1].days gte 20>>
<<set $family[1].daystart to $family[1].daystart+20>>
<<set $temp.pay to 90>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Lebanese Merchant" and $family[2].days gte 20>>
<<set $family[2].daystart to $family[2].daystart+20>>
<<set $temp.pay to 90>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Albanian Sailor" and $family[0].days gte 10>>
<<set $family[0].daystart to $family[0].daystart+10>>
<<set $temp.pay to 65>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Albanian Sailor" and $family[1].days gte 10>>
<<set $family[1].daystart to $family[1].daystart+10>>
<<set $temp.pay to 65>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Albanian Sailor" and $family[2].days gte 10>>
<<set $family[2].daystart to $family[2].daystart+10>>
<<set $temp.pay to 65>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Janissary Agha" and $family[0].days gte 15>>
<<set $family[0].daystart to $family[0].daystart+15>>
<<set $temp.pay to 175>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Janissary Agha" and $family[1].days gte 15>>
<<set $family[1].daystart to $family[1].daystart+15>>
<<set $temp.pay to 175>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Janissary Agha" and $family[2].days gte 15>>
<<set $family[2].daystart to $family[2].daystart+15>>
<<set $temp.pay to 175>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Water Porter" and $family[0].days gte 20>>
<<set $family[0].daystart to $family[0].daystart+20>>
<<set $temp.pay to 200>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Water Porter" and $family[1].days gte 20>>
<<set $family[1].daystart to $family[1].daystart+20>>
<<set $temp.pay to 200>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Water Porter" and $family[2].days gte 20>>
<<set $family[2].daystart to $family[2].daystart+20>>
<<set $temp.pay to 200>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Caravan Leader" and $family[0].days gte 40>>
<<set $family[0].daystart to $family[0].daystart+40>>
<<set $temp.pay to 250>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Caravan Leader" and $family[1].days gte 40>>
<<set $family[1].daystart to $family[1].daystart+40>>
<<set $temp.pay to 250>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Caravan Leader" and $family[2].days gte 40>>
<<set $family[2].daystart to $family[2].daystart+40>>
<<set $temp.pay to 250>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Levantine" and $family[0].days gte 10>>
<<set $family[0].daystart to $family[0].daystart+10>>
<<set $temp.pay to 45>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Levantine" and $family[1].days gte 10>>
<<set $family[1].daystart to $family[1].daystart+10>>
<<set $temp.pay to 45>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Levantine" and $family[2].days gte 10>>
<<set $family[2].daystart to $family[2].daystart+10>>
<<set $temp.pay to 45>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Corsair" and $family[0].days gte 30>>
<<set $family[0].daystart to $family[0].daystart+30>>
<<set $temp.pay to 100>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Corsair" and $family[1].days gte 30>>
<<set $family[1].daystart to $family[1].daystart+30>>
<<set $temp.pay to 100>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Corsair" and $family[2].days gte 30>>
<<set $family[2].daystart to $family[2].daystart+30>>
<<set $temp.pay to 100>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Bandit" and $family[0].days gte 7>>
<<set $family[0].daystart to $family[0].daystart+7>>
<<set $temp.pay to 80>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Bandit" and $family[1].days gte 7>>
<<set $family[1].daystart to $family[1].daystart+7>>
<<set $temp.pay to 80>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Bandit" and $family[2].days gte 7>>
<<set $family[2].daystart to $family[2].daystart+7>>
<<set $temp.pay to 80>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<elseif $family[0].trait is "Bedouin Guide" and $family[0].days gte 5>>
<<set $family[0].daystart to $family[0].daystart+5>>
<<set $temp.pay to 55>>
<<set $temp.slot to 0>>
<<goto "Departing your Caravan">>
<<elseif $family[1].trait is "Bedouin Guide" and $family[1].days gte 5>>
<<set $family[1].daystart to $family[1].daystart+5>>
<<set $temp.pay to 55>>
<<set $temp.slot to 1>>
<<goto "Departing your Caravan">>
<<elseif $family[2].trait is "Bedouin Guide" and $family[2].days gte 5>>
<<set $family[2].daystart to $family[2].daystart+5>>
<<set $temp.pay to 55>>
<<set $temp.slot to 2>>
<<goto "Departing your Caravan">>
<<else>>
/*-- Skip Decay Check --*/
<<if $player.skipdecay is 1 or $player.skipdecaysyria is 1>>
<<set _decaytime = $player.time - $decay.time>>
<<set $decay.time to $player.time>>
<<goto $temp.destination>>
<<else>>
<<goto "Decay Functions Initiate">>
<<endif>>
<<endif>>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Janissary Ağa">>
<<if $temp.pay gte 25>>
<<set $temp.pay to $temp.pay-20>>
<<endif>>
<<endif>>
/*-- Decay Time Set for Bonus Add --*/
<<set _decaytime = $player.time - $decay.time>>
<<if _decaytime lte 4>>
<<set _traveltime to 0>>
<<elseif _decaytime gt 4 and _decaytime lt 12>>
<<set _traveltime to 1>>
<<elseif _decaytime gte 12>>
<<set _traveltime to Math.floor(_decaytime/12)>>
<<endif>>
/*-- Family Trait Passive Bonus --*/
<<if $temp.from neq "market" and $temp.from neq "hunt" and $temp.from neq "rat" and $temp.from neq "rest" and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha">>
<<if $family[0].trait is "Murid" or $family[1].trait is "Murid" or $family[2].trait is "Murid">>
<<set $player.piety to $player.piety+(2*_traveltime)>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Wealthy Hatun" or $family[1].trait is "Wealthy Hatun" or $family[2].trait is "Wealthy Hatun">>
<<set $player.money to $player.money+(5*_traveltime)>>
<<endif>>
<<if $family[0].trait is "Pauper Pilgrim" or $family[1].trait is "Pauper Pilgrim" or $family[2].trait is "Pauper Pilgrim">>
<<set $player.money to $player.money-(2*_traveltime)>>
<<if $player.money < 0 >>
<<set $player.money to 0>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Apprentice" or $family[1].trait is "Apprentice" or $family[2].trait is "Apprentice">>
<<if $player.inventory.anatoliancarpet.amount gte 10>>
<<set $player.money to $player.money+(5*_traveltime)>>
<<elseif $player.inventory.anatoliancarpet.amount lt 10>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Hunter" or $family[1].trait is "Hunter" or $family[2].trait is "Hunter">>
<<set $player.inventory.food.amount to $player.inventory.food.amount+(5*_traveltime)>>
<<endif>>
<<if $family[0].trait is "Nomad" or $family[1].trait is "Nomad" or $family[2].trait is "Nomad">>
<<set $player.wellknowledge to 1>>
<<else>>
<<set $player.wellknowledge to 0>>
<<endif>>
<<if $family[0].trait is "Spice Merchant" or $family[1].trait is "Spice Merchant" or $family[2].trait is "Spice Merchant">>
<<if $player.inventory.spices.amount gte 5>>
<<set $player.money to $player.money+(10*_traveltime)>>
<<elseif $player.inventory.spices.amount lt 5>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Pilgrim Merchant" or $family[1].trait is "Pilgrim Merchant" or $family[2].trait is "Pilgrim Merchant">>
<<if $player.inventory.prayerbeads.amount gte 10>>
<<set $player.money to $player.money+(10*_traveltime)>>
<<elseif $player.inventory.prayerbeads.amount lt 10>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Hijazi Merchant" or $family[1].trait is "Hijazi Merchant" or $family[2].trait is "Hijazi Merchant">>
<<if $player.inventory.mohair.amount gte 10>>
<<set $player.money to $player.money+(15*_traveltime)>>
<<elseif $player.inventory.mohair.amount lt 10>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Bosnian Merchant" or $family[1].trait is "Bosnian Merchant" or $family[2].trait is "Bosnian Merchant">>
<<if $player.inventory.brocade.amount gte 10>>
<<set $player.money to $player.money+(5*_traveltime)>>
<<elseif $player.inventory.brocade.amount lt 10>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Sufi Pir" or $family[1].trait is "Sufi Pir" or $family[2].trait is "Sufi Pir">>
<<set $player.piety to $player.piety+(5*_traveltime)>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Merchant" or $family[1].trait is "Merchant" or $family[2].trait is "Merchant">>
<<if $player.inventory.tobacco.amount gte 25>>
<<set $player.money to $player.money+(10*_traveltime)>>
<<elseif $player.inventory.tobacco.amount lt 25>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Kadi" or $family[1].trait is "Kadi" or $family[2].trait is "Kadi">>
<<set $player.inventory.food.amount to $player.inventory.food.amount-(1*_traveltime)>>
<<if $player.inventory.food.amount < 0 >>
<<set $player.inventory.food.amount to 0>>
<<endif>>
<<set $player.inventory.water.amount to $player.inventory.water.amount-(2*_traveltime)>>
<<if $player.inventory.water.amount < 0 >>
<<set $player.inventory.water.amount to 0>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Dervish" or $family[1].trait is "Dervish" or $family[2].trait is "Dervish">>
<<set $player.inventory.food.amount to $player.inventory.food.amount-(2*_traveltime)>>
<<if $player.inventory.food.amount < 0 >>
<<set $player.inventory.food.amount to 0>>
<<endif>>
<<set $player.inventory.water.amount to $player.inventory.water.amount-(2*_traveltime)>>
<<if $player.inventory.water.amount < 0 >>
<<set $player.inventory.water.amount to 0>>
<<endif>>
<<set $player.piety to $player.piety+(2*_traveltime)>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Palestinian Musician" or $family[1].trait is "Palestinian Musician" or $family[2].trait is "Palestinian Musician">>
<<set $player.time to $player.time+(1*_traveltime)>>
<<if $family[0].trait is "Palestinian Musician" and $family[0].days gte 5>>
<<if $player.inventory.kaval.amount gte 1 or $player.inventory.gusle.amount gte 1>>
<<set $player.health to 100>>
<<set $family[0].daystart to $family[0].daystart+5>>
<<else>>
<<set $family[1].daystart to $family[1].daystart+5>>
<<endif>>
<<elseif $family[1].trait is "Palestinian Musician" and $family[1].days gte 5>>
<<if $player.inventory.kaval.amount gte 1 or $player.inventory.gusle.amount gte 1>>
<<set $player.health to 100>>
<<set $family[1].daystart to $family[1].daystart+5>>
<<else>>
<<set $family[1].daystart to $family[1].daystart+5>>
<<endif>>
<<elseif $family[2].trait is "Palestinian Musician" and $family[2].days gte 5>>
<<if $player.inventory.kaval.amount gte 1 or $player.inventory.gusle.amount gte 1>>
<<set $player.health to 100>>
<<set $family[2].daystart to $family[2].daystart+5>>
<<else>>
<<set $family[1].daystart to $family[1].daystart+5>>
<<endif>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Coffee Merchant" or $family[1].trait is "Coffee Merchant" or $family[2].trait is "Coffee Merchant">>
<<if $player.inventory.coffee.amount gte 25>>
<<set $player.money to $player.money+(100*_traveltime)>>
<<elseif $player.inventory.coffee.amount lt 25>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Albanian Musician" or $family[1].trait is "Albanian Musician" or $family[2].trait is "Albanian Musician">>
<<if $family[0].trait is "Albanian Musician" and $family[0].days gte 5>>
<<if $player.inventory.kaval.amount gte 1 or $player.inventory.gusle.amount gte 1>>
<<set $player.health to 100>>
<<else>>
<<endif>>
<<elseif $family[1].trait is "Albanian Musician" and $family[1].days gte 5>>
<<if $player.inventory.kaval.amount gte 1 or $player.inventory.gusle.amount gte 1>>
<<set $player.health to 100>>
<<else>>
<<endif>>
<<elseif $family[2].trait is "Albanian Musician" and $family[2].days gte 5>>
<<if $player.inventory.kaval.amount gte 1 or $player.inventory.gusle.amount gte 1>>
<<set $player.health to 100>>
<<else>>
<<endif>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Sufi Scholar" or $family[1].trait is "Sufi Scholar" or $family[2].trait is "Sufi Scholar">>
<<set $player.piety to $player.piety+(5*_traveltime)>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set _manuscripts to ["divansufi", "dalail", "birgivi", "illuminated", "mappamundi", "jami", "poetry", "maliki", "quran", "futuh", "sufitext", "menasik"]>>
<<for _i=0; _i < _manuscripts.length; _i++>>
<<if $player.inventory[_manuscripts[_i]].amount gte 1>>
<<set $player.money to $player.money+(10*_traveltime)>>
<<else>>
<<endif>>
<</for>>
<<endif>>
<<if $family[0].trait is "Wealthy Merchant" or $family[1].trait is "Wealthy Merchant" or $family[2].trait is "Wealthy Merchant">>
<<if $player.inventory.mastic.amount gte 5 and $player.inventory.malvasiawine.amount gte 3>>
<<set $player.money to $player.money+(25*_traveltime)>>
<<else>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Teacher" or $family[1].trait is "Teacher" or $family[2].trait is "Teacher">>
<<set $player.inventory.food.amount to $player.inventory.food.amount-(1*_traveltime)>>
<<if $player.inventory.food.amount < 0 >>
<<set $player.inventory.food.amount to 0>>
<<endif>>
<<set $player.inventory.water.amount to $player.inventory.water.amount-(1*_traveltime)>>
<<if $player.inventory.water.amount < 0 >>
<<set $player.inventory.water.amount to 0>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Widow" or $family[1].trait is "Widow" or $family[2].trait is "Widow">>
<<set $player.money to $player.money+(10*_traveltime)>>
<<endif>>
<<if $family[0].trait is "Lebanese Merchant" or $family[1].trait is "Lebanese Merchant" or $family[2].trait is "Lebanese Merchant">>
<<if $player.inventory.blownglass.amount gte 10>>
<<set $player.money to $player.money+(30*_traveltime)>>
<<else>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Mughal Merchant" or $family[1].trait is "Mughal Merchant" or $family[2].trait is "Mughal Merchant">>
<<set $player.inventory.water.amount to $player.inventory.water.amount-(2*_traveltime)>>
<<if $player.inventory.water.amount < 0 >>
<<set $player.inventory.water.amount to 0>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Eunuch" or $family[1].trait is "Eunuch" or $family[2].trait is "Eunuch">>
<<set $player.piety to $player.piety+(5*_traveltime)>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Water Porter" or $family[1].trait is "Water Porter" or $family[2].trait is "Water Porter">>
<<set $player.inventory.water.amount to $player.inventory.water.amount+(3*_traveltime)>>
<<endif>>
<<if $family[0].trait is "Levantine" or $family[1].trait is "Levantine" or $family[2].trait is "Levantine">>
<<set $player.inventory.food.amount to $player.inventory.food.amount-(1*_traveltime)>>
<<if $player.inventory.food.amount < 0 >>
<<set $player.inventory.food.amount to 0>>
<<endif>>
<<set $player.inventory.water.amount to $player.inventory.water.amount-(1*_traveltime)>>
<<if $player.inventory.water.amount < 0 >>
<<set $player.inventory.water.amount to 0>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Corsair" or $family[1].trait is "Corsair" or $family[2].trait is "Corsair">>
<<if $player.inventory.mastic.amount gte 1 and $player.inventory.venetianganzi.amount gte 1 and $player.inventory.lace.amount gte 1>>
<<set $player.money to $player.money+(50*_traveltime)>>
<<else>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Bedouin Guide" or $family[1].trait is "Bedouin Guide" or $family[2].trait is "Bedouin Guide">>
<<set $player.inventory.water.amount to $player.inventory.water.amount+(5*_traveltime)>>
<<endif>>
<<if $family[0].trait is "Hodja" or $family[1].trait is "Hodja" or $family[2].trait is "Hodja">>
<<set $player.piety to $player.piety+(5*_traveltime)>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $player.inventory.food.amount to $player.inventory.food.amount-(5*_traveltime)>>
<<if $player.inventory.food.amount < 0 >>
<<set $player.inventory.food.amount to 0>>
<<endif>>
<<set $player.inventory.water.amount to $player.inventory.water.amount-(5*_traveltime)>>
<<if $player.inventory.water.amount < 0 >>
<<set $player.inventory.water.amount to 0>>
<<endif>>
<<set _manuscripts to ["divansufi", "dalail", "birgivi", "illuminated", "mappamundi", "jami", "poetry", "maliki", "quran", "futuh", "sufitext", "menasik"]>>
<<for _i=0; _i < _manuscripts.length; _i++>>
<<if $player.inventory[_manuscripts[_i]].amount gte 1>>
<<set $player.money to $player.money+(30*_traveltime)>>
<<else>>
<<endif>>
<</for>>
<<endif>>
<<else>>
<<endif>>
[[|Decay Functions Initiate]]
[[|Departing your Caravan]]
[[|Departing your Caravan: TPP]]
[[|Departing your Caravan: Heal]]
[[|Departing your Caravan: Goods]]Double-click this passage to edit it.<<set $temp.lock to 1>>
/*---------------------*/
/*-- Title and Image --*/
/*---------------------*/
<<set _markettitle to "Market of "+$temp.destination>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_markettitle</td>
</tr>
</table>
<br>
<<if $temp.region is "Arabia Desert Night" or $temp.region is "Arabia Desert Day">>
<<set _h to setup.ImagePath+'hub/market_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $temp.region is "Holy Cities">>
<<set _h to setup.ImagePath+'hub/market_arabia.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<else>>
<<set _h to setup.ImagePath+'hub/market.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
/*-------------------*/
/*-- Money Display --*/
/*-------------------*/
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">Current Akçe: <span id="money">$player.money</span> <img @src=_coinimage style="height: 1.5ex;"></div>
/*<div style="text-align: center;" id="money">Current Akçe: $player.money </div>*/
<br>
/*------------------*/
/*-- Buying Table --*/
/*------------------*/
<table id="buyTable"><tr><th>Good</th><th colspan="2">Transcations</th><th># in<br>Your Inventory</th></tr></table>
/*-------------------------*/
/*----- Continue Link -----*/
/*-------------------------*/
<br><br>
<<set $temp.from to "market">>
<div class="savedevicebutton"><span id="initialDestination"><<button "Return to $temp.destination">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
/*-------------------*/
/*-- Generate Rows --*/
/*-------------------*/
/* IN PASSAGEDONE */
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] /*-----------------------*/
/*-- Inventory Function--*/
/*-----------------------*/
<<widget inventoryUI>>
<<script>>
if (Dialog.isOpen()) {
var coinimage = setup.ImagePath+"ui/coins.png";
var coinsrc = "<img src='"+coinimage+"' style='height: 1.5ex;'>";
var table = document.getElementById("inventoryTable");
var row = table.insertRow(0);
cell1 = row.insertCell(0);
cell2 = row.insertCell(1);
cell3 = row.insertCell(2);
cell1.innerHTML = state.active.variables.player.money;
cell2.innerHTML = coinsrc;
var len = Object.keys(state.active.variables['player']['inventory']).length;
var i;
var good, cell1, cell2, cell3;
var count = 0;
for(i = 0; i < len; i += 1){
good = Object.keys(state.active.variables['player']['inventory'])[i];
if(state.active.variables.player.inventory[good].amount > 0) {
var table = document.getElementById("inventoryTable");
var row = table.insertRow(-1);
cell1 = row.insertCell(0);
cell2 = row.insertCell(1);
cell3 = row.insertCell(2);
cell1.innerHTML = state.active.variables.player.inventory[good].amount;
cell1.style="text-align: right";
cell2.innerHTML = "||";
cell2.style="text-align: center";
cell3.innerHTML = state.active.variables.player.inventory[good].name;
count = count + 1;
}
}
if(count == 0){
var replace = document.getElementById("inventoryTable");
replace.deleteRow(0);
var row = replace.insertRow(-1);
var coinsrc = "<img src='"+coinimage+"' style='height: 1.5ex;'>";
cell1 = row.insertCell(0);
var cointext = state.active.variables.player.money +" "+ coinsrc;
cell1.innerHTML = cointext;
var row2 = replace.insertRow(-1);
cell2 = row2.insertCell(0);
cell2.innerHTML = "You currently have nothing in your inventory.";
}
}
<</script>>
<</widget>>
[[|Inventory]]<<addclass "#ui-dialog-close" "noclose">>\
/*----- Map Image -----*/\
/*----- Note: Change to Region -----*/\
<div id="mapid"></div>
/*----- List Shrines Visited -----*/\
<u>You Have Visited the Following Shrines:</u>
<<nobr>>
<<set $tmpKeys to Object.keys($player.shrines)>>
<<if $tmpKeys.length is 0>>
• You have not visited any shrines yet!
<<else>>
<<for _i to 0; _i lt $tmpKeys.length; _i++>>
• <<print $tmpKeys[_i]>> - <<print $player.shrines[$tmpKeys[_i]].shrine>><br>
<</for>>
<<endif>>
<</nobr>>
<div class="savedevicebutton" style="margin-top: 0.5px;">
<span id="initialDestination">
<<button "Return to Simulation">>
<<removeclass "#ui-dialog-close" "noclose">>
<<mapClose>>
<<script>>Dialog.close();<</script>>
<</button>>
</span>
<span id="initialDestination">
<<button "Scoring Guide">>
<<removeclass "#ui-dialog-close" "noclose">>
<<mapClose>>
<<script>>Dialog.close();<</script>>
<<script>>
Dialog.setup("Scoring Guide!");
Dialog.wiki(Story.get("Scoring Guide").processText());
Dialog.open();
<</script>>
<<scoringWidget>>
<</button>>
</span>
</div>
[[|Scoring Guide]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Mudanya">>
<<set _desc to "traveling across the Sea of Marmara from the Bosphrous Straits you arrive at the port of Mudanya in the Gulf of Gemlik. Your view from the small harbor is enveloped by the sight of the green rising hills which line the coastline of the region of Bithynia and the Ottoman Sanjak of Hudavendigar (Bursa). In the distance you can see the imposing Mount Uludağ, also known as Mount Olympus which looms above the nearby imperial city of Bursa. Disembarking from your ship you are able to find a variety of goods brought to the port of Mudanya from the busy markets of Bursa including valuable Iznik tile and a wise merchant would make sure to aquire some tiles while they are avaliable here. From here on the coast you can either continue inland to Bursa or you can continue via ship to the Aegean Sea and the greater Mediterranean at the Dardanelles Strait and Kilitbahir Castle.\n\n ">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi arrived in Mudanya in 1640 after a quick five hour journey from Istanbul. He writes that \n\n //'it is the port of Bursa and forms a safe harbor, being closed against the wind from seven pounts and open only to the north. The anchorage is excellent. At the head of the harbor stands the custom house..., the town was built by the sea-shore, on a low rocky ground. (There is) no room for reading the Quran or the Hadith because the great number of inhabitants are Greeks.// \n\n On his way to Bursa he passed a large bridge as depicted above writing that: \n\n //'The main road crosses a handsome bridge, each arch of which resembles the arch of heaven.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 9>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) We need to go to Bursa to buy silk, but we need to make sure to buy it at 150 or 155 akçe coins in order to make a good profit!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(to traveling companion)If we can manage to sell our silk for 165 akçe coins in Bursa we can head home happy!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yunus the Boastful Merchant: //'(to friends) Ha! I sold that silly English merchant Iznik tile for 65 akçe coins! What a fool, thinks he can outwit us!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kilitbahir Castle">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kilitbahir Castle">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kilitbahir Castle">>
<<set _time to 12>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Bursa">>
<<set _time2 to 6>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Bursa">>
<<set _time2 to 6>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Bursa">>
<<set _time2 to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.aegeantravel to 1>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kilitbahir Castle]]
[[|Bursa]]
<</nobr>>This is also Anatolia Theme though we need to add a greek market with maybe 3 goods in it for the Aegean portion of this route, and eventually, when we add Egypt we will have an option at Rhodes to head to Alexandria. The stops on the mainland in Anatolia will just have Anatolian market codes. We should also have a steep price in Uskudar for buying passage for the searoute so that only the Princess and Merchant can really afford to take it. <<nobr>>
<<set $temp.loopdest2 to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Kilitbahir and Çanakkale Castles">>
<<set _desc to "Your ship has passed through the Dardanelles out of the Sea of Marmara on your way to the blue waters of the Aegean Sea. You see on the horizon two impressive fortresses which guard the Dardanelles, the Hellespont, and protect the sealanes to Istanbul. The fortess to your left is Çanakkale castle and its enjoining town, while the smaller fortress to your right on the Gallipoli Peninsula is Kilitbahir Castle where your ship drops anchor as it is small enough to handle the difficult current at this anchorage. Kilitbahir means 'key to the sea' and is often the place where Ottoman officials would inspect cargos and ships as they leave the Sea of Marmara. The while waiting for your seacaptain to work out a customs price with the Ottoman officials here you notice the small market avaliable here and the small shrine of Cahidi Ahmed Efendi, the founder of a sect of the Halveti sufi order who died here at Kilitbahir less than forty years prior.\n\n ">>
<<set _hist to "The European image above of the straits is from the year 1680. The sixteenth-century book on navigation by Piri Reis, //Kitab-ı Bahriye//, describes the place as follows: \n\n//'The reason the castle on the Rumelian shore is called Bahr-i Kilid (Kilitbahir) is this: because ships coming down from the Marmara obtained permission to ply the straits from this castle.'//\n\n A sixteenth-century Meccan Emissary (al-Nahrawali) took a ship through here on his return voyage to Mecca from Istanbul and described the place in the following manner:\n\n//'On Monday, the 19th, we reached Kilitbahir, a large town with a Qadi (judge) who is paid 150 coins ('Uthmani) daily. It also has markets and four schools. We remained until the next day. Those charged with inspecting ships come on board ours. The toll is collected here from anyone having a slave for whom he possesses no certificate of tax paid. Five 'Uthmanis are levied on those in possession of the certificate, while thirty are taxed for an Habeshi slave (Eithiopian). We had with us a slave named Yusuf for whom we had paid two gold pieces in the port of Istanbul and had received his certificate, so we paid five 'Uthmanis for him, and ten for Yaqut (a slave he travelled with from Mecca and the cost for a slave without a certificate).//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 1>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'The shine here isn't worth much of a visit if you ask me, however, if you ask me, going to Ephesus to the Cave of the Seven Sleepers would be well worth it!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'I always stock up on water here, the view is nice and the meyhanes are quite fine!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Captain Giorgos: //'I can't believe that they ask us to pay customs duties here when the water supply here is so suspect!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Lesbos">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Lesbos">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lesbos">>
<<set _time to 11>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Lesbos]]
<</nobr>><<nobr>>
<<if $player.regions.anatolia is 0>>
<<script>>
Dialog.setup("Welcome to Anatolia!");
Dialog.wiki(Story.get("Anatolia Region Greeting").processText());
Dialog.open();
<</script>>
<<makeAnatoliaMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Island of Lesbos">>
<<set _desc to "Your ship has departed the safe confines of the Sea of Marmara and entered the Aegean Sea with a course set for the Island of Lesbos. Arriving off the northeastern coast of Lesbos you spot the small protected harbor of Eski Liman which provides a safe anchorage for you and your fellow travelers for the night near the town of Midilli. In the local markets on Lesbos you find many goods which are unique to the Aegean Islands and may be profitable to sell further along during your hajj journey.\n\n ">>
<<set _hist to "The Island of Lesbos was conquered by the Ottomans in 1462 from the Genoese and would remain within the Ottoman Empire until 1913 which it was incorporated into the nation state of Greece. The largest town on the island is Mytilene, known as Midilli by the Ottomans, which sits on the northeastern portion of the island. \n\n The image of Lesbos above is from the sixteenth-century book on navigation by Piri Reis,//Kitab-ı Bahriye//, as found in full [[here|https://art.thewalters.org/detail/19195/book-on-navigation-2/]]. \n Piri Reis describes the Island of Lesbos as follows: \n\n//'This island is a mountainous and well-watered place...Its best-known castle is situated on a roundish headland on the eastern side of the island facing the northeast and opposite the Anatolian shore...The harbor on the south is called Eski Liman and it was also built by the infidels. It is not however a place of shelter from every wind, it is good harbor though to be sure...'// \n\n An early eigtheenth-century travel account,which merged the two Dutch travel accounts of Jan Aegidius van Egmond and John Hayman, desribes Lesbos as follows: \n\n//'The captial of this island, called Mitelene, is very commodiously situated on a peninsula, in a very healthful air. It appears from the sea more beautiful than Smyrna (Izmir), having two harbors, one on the south, and the other on the north side of the city. On an eminence is an old castle built by the Genose, commanding the city...The city is also populous, especially in Greeks, which exceed even the Turks in number. The Bazaar, or market-street, is of a great length, extending from one harbor to the other, and is well supplied wiht all the necessaries of life. A French consul, and a Dutch vice-consul reside here.'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 10>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Giannis the Elderly Greek Peasant: //'All these ships come in and almost empty our well every month! Can't they go to some other island to fill up on water!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) Make sure not to spend too much here in the market here, the real prize is the Island of Chios so we can stock up on those rare Tears of Chios '//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ali Reis: //'(to sailors) Be on guard, for the waters of the Aegean are full of pirates both infidels and heretics! We might have to hire some sailors to help us fend off those treacherous devils!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Izmir">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Izmir">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Izmir">>
<<set _time to 12>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Izmir]]
<</nobr>><<nobr>>
<<if $temp.salonikaevent is 0 and $temp.samuel is 1>>
<<script>>
Dialog.setup("The Merchant of Smyrna");
Dialog.wiki(Story.get("The Merchant of Smyrna").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.salonikaevent is 0 and $temp.isaac is 1>>
<<script>>
Dialog.setup("Revenge in Smyrna");
Dialog.wiki(Story.get("Revenge in Smyrna").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Izmir">>
<<set _desc to "Following along the Anatolian shore from Lesbos your ships reach the large port city of Izmir, known to the Greeks as Smyrna. Arriving into the Anatolian port of Izmir you notice that the harbor is full of European merchantships and the markets are booming with trade with goods being brought in from across the Mediterranean. In the markets of Izmir you find exquisite goods brought by Greek, Venetian, and other European merchants. These include the valuable Cretian Malvasia wine and Venetian Ganzi fabric, fine Venetian silks embellished with gold and silver thread. These goods will no doubt bring you valuable profit if you can transport them across the Levantine World. From here you are tempted to venture a days journey inland to the Ottoman city of Manisa which is home to one of the more significant princely Ottoman palaces in the empire and some local shrines. However, this journey will cost you valuable time away from your journey to Mecca and your next stop of Chios.\n\n ">>
<<set _hist to "An early eigtheenth-century Dutch travel account of Jan Aegidius van Egmond and John Hayman desribes their impression of Izmir as they arrived: \n\n//'The country at the foot of the mountains is everywhere covered with woods, and affords a great deal of diversion to sportsmen, especially in shooting snipes among the fens.'// \n\nAfter this these Dutch writers describe a scene of religious conversion they encountered in Izmir: \n\n//'During my stay at Smyrna I saw a kind of procession, on account of the conversion of a Greek and Armenian to the Mohametan (Muslim) faith. They were accompanied by a great number of Janissaries, and others, and by order of the Kadi (judge), all the shops were shut up during the whole day, while the several companies accompanied the procession, except the Jews who found means by bribes to be excused from attending. The greatest advantage these converts acquire is to be domestics to persons of distinction, and by that means may arrive to some small degree of preferment in this transitory world, which both they and their superiors must shortly leave behind them.'// \n\n In a following section the travel account mentions the role of trade in Izmir: \n\n //'Most of the Dutch trade in the Levant is carried on at Smyrna; but at present this commerce is greatly declined. The chief branch of it consisted in the fine Leiden cloths, which were in very great repute among the Turks...The English have acted a wiser part, and ever since they began to send their fine cloths, have kept up the reputation of their goods...Those of any rank cloth themselves in the English manufacture. It has even, for some time, been a fashion among the ladies to wear in their own houses, or Harem, gowns made of cloth, instead of Persian silk. This alone has greatly enlarged the sale of English cloths.//\n\n Notes: Chios by ship is universal 9 hours">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<if $temp.isaac is 0>>
<<set _market to 11>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 2>>
<<set _stables to 0>>
<<elseif $temp.isaac is 1>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 2>>
<<set _stables to 0>>
<<endif>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'The baths here are not so expansive but of fair quality, though the man at the door is charging a small free'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(to Selim) Hey! They are selling Malvasia Wine imported directly from Candia, I even bought some for only 110 akçe coins!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: (to fellow merchant) We need to send a ship to buy some Tears of Chios at the Island of Chios just a short jounrey from here, the mastic from the trees there is worth its weight in gold!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Chios">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Chios">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Chios">>
<<set _time to 8>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Manisa">>
<<set _time2 to 9>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Manisa">>
<<set _time2 to 9>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Manisa">>
<<set _time2 to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Chios]]
[[|Manisa]]
[[|The Merchant of Smyrna]]
[[|Revenge in Smyrna]]
<</nobr>><<nobr>>
<<set $temp.loopdest2 to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Island of Chios">>
<<set _desc to "Your ships departs from Izmir and after departing the Gulf of Izmir you come to the Island of Chios (Sakız Island in Ottoman). Landing at Chios you hear of the famed 'Tears of Chios,' a Mastic resin taken from the Mastic tree which only grows here on Chios. Many Mastic villages here are surrounded by high walls and no gates so as to only be accessible by ladders so that the villagers could protect their Mastic trees. To hear this is not surprising to you since the Tears of Chios are worth their weight in gold and it is right for the villagers to staunchly protect the reason for their their livlihoods. \n\n ">>
<<set _hist to "Chios was conquered by the Ottomans in 1566 from the Genoese and it quickly became one of the most profitable sanjaks (provinces) in the Ottoman Empire due to the Mastic production. The sixteenth-century Meccan Emissary, al-Nahrawali, described Chios (Sakız Island) in the following manner: \n\n//'On Thursday the 22nd, we passed the isle of Sakız, an oceanic island which is the source of gum mastic. Every year they remove from it one hundred chests of the substance and distribute it among the rest of the land. Each chest contains one hundred okkas (1 Ottoman okka weight was equal to 1.283 kgs) in accordance with the measurement of their country. What is left over they toss into the sea so that it won't drop in value.'//\n\n The image above shows the Ottoman conquest of Chios and is from the //Shahnama-yi Al-i Osman// by Seyyid Lokman in 1579 - the manuscript image can be found [[here|https://viewer.cbl.ie/viewer/object/T_413_33/2/LOG_0000/]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 13>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'We managed to buy some Tears of Chios for 75 akçe coins, we can certainly make a profit off that!//'">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(speaking too loudly to friends) I managed to sell Tears of Chios to these foolish Frankish merchants for 83 akçe coins! What fools, they will never make a profit from that price!'// ">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yanno the Elderly Greek Peasant: //'If it wasn't for these Tears of Chios no one would ever come to our island, we could finally live in peace!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Samos">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Samos">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Samos">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Samos]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Island of Samos">>
<<set _desc to "You have arrived to the Island of Samos, or Sisam in Ottoman, and it appears largely depopulated as your ship nears the shore. However, you begin to see evidence of new settlements on the island which have been founded by the Ottoman Kapudan Pasha (admiral) who held the island as part of his personal estate (//hass//). From here your have the option to continue on to the Island of Istanköy with the other ships or visit the pilgrimage site of the Seven Sleepers at Ephesus just a short distance away on the Anatolian shore.\n\n ">>
<<set _hist to "The image above is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79726/map-of-the-island-of-samos/]]. Piri Reis writes the following about the island: \n\n//'This island is a mountainous, well-watered place where all types of simulation are abundant. Antelope wander about in herds of fifty to sixty at a time. The island measures eighty-five miles in circumference and there are trees so large here that they would make masts for even the most exceptional of ships...The people of the island are engaged in lumbering and timbering and they also make a sort of cured antelope meat. Even today, the inhabitants of both the mainland and of Istanköy come here with their muskets and for a month or two and build up a substantial store of cured antelope meat that they then carry away and sell.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 10>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 3>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ali Reis: //'(to ship crew) As we sail further south we will most likely run into more pirates, go into town and see if you can find any more sailors to hire for protection!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Symeon the Greek Musician: //'If only the baths here were provided for free, the cost is too high for such an essential service!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'I plan on visiting Ephesus if only to see the Cave of the Seven Sleepers, it is bound to be a fruitful religious experience!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Istanköy">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Istanköy">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Istanköy">>
<<set _time to 13>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Ephesus">>
<<set _time2 to 6>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Ephesus">>
<<set _time2 to 6>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Ephesus">>
<<set _time2 to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Istanköy]]
[[|Ephesus]]
<</nobr>><<nobr>>
<<set $temp.loopdest2 to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Island of Istanköy">>
<<set _desc to "You arrive to the mountainous Island of Istanköy (also known as Kos) where your ship anchors for the night in the harbor protected by an old stone fortress. The small market here should provide you with ample opportuntiy to buy some useful local goods.\n\n ">>
<<set _hist to "Istanköy was a common stop for ships as they made their way along the Anatolian coast and the town itself was just across the bay from the important fortress of Bodrum on the Anatolian mainland. The image above shows the Island as it was in the sixteenth-century taken from the book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79738/map-of-the-island-of-cos-off-the-anatolian-coast/]]. The sixteenth-century Meccan emissary who travelled throuhg Istanköy described it in the following manner: \n\n//'Most of its (Istanköy's) populace are Christians. We disembarked and spent the night in this village of abundant dairy products, cheeses, and bread. It has a public bath, mosques, and markets. The apricot season was just starting and they cost one 'uthmani (Ottoman coin) per two hundred.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 10>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: (Talking to his captain) If we set a course for Rhodes and turn west towards Candia we can pick up the Levant Company's supply of English Fabric in the harbor at the Port of Candia. If we can do that we are sure to make a large profit!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'(to friend) This has been such a terrible journey, at least our glorious sultan has installed a bath which is free to the public here! You know my husband said that Sultan Mehmed IV loves baths, at least that's what his contact in the (extra loud) imperial palace told him! (friend rolls eyes).'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Captain Giorgos: //'(to passenger) I would not advise we head to Candia this time of year, the sea is unforgiving and we should stay close to the Anatolian shore once we pass Rhodes!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<set _destination to "Rhodes">>
<<set _time to 13>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Rhodes]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%------------ The Pasha --------------%/
/%-----------------------------------%/
<<if $temp.thepasha is 0 and $temp.someoneelse is 0>>
<<script>>
Dialog.setup("The Pasha of Rhodes");
Dialog.wiki(Story.get("The Pasha of Rhodes").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Island of Rhodes">>
<<set _desc to "Sailing through the Aegean Sea your ship comes to the Island of Rhodes. Laying anchor in the harbor your ship is blanketed in the shadow of the fortress of Rhodes, an impressive structure built by the Crusader Knights of Saint John before the conquest of the Island by Sultan Suleiman in the sixteenth-century. As you enter the port your marvel at the harbor crowded with merchant ships from across the Mediterranean. traders from as far as Alexandria, to Venice, Livorno, Algiers, Istanbul, Caffa, Dubrovnik, London, and Marseille are found in the market in this important crossroads of the Mediterranean. From here you hear of ships heading to nearby Candia on Crete via the island of Kerpe, the famed city conquered in your youth from Venice. Elsewhere in the port many ships are headed to Kekova on route to Iskenderun in Syria. You hear rumors that on some days ships disembark from here to Egypt where you could catch the Egyptian Caravan on its way to Mecca. Walking into the town you see a small group of pilgrims attending the Mosque and Tomb of Murat Reis the Elder, the famous sixteenth-century Albanian Ottoman pirate and admiral who led the Ottoman navy during their conquest of Cyprus. \n\n ">>
<<set _hist to "The sixteenth-century Meccan emissary, al-Nahrawali, described his impression of the Island of Rhodes on his voyage back to Mecca from Istanbul. \n\n//'On Sunday, the 25th of Sha'ban (June 12th, 1558), we arrived at the island of Rhodes following the afternoon prayer. It is a grand island possessing a mighty fortress of near perfect precision and solid construction. It is proverbial in its fortification and quite marvelously positioned. Three carriages can proceed (side by side) through the middle of it, and from top to bottom it is perforated with slits. Positioned in each of its garret-apertures is an artillery piece which, according to its particular position, strikes what is facing it. none of the cannonry in this fortress is (allowed to become) obsolete. It is impossible for vessels to approach it, for at its entrance way is a mighty chainin the middle of the sea blocking the arrival of any ships at its gate...On the land are gardens and splended churches made into mosques, which are very graceful and attractive and of excellent workmanship. There is a large white bread and a kind of cheese, which is very much like Egyptian halum cheese which they call for. Also, there is a public bath and a substantial market.'// \n\n The image above is from the //Süleymanname// (The Book of Suleiman), composed by Arif Çelebi and several unnamed painters in the sixteenth century, shows Sultan Suleiman during the conquest of Rhodes from the Crusader Knights of Saint John in 1522.\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 11>>
<<set _shrine to 1>>
<<set _water to 60>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ali Reis: //'(to ship's crew) We are heading to Candia, the site of our glorious victory over the Venetians and now a flourishing port of trade! I remember the years of my youth when I helped in the Ottoman blockade at Candia, it is truely inspiring to see how peace has finally come to that land now that our glorious Sultan protects it!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yanno the Elderly Greek Peasant: //'Back in my day the water here was as sweet as an apple, but these days the city has let the water turn putrid!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(talking to captain of a ship) The best way to get to my new posting in Damascus is to go to the port of Iskenderun in Syria! I have no time to go to Candia and pick up whatever rare trinkets you hope to find there!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kekova">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kekova">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kekova">>
<<set _time to 12>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Kerpe">>
<<set _time2 to 8>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Kerpe">>
<<set _time2 to 8>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Kerpe">>
<<set _time2 to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kekova]]
[[|Kerpe]]
[[|The Pasha of Rhodes]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Island of Kekova">>
<<set _desc to "Your ship has sailed along the Anatolian coast from Rhodes to the desolate island of Kekova. While the island bears remnants of an ancient settlement, including the remains of city just meters below the waves, your ship finds litte else here besides a break from the wind. An old castle sits above the ruins of another ancient town just across the inlet on the Antolian shore with some local fishermen living amongs the old structures. Off in the distance on the mainland, the horizon is dominated by two large barren rocky mountians.\n\n ">>
<<set _hist to "The image above is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79906/map-of-the-islands-off-the-shores-of-finike/]]. \n\n The ruins underwater are from the anceint city of Simena of Lycia, images of these ruins can be found [[here|https://www.atlasobscura.com/places/kekova-island-sunken-ruins]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yiannis the Elderly Greek Peasant: //'Maybe if these ships make sure to stock up on water here, they will finally learn their lesson and never bother us again!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to uncle) I noticed that none of the local fishermen stop here to take on water, maybe they know something that we don't?!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'The shrines along the coast here are not worth a visit! I plan to disembark at Manavgat just past Antalya to take the overland road to the great Shrine of Rumi in the city of Konya!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Cape Kırlangıç">>
<<set _time to 4>>
<<elseif $player.speed is "medium">>
<<set _destination to "Cape Kırlangıç">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Cape Kırlangıç">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Cape Kırlangıç]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Antalya">>
<<set _desc to "Your ship finally arrives to the large Anatolian port of Antalya (Andaliyye) where you welcome the sight of the large markets, baths, and local shrine to replenish you and your companions after a difficult portion of the sea journey. Here you find many goods brought to port from the Anatolian hinterland and a profitable market for goods brought from the Aegean Sea. As you enter the town you find it well protected by a sturdy fortress and a powerful chain across the harbor. In the center of the town you find the Alaaddin Mosque (Yivliminare Mosque) built by the medieval Seljuk ruler Alaaddin Keykubad. The mosque stands out for its distinctive fluted minaret which you had seen from afar as your ship was coming into the harbor. \n\n ">>
<<set _hist to "The Yivliminare Mosque was built in two stages between 1230 and 1373 and was constructed on the foundations of a Byzantine church. The mosque complex containes two small tombs for the 14th-century Sufi, Zincirkıran Mehmet Bey, and Nigar Hatun, the wife of the late fifteenth-century Ottoman Sultan Beyezid II. The image here is from a early 19th-century English travel accoutn to the region by John Carne in 1836-38 and shows a view from the castle into the harbor of Antalya.\n\n The seventeenth-century Ottoman traveler Evliya Çelebi described Antalya in the following manner:\n\n//'The Mevlevihane is a masonry convent of Jalal al-Din [Rumi] with an exalted brick dome. The pious founder is buried beneath a high, pointed dome before the mihrab. And [there are] the Gulshani tekke (dervish lodge) and Ahi Sultan Kizi tekke (dervish lodge) and outside the castle on the east, at the edge of the moat, the Bektashi convent of Koyun Baba Sultan. It is a tekke (located) in a peaceful excursion spot with lemons and Seville oranges. Its sheikh is the Bosnian Ziilfikar Dede. He is a mystic man of God (and) a benevolent helper of travelers...The bedestan (covered market) is outside (the city) in the suburbs. And the large suburb situated to the north of this kale has a total of twenty Muslim and four infidel Greek quarters. But the unbelievers know no Greek whatsoever. They speak a corrupt Turkish...The people (Muslims) of this city, like all the natives of Anatolia, speak an eloquent Turkish. And all (of them) wear clothes of broadcloth. They attend to their own business with diligence and are very wealthy merchants. The young men wear the garments of Barbary adventurers to produce a dashing effect. And the women wear broad- cloth cloaks and wrap white veils on the pointed caps on their heads. All the people are honest and hospitable to travelers.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 3>>
<<set _shrine to 1>>
<<set _water to 50>>
<<set _bath to 3>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'These urban centers always have putrid water! This is why I prefer to live away from towns!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) Towns like this are great places to sell off excess goods, you can always fetch a decent price here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'I thought the baths here would be free of charge for pilgrims, I guess not, you would think that the bath workers would make an exception for us since we are on such a pious journey!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Manavgat">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Manavgat">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Manavgat">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Manavgat]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Manavgat Castle">>
<<set _desc to "You arrive to the castle of Manavgat on the Anatolian shore, from here you can travel along the Manavgat and Aksu rivers inland on the road over the mountains starting at Kargi Han and on to Konya and the Shrine of Rumi in Central Anatolia. You find a stable in town which has horses for sale if you wish to take the overland journey. Looking around the Port of Manavgat you do not see much besides a ruined castle and a small market to service ships continuing along the coast to Alanya. \n\n ">>
<<set _hist to "The image above, showing Manavgat center of the coastline on the image, is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79902/map-of-the-anatolian-coast-from-alanya-to-andalye-2/]]. Piri Reis described Manavgat in the following manner: \n\n//'The city of Manavgat lies in a plain located three miles inland from the seashore. Before the city there is a ruined castle. A river flows to the east of that castle and discharges into the sea. There is a big lagoon there that they call Yalı Göl. The outlet of that lake mixes with the sea at a place near the shore.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'From here I plan to take the road north to Konya and the Shrine of Rumi, enough of the sea for me!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'The stables here are quite cheap! Though I was told that it is advised to travel slowly through the Taurus Mountains to the north, for there is safety in numbers!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Deli Mustafa the Brigand: //'(muttering to himself)These foolish merchants think they can make it through the mountains to Konya unscathed, oh my friend and I will have a surprise for them!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Alanya">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Alanya">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Alanya">>
<<set _time to 5>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Kargi Han">>
<<set _time2 to 4>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Kargi Han">>
<<set _time2 to 5>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Kargi Han">>
<<set _time2 to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Alanya]]
[[|Kargi Han]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%--------The Ottoman Soldier -------%/
/%-----------------------------------%/
<<if $player.ottomansoldierchallenge is 1 and $player.ottomansoldierchallengedone is 0>>
<<script>>
Dialog.setup("The Salary Arrives");
Dialog.wiki(Story.get("The Salary Arrives").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Alanya">>
<<set _desc to "Your ship follows the Anatolian coast to the well-protected port of Alanya (Ala'iyye). The old Seljuk fortress of Alanya sits on a strategic peninsula above the harbor and makes quite the impression on you as your ship comes in. An imposing red brick tower stands closest to the sea in the castle complex and guards the imperial shipyard here, marking this space as one of the most significant Ottoman strongholds you find along the Anatolian coast. You find the town itself lacking the expansive markets of Antalya but having many neccessities for the journey ahead. On the road to the castle you notice a local Bektashi sufi shrine and dervish lodge (//tekke//) known as Sitti Zeyneb which may be of interest to visit for a weary traveller.\n\n ">>
<<set _hist to "The image above of Alanya is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//, in the image you can clearly see the large fortess towers of Alanya along with a //hamam// just outside of the city. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79901/map-of-the-fortress-of-alanya/]]. The seventeenth-century Ottoman traveler Evliya Çelebi described his visit in the following manner:\n\n//'The fortress, (located) on the shore of the sea, soars up to the zenith of the heavens. It is a great fortress like Alexander's Rampart, in the form of a pentagon on a immense red rock and its circumference is eleven thousand one hundred paces. Its western side is on high rocks which soar up to the zenith. Its east side is in the direction of the harbor. All its houses, one above the other, level upon level, face east. And only on the north is there a moat. The opposite (northwest) side, God forbid, consists of steep red cliffs which soar up to the zenith of the heavens like Mount Bisitun. Those who look down from it are badly frigthened. And the southeast is also a chastening rock like this. On the east side a great harbor which can take two thousand boats...The famous octagonal (tower) of eight stories known as the KızılKulesi (the Red Tower), on the shore of the lower castle, facing the harbor, is worth a visit. If a person studies it carefully, he will be amazed and bewildered. It is an exalted, artistically fashioned tower that soars up to the zenith. The Arab Kulesi on Rhodes does not compare to it. The solidity, elegant craft, variety of loopholes, and octagonal passages of this (tower) are found in no other frontier fortress.'//\n\n He further writes: \n//'none of the houses has a courtyard. They spread (down the slopes) over one anothers' roofs. And all the streets are on steep rocks with steps. All the people ascend and descend (them) with donkeys and mules. Here and there on some places with soil there are sour black mulberry trees. Armenians, Franks, and Jews are not permitted in this city (military castle district) and (if) they (enter, the inhabitants) kill them immediately. There are imperial decrees (concerning this) from the previous sultans. But there is from ancient times a quarter belonging to the infidel Greeks. There are a total of three hundred of these (non-Muslim payers of) the poll tax (harac). But they have no knowledge whatsoever of the Greek lan- guage and know (only) a corrupt Turkish.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 2>>
<<set _shrine to 1>>
<<set _water to 20>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'The shines here are not so impressive but I went anyway to enjoy the view and take in the serene surroundings!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Symeon the Greek Musician: //'The baths here are reasonably priced and are certainly a welcome sight, as there are not any in the upcoming ports!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) This is a good place to resupply our water stores, for the Cilician coast is unforgiving!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Silifke">>
<<set _time to 15>>
<<elseif $player.speed is "medium">>
<<set _destination to "Silifke">>
<<set _time to 15>>
<<elseif $player.speed is "slow">>
<<set _destination to "Silifke">>
<<set _time to 15>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Silifke]]
[[|The Salary Arrives]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Silifke Castle">>
<<set _desc to "You ship continues its journey eastward along the coast and comes to the castle of Silifke.\n\n ">>
<<set _hist to "The image above of Silifke Castle is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//, in the image you can see the castle of Silifke in the hills surrounded by mountains. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79898/map-of-the-anatolian-coast-with-the-city-of-silifke/]]. Piri Reis descrived Silifke in the following manner:\n\n//'This Silifke is a castle situated in a lofty place about seven miles inland from the shore of the sea. The castle is presently in good condition. Opposite the castle six miles away on the seashore is Silifke Cape. Infidel seamen call this cape Ponta Dilagasha. It is a well-known cape...Ponta Dilagasha means 'perfidious cape.' It is a thin, low, promontory of sand facing the south and the sea at the tip which is shallow.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'The wells near the coast here look like they have seen better days, I might wait to refill my water jugs'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) Ayas is the next port and our last stop in Anatolia, we need to make sure to stock up on Anatolian goods to resell for quite the profit in Syria!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(slurring speech) The water here looks great to me! I have never had trouble with it in the past!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ayas">>
<<set _time to 14>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ayas">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ayas">>
<<set _time to 14>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ayas]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Ayas">>
<<set _desc to "You have arrived to the port of Ayas, just across the bay from your destination of Iskenderun. Parts of the town lay in ruins outside the castle walls, remnants of the port's glory days in centuries past. However, you find a sizable market here and merchants from the hinterland of Cilicia and Anatolia. The flat wetland plains which surround Ayas seem unwelcoming and you hear the area is overburdened with mosquitoes in the warmer months.\n\n ">>
<<set _hist to "The port and castle of Ayas were largely displaced by nearby Payas and Iskenderun by the seventeenth century. However, Ayas, (also known as Laiazzo, modern Yumurtalık, and ancient Aegeae) was a major port during the Roman Empire through the middle ages. Famously, the Venetian traveler Marco Polo disembarked here on his way to China across the silk road in the 14th century. ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 2>>
<<set _shrine to 0>>
<<set _water to 60>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to first time traveller)The next stop is Iskenderun in Syria, from there one can head to Payas the crossroads of all the caravan routes here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(to uncle) I talked to some Turkmen near the harbor and they told me to stay away from the wells here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) This is our last stop in Anatolia, make sure to buy some Anatolian carpets to sell for when we get to Aleppo!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Iskenderun">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Iskenderun">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Iskenderun">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $temp.anatoliafrom to 1>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Iskenderun]]
<</nobr>><<nobr>>
<<set $temp.loopdest2 to 1>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 4>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town of Manisa">>
<<set _desc to "\n\n You arrive in the Anatolian town of Manisa, just a one day journey from the port of Izmir and the Aegean world. Arriving in Manisa you notice the footprint of the Ottoman dynasty everywhere you look as the town's center is an important Ottoman palace which has traditionally been the seat of the most favored Ottoman prince and his mother. The entire town's economy is built around supporting the imperial household at Manisa and the Ottoman family members who make their home here, though you notice that many of the imperial family members here are those ones who are out favor in the imperial court in Istanbul.\n\n">>
<<set _hist to "In the image above you can see an Ottoman depiction of Manisa and the Ottoman palace which was the centerpiece of the town. The largest mosque complex, //Kulliye//, is that of Ayşe Hafsa Sultan, the mother of Suleiman the Magnificant. The Hafsa Sultan mosque complex includes a //darüşşifa//, an Ottoman hospital which uses music and water to help heal people with both mental and physical illnesses. The town also is home to the tombs of the Sarukhanids who were a Turkish tribe who ruled from here during the 14th century before the Ottoman conquest.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 2>>
<<set _shrine to 1>>
<<set _water to 15>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'(speaking to her sister) I talked to one of the local herdsmen and he told me that the water here is of good qaulity and we should not worry!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'I wouldn't bother going to the shrine here, it is not worth it in my opinion.">>
<<elseif _randomadvice is 3>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'We should set up a trading house here, there are some wonderful Anatolian goods sold here and we are fairly close to the port of Izmir from here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Izmir">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Izmir">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Izmir">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Izmir]]
<</nobr>><<nobr>>
<<set $temp.loopdest2 to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Ruins of Ephesus">>
<<set _desc to "You have arrived from the Island of Samos to the ruins of ancient Ephesus and the nearby town of Selçuk (Ayasaluk). Coming into this small town you encounter a typical small Anatolian market, the 14th-century Isa Bey Mosque and //Hamam//, and the sprawling ruins of Ephesus which contain the legandary Cave of the Seven Sleepers where you find both Muslim and Christian pilgrims. \n\n ">>
<<set _hist to "Ephesus was a major city in the ancient world but by the seventeenth-century the city laid in ruins and the small medieval fortress town of Selçuk rose up next to the site. However, due to the prominant role Ephesus played in early Christian tradition several Christian pilgrimage sites could be found around Ephesus, including the rumored last home of Mary, the mother of Jesus. Most importantly, Ephesus is often considered the location of the Cave of the Seven Sleepers in both Christian and Muslim traditions, as the story is told in both the Bible and the Quran. While other towns claim to be the location of this famous cave, Ephesus was one of the more popular pilgrimage locations for this site. The story of the Cave of the Seven Sleepers as related in the Quran, Surah 18, verse 9-26, can be found [[here|https://quran.com/18/9-26]]\n\n The Ottoman traveler describes Ephesus in during the seventeenth-century in the following passage: \n\n//'In the lower suburb outside this gate are noteworthy structures that cannot be expressed in words. It is clearly evident from the present remains of ancient buildings what a great entrepôt this city was in former times...East of the city are lofty aqueducts, arches rising like rainbows into the sky. No sultan today would be capable of constructing a single such arch. They are amazing structures. The ruined buildings are all made of white marble. Among the ruins are thousands of marble and porphury columns, like those in Aya Sofya (Hagia Sofia in Istanbul), lying on the ground helter-skelter. And there are thousands of arches like the Vault of Chosroes, and ruins of pools with fountain jets. Indeed, the noteworthy columns and precious rocks in the Süleymaniye and the New Mosque (Yeni Camii) in Istanbul have all come from here.'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 1>>
<<set _shrine to 3>>
<<set _water to 20>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'I had read so much about Ephesus in the Bible I though there would be more here, but instead it is just a heap of ruins and a small market! At least we can refill our water supplies safely here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'The shine here at the Cave of Seven Sleepers was worth a visit, it was truely inspiring to see a place mentioned in the Holy Quran with my own eyes!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Deli Mustafa the Brigand: //'(Whispering to Friends) These foolish pilgrims and merchants think they can just rush off the boat with their horses and not find any trouble on the road! Little do they know that we have something else planned!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Samos">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Samos">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Samos">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Samos]]
<</nobr>>Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Kargi Han Caravanserai">>
<<set _desc to "Taking the northern gate out of Manavgat and back on the caravan road you make your way inland into the Taurus Mountain range to the Caravanserai of Kargi Han. The caravanserai is not well provisioned and the water supply here seems questionable. Nevertheless, the vaulted stone ceilings and the warm fires of the caravanserai are a welcome sight as you make your way into the mountains during the winter months.\n\n ">>
<<set _hist to "The seventeenth-century Ottoman traveler, Evlyia Çelebi, came through the region outside of Manavgat and recounted the story of his encounter with what he calls a tiger, though it was likely an Anatolian Leopard (last spotted in the wild in 2008): \n\n//'We crossed it (a stream near Manavgat) it by horse. horse. They say it is the border of Manavgat. But from neither village nor town did anyone give any information and we remained at a loss. Everyone denied it saying, 'We do not know Manavgat,' and put us off. They are a strange, deceitful people. There are many tigers in these mountains. But they are very inaccessible, rocky, and forested mountains. So much that as this humble one wandered about like a vagabond saying, 'I wonder where we will halt this night?,' came upon a tiger hunting a water buffalo in a valley, about to take out its heart and eat it. (The tiger) immediately abandoned its prey and climbed to a high place the valley. While it looked at us and roared, the water buffalo rose to its feet with the life force, but while fleeing (the tiger) again seized it. Immediately the tiger roared like thunder and attacked us. On its approaching, this humble one's slaves at once fired several handguns and the tiger fled over a hill. While this humble servant watched from a distance an uproar broke out in mountains. As a (second) tiger more enormous than a Kastamonu mule tore apart the first tiger's prey began to eat it, the first tiger arrived. They fought a fearful battle (to the death) with each other and this humble servant, seeing this state of affairs, made thanks to and approached the tigers. While removing their hides, three Turks came by. They helped and at once I became the owner of two tiger skins. Seeing (this) wonderful spectacle, we were bewildered. These people of Manavgat are cursed with tigers. Thus, in short, this Manavgat is a place in which we encountered hardly a single person. Exhausted and bewildered, we traveled for nine hours and at last we became guests in a village of dull-witted Turks of seventy or eighty houses located at the foot of a cliff known as the village of Yonmataş.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'This isn't really much of a well, you would think the mountain water here would be cleaner!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'To think that they ask pious travelers like myself to drink from such filth on offer here!//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'The shine of Rumi in Konya is quite a sight to see! Hundreds of pilgrims crowded all for one spititual purpose! I was happy to have seen it with my own eyes!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Beyşehir">>
<<set _time to 20>>
<<elseif $player.speed is "medium">>
<<set _destination to "Eynif Tol Han">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Eynif Tol Han">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.taurustravel2 to 1>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Eynif Tol Han]]
[[|Beyşehir]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Eynif Tol Han">>
<<set _desc to "Your party arrives to the Eynif Tol Han and the road through the Taurus Mountains to Central Anatolia. The mountains are dangerous and this small dilapidated caravanserai at least will protect you from the elements for the night. You notice that the mountain peaks are covered with snow making you feel uneasy as you cross the Taurus Mountain range.\n\n ">>
<<set _hist to "'Tol' refers to a 'heap of stones' and is what many locals would call small caravanserais in the area. This small caravanserai, like others in the area was build during the 13th-century during the Seljuk period.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'The mountain streams here are exquisite! If only this caravanserai had a bit more shelter from the storm!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(to Emine Hatun) My Hatun, I would suggest that we take our time passing through these mountains, its a dangerous road for a wealthy traveler like yourself!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'I heard the Derebucak plain has a cheap market set up by local Turkmen tribes, would certainly make the trip through these mountains worthwhile!'// ">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Beyşehir">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Beyşehir">>
<<set _time to 17>>
<<elseif $player.speed is "slow">>
<<set _destination to "Derebucak">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Derebucak]]
[[|Beyşehir]]
<</nobr>><<nobr>>
<<if $player.carpetchallenge is 1 and $player.carpetchallengevisit1 is 0>>
<<script>>
Dialog.setup("The Turkmen Carpet");
Dialog.wiki(Story.get("The Turkmen Carpet").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Valley of Derebucak">>
<<set _desc to "You have arrived to the valley of Derebucak which is a common gathering area for the local pastroalist Turkmen tribes as there is quality water to be found here for them and their herds. You should be able to find local goods here at cheap prices when trading with these Turkmen.\n\n ">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi described the Turkmen tribes who lived in these mountains in the following manner:\n\n//'In the Mavüce Mountains (part of the Taurus Mountain Range), one hour distant to the north of this city (when he was in Alanya), there are orchards and gardens adorned with lemon, Seville orange, pomegranate, olives, figs, cypress, and dates. And there are streams of the water of life...its people wind (their) turbans around white caps. And on their feet they wear stitched boots of soft leather that reach to their knees. They are handsome, wild-looking adventurers with swords at their waists and Italian muskets in their hands. And they are a very brave and courageous people. (In hot weather) all of them ascend to the Akdag Yayla (Mountain pasture), take the air in their gardens and orchards, and are revived. Their language is Turkish...But these are very wooded, rocky, inaccessible and wild districts with robbers, tigers (Anatolian Leopards) and men (like) lions.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 4>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'(to Arakel the Merchant) Sir, do you want me to talk to my uncle to see if he can make an introduction for you to the Turkmen tribes here, since I hear that you wish to buy some carpets here!'// ">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'The water here is the purest I have ever tasted! Sweet and pure! If only one could find springs like this elsewhere in this troubled world!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'The prices at this market are unheard of! Do these Turkmen know what those carpets could sell for if they only brought them to a major port?!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Beyşehir">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Beyşehir">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Beyşehir">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Beyşehir]]
[[|The Turkmen Carpet]]
<</nobr>><<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 6>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town of Beyşehir">>
<<set _desc to "You have arrived to the town of Beyşehir which sits along the shores of Lake Beyşehir. Nearby you hear of the Eflatunpinar (Plato's Spring) which is known for its healing properties. In the center of the town is the old wood and stone Seljuk mosque and adjoining shrine (Eşrefoğlu Mosque) which will provide you some peace and quiet from the trails of the road.(\n\n ">>
<<set _hist to "The Eşrefoğlu Mosque is one of the best preserved Seljuk wooden mosques interiors (stone façade)in Anatolia and today is preserved as an UNESCO world heritage site, link found [[here|https://whc.unesco.org/en/tentativelists/5611/]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 2>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(loudly so as to be overhear by all) The waters of the baths here are truely wonderful. They remind me of the time my mother took me to the baths in the imperial palace in Istanbul, you know my mother knew an important Eunuch of the Harem!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Evliya the Pilgrim: //'Okay Safiye, we can use the baths this once, at least this one is free to use and seems to be of good quality!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'My cousin died falling into that lake! My uncle said it was because he drank too much of the water here and couldn't stand straight anymore, can you pass me some more of that Boza!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kizilören Han">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kizilören Han">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kizilören Han">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kizilören Han]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Caravanserai of Kizilören">>
<<set _desc to "You and your fellow traveling companions arrive to the lonely old Seljuk caravanserai of Kizilören surrounded by the wide open plains of Anatolia. As you enter the caravanserai you are surrounded by the typical arched stone vaults which provide shelter for you and your animals. \n\n ">>
<<set _hist to "An endowment inscription above the main entryway reads the following: \n\n//'Built during the reign of the Great Sultan, the Sultan of the Arabs and Persians, the hero and the deputy of the Commander of the Believers, Keyhüsrev bin Kılıç Arslan. Emir Kandemir has ordered this Han (Caravanserai) to be built in the month of Muharram, 603 (August, 1206CE).'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'The Shrine of Rumi at Konya is well worth a visit! It will rejuvenate your spirit and be an experience to tell your grandchildren about!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Iannis the Elderly Greek Peasant: //'Who knows why all these pilgrims go to Rumi's tomb in Konya, I heard that is wasn't that impressive and full of pompus sufis!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) The bazaar at Konya is a good place to sell some of these goods we bought in smaller towns, we will be sure to make a profit!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Konya">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Konya">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Konya">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Konya]]
<</nobr>>Double-click this passage to edit it.<<nobr>>
<<script>>
var x = screen.width;
if(x>500) {
$.wiki('<<addclass "#ui-dialog" "notewidth">>');
}
<</script>>
<<addclass "#ui-dialog-close" "noclose">>
<</nobr>>
A space for your notes:
<div style="width:95%; height:75%; margin-left: auto; margin-right: auto;">
<<textarea "$player.notes" $player.notes>>
</div>
<<nobr>>
<div class="savedevicebutton" style="margin-top: 0.5px;">
<<set $temp.return to passage()>>
<<if $temp.lock != 1>>
<span id="initialDestination">
<<button "Save Notes">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "notewidth">>
<<noteClose>>
<<goto "Save Notes">>
<<script>>Dialog.close();<</script>>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Close Notes">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "notewidth">>
<<noteClose>>
<<script>>Dialog.close();<</script>>
<</button>>
</span>
<<endif>>
</div>
[[|Save Notes]]
<</nobr>><<widget noteStyle>>
<<script>>
document.getElementById("textarea-playernotes").rows = "0";
document.getElementById("textarea-playernotes").style.height = "100%";
document.getElementById("textarea-playernotes").style.width = "100%";
document.getElementById("ui-dialog").style.height = "85%";
<</script>>
<</widget>>
<<widget noteClose>>
<<script>>
document.getElementById("ui-dialog").style.height = "";
<</script>>
<</widget>>
[[|Player Notes]]<<goto $temp.return>><div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>$temp.pass</td>
</tr>
</table>
</div>
<br><br>
<div align='center'>
You have already visited the $temp.pass! <br>
You must give other pilgrims a chance to visit this shrine!
</div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<goto $temp.destination>>
<</button>>
</span>
</div><<nobr>>
<<set $temp.loopdest2 to 1>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 3>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Bursa">>
<<set _desc to "You arrive to the major city of Bursa, while it is a detour from both the land and sea hajj routes you are drawn to the bustling marketplaces here which host merchants from across the known world. As you enter the city, the first major Ottoman capital, you are in awe of Mount Uludağ (Mount Olympus) whose snowcapped peaks dominate the horizon above the city. The city itself has many famous //hamams// and is known for its silk market in which you meet merchants from far away lands to the east. With the dazzling array of goods here, you make sure that you choose what to buy carefully to make the trip to Bursa worthwhile. While entering the city you see the thermal baths of Eski Kaplıca, built by Sultan Murad I, just outside the town on a hill and are rumored by locals to possess miraculous healing properties.\n\n ">>
<<set _hist to "Bursa was the first Ottoman capital and one of the ending points of the historic silk road. The city of Bursa was also referred to as //Hudavendigar// in Ottoman times, a reference to the fourteenth-century Sultan Murad I (1326-1389CE) whose tomb is in the city. Bursa also contains a large complex of tombs for members of the early Ottoman dynasty which stand around the tomb complex of Sultan Murad II (1404-1451CE) known as the Muradiye Complex. When the seventeenth-century Ottoman traveler Evliya Çelebi arrived in Bursa he wrote the following: \n\n//'The palace in the castle was the residence of the early Ottoman emperors to the time of Sultan Mehmed II (1432-1481CE) who moved it to Constantinople...,There are in the whole town one hundred and sixty-six quarters of Muslims, seven of Armenians, nine of Greeks, six of Jews, and one of Copts...,The upper part of the town with Mount Olympus rising in the background is beautiful when seen from the plain of Filehdar, an hour's distance from it, and I can truly say that I have seen nothing like this during my travels. Bursa is a very devout town, abounding with divine people, expounders of the Quran and keepers of the Hadith, who are found no where else so numerous, except at Baghdad.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 12>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 4>>
<<set _stables to 3>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: '//If only I could sell this silk for 160 to 165 akçe coins, unfortunately I cannot find anyone to buy it at such a price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'(boasting to friend) The baths here are quite wonderful and free of charge thanks to the benevolence of the great sultan! You know my mother, who was once courted by the Grand Vizier (friend rolls eyes), told me that her grandmother once spied a young Prince Selim in the baths here before he became sultan after Suleiman!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yunus the Boastful Merchant: //'(laughing loudly) I sold this old incomplete illuminated manuscript to a Dutch merchant for 500 akçe coins, what a fool! I bought that thing for only 400 akçe coins back in Istanbul!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mudanya">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mudanya">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mudanya">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Mudanya]]
<</nobr>><<widget makeMap>>
<<script>>
$.when(
$.getScript( "https://cdnjs.cloudflare.com/ajax/libs/leaflet/1.6.0/leaflet.js" ),
$.Deferred(function( deferred ){
$( deferred.resolve );
})
).done(function(){
var x = screen.width;
if(x>500){
document.getElementById("ui-dialog").style.width = "45%";
} else {
document.getElementById("ui-dialog").style.width = "85%";
}
//Set-up Map
var anatoliamap = L.map('mapid');
var maxBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
anatoliamap.setMaxBounds(maxBounds);
anatoliamap.setMaxZoom(8);
anatoliamap.setMinZoom(anatoliamap.getBoundsZoom( anatoliamap.options.maxBounds));
anatoliamap.fitBounds(maxBounds);
anatoliamap.on('click', function(e) {
alert("Lat, Lon : " + e.latlng.lat + ", " + e.latlng.lng)
});
//Add Custom Basemeap
var imageUrl = setup.ImagePath+'maps/basemap_new.jpg';
var imageBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
L.imageOverlay(imageUrl, imageBounds).addTo(anatoliamap);
//Define Marker Style
var redIcon = L.divIcon({className: 'iconsdiv', iconSize: null, iconAnchor: [5,5]});
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#mapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
//Loop and Display Cities
var len = Object.keys(state.active.variables['player']['visited']).length;
var i, stop, lat, lon;
for(i = 0; i < len; i++){
stop = Object.keys(state.active.variables['player']['visited'])[i];
lat = state.active.variables['player']['visited'][stop]['lat'];
lon = state.active.variables['player']['visited'][stop]['lon'];
if(i===0){
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop, {permanent: true, direction: "top", className: "labelstyle"})
.openTooltip();
} else if(i===len-1){
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop, {permanent: true, direction: "bottom", className: "labelstyle"})
.openTooltip();
} else{
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop)
.openTooltip();
}
stopMarker.addTo(anatoliamap);
}
//Create Path
function connectTheDots(data){
var c = [];
var len = Object.keys(data).length;
for(i = 0; i < len; i++) {
stop = Object.keys(data)[i];
var x = data[stop]['lat'];
var y = data[stop]['lon'];
c.push([x, y]);
}
return c;
}
var pathCoords = connectTheDots(state.active.variables['player']['visited']);
var pathLine = L.polyline(pathCoords)
.setStyle({
color: 'black',
dashArray: "4"
})
.addTo(anatoliamap);
anatoliamap.fitBounds(pathCoords);
//Resizing on Zoom
anatoliamap.on('zoomend', function() {
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#mapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
});
});
<</script>>
<</widget>>
<<widget mapClose>>
<<script>>
document.getElementById("ui-dialog").style.width = "";
<</script>>
<</widget>>
[[|Progress]] /*----------------------------------------*/
/*----- Change Region and Background -----*/
/*----------------------------------------*/
/*-- Rumelia Temp --*/
<<if $temp.destination is "Sarajevo" or ($temp.destination is "Eyüp-Istanbul" and $cur_passage is "Adalar" or $temp.destination is "Filibe") or $temp.destination is "Yeni Pazar">>
<<set $temp.region to "Rumelia">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/rumelia.jpg")';
var backgroundmusic = setup.MusicPath+'rumelia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Anatolia --*/
<<elseif $temp.destination is "Üsküdar" or $temp.destination is "Bolvadin" or $temp.destination is "Kizilören Han" or $temp.destination is "Konya" or $temp.destination is "Ulukışla">>
<<set $temp.region to "Anatolia">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/anatolia.jpg")';
var backgroundmusic = setup.MusicPath+'anatolia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Sea Route --*/
<<elseif ($temp.destination is "Mudanya" and $cur_passage is "Üsküdar") or $temp.destination is "Kilitbahir Castle" or $temp.destination is "Chios" or $temp.destination is "Samos" or $temp.destination is "Mount Athos" or $temp.destination is "Hanya">>
<<set $temp.region to "Sea Route">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/searoute.jpg")';
var backgroundmusic = setup.MusicPath+'greek.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Sea to Land --*/
<<elseif $temp.destination is "Bursa" or $temp.destination is "Manisa" or $temp.destination is "Ephesus">>
<<set $temp.region to "Sea to Land">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/anatolia.jpg")';
var backgroundmusic = setup.MusicPath+'anatolia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Cappadocia --*/
<<elseif $temp.destination is "Obruk Han">>
<<set $temp.region to "Cappadocia">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/anatolia.jpg")';
var backgroundmusic = setup.MusicPath+'anatolia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Mountains --*/
<<elseif $temp.destination is "Ereğli" or $temp.destination is "Kargi Han">>
<<set $temp.region to "Mountains">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/anatolia.jpg")';
var backgroundmusic = setup.MusicPath+'anatolia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Cilicia --*/
<<elseif $temp.destination is "Adana" or $temp.destination is "Çakit Han">>
<<set $temp.region to "Cilicia">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/anatolia.jpg")';
var backgroundmusic = setup.MusicPath+'anatolia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Sea Route Adriatic --*/
<<elseif $temp.destination is "Kastelnova">>
<<set $temp.region to "Sea Route Adriatic">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/searoute.jpg")';
var backgroundmusic = setup.MusicPath+'adriatic.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Rumelia Alt --*/
<<elseif $temp.destination is "Mostar" or $temp.destination is "Köprülü">>
<<set $temp.region to "Rumelia Alt">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/rumelia.jpg")';
var backgroundmusic = setup.MusicPath+'rumelia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Mountains Rumelia --*/
<<elseif $temp.destination is "Mokra" or $temp.destination is "Alacahisar" or $temp.destination is "Kyustendil" or $temp.destination is "Dupnitsa" or $temp.destination is "Çavuş Kev’ası" or $temp.destination is "Goražde">>
<<set $temp.region to "Mountains Rumelia">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/rumelia.jpg")';
var backgroundmusic = setup.MusicPath+'rumelia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Belgrade Alt --*/
<<elseif $temp.destination is "Valiva" or $temp.destination is "Banks of the Drina" or $temp.destination is "Niş">>
<<set $temp.region to "Belgrade Alt">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/rumelia.jpg")';
var backgroundmusic = setup.MusicPath+'rumelia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Syria North --*/
<<elseif $temp.destination is "Payas" or $temp.destination is "Iskenderun" or $temp.destination is "Hama">>
<<set $temp.region to "Syria North">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/syria.jpg")';
var backgroundmusic = setup.MusicPath+'syria.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Syria South --*/
<<elseif $temp.destination is "Hisyah" or $temp.destination is "Damascus">>
<<set $temp.region to "Syria South">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/syria.jpg")';
var backgroundmusic = setup.MusicPath+'syria.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Syria Desert --*/
<<elseif $temp.destination is "Müzeyrib" or ($temp.destination is "Balqa" and $cur_passage is "Zizya")>>
<<set $temp.region to "Syria Desert">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/syria.jpg")';
var backgroundmusic = setup.MusicPath+'syria.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Aleppo Route --*/
<<elseif $temp.destination is "Muratpaşa Bridge" or $temp.destination is "Artah" or $temp.destination is "Aleppo">>
<<set $temp.region to "Aleppo Route">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/syria.jpg")';
var backgroundmusic = setup.MusicPath+'syria.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Urfa Route --*/
<<elseif $temp.destination is "Kırıkhan" or $temp.destination is "Kilis">>
<<set $temp.region to "Urfa Route">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/syria.jpg")';
var backgroundmusic = setup.MusicPath+'syria.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Palestine Sea Route --*/
<<elseif $temp.destination is "Magosa" or $temp.destination is "Latakia" or ($temp.destination is "Gaza" and $cur_passage is "Jaffa")>>
<<set $temp.region to "Palestine Sea Route">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/searoute.jpg")';
var backgroundmusic = setup.MusicPath+'palestine_sea.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Mediterranean Crossing --*/
<<elseif $temp.destination is "Mediterranean Crossing" or ($temp.destination is "Jaffa" and $cur_passage is "Mediterranean Crossing")>>
<<set $temp.region to "Mediterranean Crossing">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/searoute.jpg")';
var backgroundmusic = setup.MusicPath+'palestine_sea.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Cyprus --*/
<<elseif $temp.destination is "Lefkoşa">>
<<set $temp.region to "Cyprus">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/searoute.jpg")';
var backgroundmusic = setup.MusicPath+'palestine_sea.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Palestine North --*/
<<elseif $temp.destination is "Safed" or $temp.destination is "Ibillin">>
<<set $temp.region to "Palestine North">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/palestine.jpg")';
var backgroundmusic = setup.MusicPath+'palestine_land.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Palestine South --*/
<<elseif $temp.destination is "Bayt Jibrin" or $temp.destination is "Ramla" or $temp.destination is "Jerusalem" or $temp.destination is "Ramallah">>
<<set $temp.region to "Palestine South">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/palestine.jpg")';
var backgroundmusic = setup.MusicPath+'palestine_land.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Palestine Desert --*/
<<elseif $temp.destination is "Dead Sea South" or $temp.destination is "Dead Sea North" or $temp.destination is "Kerak">>
<<set $temp.region to "Palestine Desert">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/palestine.jpg")';
var backgroundmusic = setup.MusicPath+'palestine_land.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Arabia Desert Day--*/
<<elseif $temp.destination is "Ma’an" or $temp.destination is "Cüdeyde Village (day)" or $temp.destination is "Tabuk (day)" or $temp.destination is "Mada’in Salih (day)" or $temp.destination is "Rabigh">>
<<set $temp.region to "Arabia Desert Day">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/arabia.jpg")';
var backgroundmusic = setup.MusicPath+'arabia_music.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Arabia Desert Night--*/
<<elseif $temp.destination is "Aqaba al-Shami (night)" or $temp.destination is "Cüdeyde Village (night)" or $temp.destination is "Tabuk (night)" or $temp.destination is "Mada’in Salih (night)">>
<<set $temp.region to "Arabia Desert Night">>
<<set $player.desertnight to 1>>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/arabia.jpg")';
var backgroundmusic = setup.MusicPath+'arabia_music.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
/*-- Holy Cities --*/
<<elseif $temp.destination is "Medina" or $temp.destination is "Mecca">>
<<set $temp.region to "Holy Cities">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/arabia.jpg")';
var backgroundmusic = setup.MusicPath+'arabia_music.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
<<endif>>
<<goto "Weight Check">>
[[|Weight Check]]/*---------------------------------------------*/
/*---------- Hard Code Raw Locations ----------*/
/*---------------------------------------------*/
<<set $rawlocations to [
{
"name": "Istanbul",
"lat": "35.14311980547097",
"lon": "37.35378752796115",
"section": "Main Route"
},
{
"name": "Üsküdar",
"lat": "35.08020958701164",
"lon": "37.49651915926578",
"section": "Main Route"
},
{
"name": "Kartal",
"lat": "34.96324755156452",
"lon": "37.49651915926578",
"section": "Main Route"
},
{
"name": "Gebze",
"lat": "34.927225584666544",
"lon": "37.59533336555358",
"section": "Main Route"
},
{
"name": "Hersek",
"lat": "34.82808361670365",
"lon": "37.70512692809561",
"section": "Main Route"
},
{
"name": "Iznik",
"lat": "34.701730120725486",
"lon": "37.74904435311241",
"section": "Main Route"
},
{
"name": "Lefke",
"lat": "34.68366383825128",
"lon": "37.8039411343834",
"section": "Main Route"
},
{
"name": "Vezirhan",
"lat": "34.63857501742478",
"lon": "37.86914679239913",
"section": "Main Route"
},
{
"name": "Söğüt",
"lat": "34.620494959198425",
"lon": "37.88013052675812",
"section": "Main Route"
},
{
"name": "Eskişehir",
"lat": "34.61145345264612",
"lon": "37.96800040163027",
"section": "Main Route"
},
{
"name": "Seyyid Gazi",
"lat": "34.55718373661763",
"lon": "37.978984135989265",
"section": "Main Route"
},
{
"name": "Hüsrev Pasha Caravanserai",
"lat": "34.4757127443612",
"lon": "38.011935339066305",
"section": "Main Route"
},
{
"name": "Bayat",
"lat": "34.40322723649532",
"lon": "38.06685401086137",
"section": "Main Route"
},
{
"name": "Bolvadin",
"lat": "34.21265390085775",
"lon": "38.14374015137448",
"section": "Main Route"
},
{
"name": "Lake Akşehir",
"lat": "34.16721558690185",
"lon": "38.24259376060562",
"section": "Main Route"
},
{
"name": "Akşehir",
"lat": "33.96699648389224",
"lon": "38.33046363547776",
"section": "Main Route"
},
{
"name": "Ilgın",
"lat": "33.88495242071087",
"lon": "38.50620338522197",
"section": "Main Route"
},
{
"name": "Ladik",
"lat": "33.78456910166107",
"lon": "38.63800819753015",
"section": "Main Route"
},
{
"name": "Konya",
"lat": "33.74803685934301",
"lon": "38.95653649394157",
"section": "Main Route"
},
{
"name": "İsmil",
"lat": "33.7023496627624",
"lon": "39.27506479035299",
"section": "Main Route"
},
{
"name": "Karapınar",
"lat": "33.67492567436576",
"lon": "39.395885868302166",
"section": "Main Route"
},
{
"name": "Ereğli",
"lat": "33.58344921525831",
"lon": "39.68146296163656",
"section": "Main Route"
},
{
"name": "Ulukışla",
"lat": "33.519357925734134",
"lon": "39.967040054970944",
"section": "Main Route"
},
{
"name": "Çiftehan",
"lat": "33.510198146795034",
"lon": "40.285568351382366",
"section": "Main Route"
},
{
"name": "Tarsus",
"lat": "33.37268517076214",
"lon": "40.34048702317744",
"section": "Main Route"
},
{
"name": "Çakit Han",
"lat": "33.33597825158349",
"lon": "40.39540569497252",
"section": "Main Route"
},
{
"name": "Adana",
"lat": "33.34515643250668",
"lon": "40.50524303856265",
"section": "Main Route"
},
{
"name": "Misis Bridge",
"lat": "33.363509892229395",
"lon": "40.66999905394786",
"section": "Main Route"
},
{
"name": "Kurtkulağı",
"lat": "33.27170391111521",
"lon": "40.76885266317901",
"section": "Main Route"
},
{
"name": "Payas",
"lat": "33.124613415929936",
"lon": "40.77983639753804",
"section": "Main Route"
},
{
"name": "Belen",
"lat": "33.07859699518518",
"lon": "41.054429756513386",
"section": "Main Route"
},
{
"name": "Antioch",
"lat": "32.89832644812533",
"lon": "41.055908203125",
"section": "Main Route"
},
{
"name": "Zanbakiyye",
"lat": "32.806033299430915",
"lon": "41.02294921875001",
"section": "Main Route"
},
{
"name": "Jisr al-Shughur",
"lat": "32.70960000888512",
"lon": "41.16426710010354",
"section": "Main Route"
},
{
"name": "Madiq",
"lat": "32.63041214202892",
"lon": "41.19873046875001",
"section": "Main Route"
},
{
"name": "Hama",
"lat": "32.45966012786285",
"lon": "41.20820463130561",
"section": "Main Route"
},
{
"name": "Homs",
"lat": "32.22761416206955",
"lon": "41.15328595951049",
"section": "Main Route"
},
{
"name": "Hisyah",
"lat": "32.09740883231426",
"lon": "41.15328595951049",
"section": "Main Route"
},
{
"name": "al-Nabk",
"lat": "31.911078910532513",
"lon": "41.09836728771542",
"section": "Main Route"
},
{
"name": "al-Qutayfah",
"lat": "31.75240114531037",
"lon": "41.021481147202316",
"section": "Main Route"
},
{
"name": "Damascus",
"lat": "31.574733048990524",
"lon": "41.043448615920354",
"section": "Main Route"
},
{
"name": "Kiswa",
"lat": "31.499823876049373",
"lon": "41.065416084638386",
"section": "Main Route"
},
{
"name": "Tarhani Han",
"lat": "31.45297513680279",
"lon": "41.043448615920354",
"section": "Main Route"
},
{
"name": "Sanamayn",
"lat": "31.41547926565371",
"lon": "41.01049741284332",
"section": "Main Route"
},
{
"name": "Müzeyrib",
"lat": "31.321674014046742",
"lon": "40.900660069253185",
"section": "Main Route"
},
{
"name": "Mafraq",
"lat": "31.05852213104871",
"lon": "40.845741397458106",
"section": "Main Route"
},
{
"name": "Ayn-i Zarqa",
"lat": "30.902519291078534",
"lon": "40.75927734375",
"section": "Main Route"
},
{
"name": "Balqa",
"lat": "30.860679019043534",
"lon": "40.68098538207286",
"section": "Main Route"
},
{
"name": "Qatrana",
"lat": "30.69077356699985",
"lon": "40.582131772841755",
"section": "Main Route"
},
{
"name": "Tabut Kurusi",
"lat": "30.558417718554942",
"lon": "40.51622936668765",
"section": "Main Route"
},
{
"name": "Unaiza",
"lat": "30.340583754724747",
"lon": "40.417375757456504",
"section": "Main Route"
},
{
"name": "Ma’an",
"lat": "30.188760426055236",
"lon": "40.296554679507366",
"section": "Main Route"
},
{
"name": "Aqaba al-Shami",
"lat": "30.02719132041361",
"lon": "40.153766132840154",
"section": "Main Route"
},
{
"name": "Aqaba al-Shami (day)",
"lat": "30.02719132041361",
"lon": "40.153766132840154",
"section": "Main Route"
},
{
"name": "Aqaba al-Shami (night)",
"lat": "30.02719132041361",
"lon": "40.153766132840154",
"section": "Main Route Night"
},
{
"name": "Çugayman",
"lat": "29.912983682551143",
"lon": "40.21966853899426",
"section": "Main Route Night"
},
{
"name": "Çugayman (day)",
"lat": "29.912983682551143",
"lon": "40.21966853899426",
"section": "Main Route"
},
{
"name": "Çugayman (night)",
"lat": "29.912983682551143",
"lon": "40.21966853899426",
"section": "Main Route Night"
},
{
"name": "Dhat al-Hajj",
"lat": "29.760502914814044",
"lon": "40.38442455437947",
"section": "Main Route Night"
},
{
"name": "Dhat al-Hajj (day)",
"lat": "29.760502914814044",
"lon": "40.38442455437947",
"section": "Main Route"
},
{
"name": "Dhat al-Hajj (night)",
"lat": "29.760502914814044",
"lon": "40.38442455437947",
"section": "Main Route Night"
},
{
"name": "Ka’ Sahrasi",
"lat": "29.6077897635135",
"lon": "40.604099241559794",
"section": "Main Route Night"
},
{
"name": "Ka’ Sahrasi (day)",
"lat": "29.6077897635135",
"lon": "40.604099241559794",
"section": "Main Route"
},
{
"name": "Ka’ Sahrasi (night)",
"lat": "29.6077897635135",
"lon": "40.604099241559794",
"section": "Main Route Night"
},
{
"name": "Tabuk",
"lat": "29.52178676881735",
"lon": "40.91164380361218",
"section": "Main Route"
},
{
"name": "Tabuk (day)",
"lat": "29.52178676881735",
"lon": "40.91164380361218",
"section": "Main Route"
},
{
"name": "Tabuk (night)",
"lat": "29.52178676881735",
"lon": "40.91164380361218",
"section": "Main Route Night"
},
{
"name": "Maghayr al-Qalandariyya",
"lat": "29.378285921565787",
"lon": "41.09836728771542",
"section": "Main Route Night"
},
{
"name": "Maghayr al-Qalandariyya (day)",
"lat": "29.378285921565787",
"lon": "41.09836728771542",
"section": "Main Route"
},
{
"name": "Maghayr al-Qalandariyya (night)",
"lat": "29.378285921565787",
"lon": "41.09836728771542",
"section": "Main Route Night"
},
{
"name": "Haydar Fort",
"lat": "29.16745166647586",
"lon": "41.29607450617771",
"section": "Main Route"
},
{
"name": "Haydar Fort (day)",
"lat": "29.16745166647586",
"lon": "41.29607450617771",
"section": "Main Route"
},
{
"name": "Haydar Fort (night)",
"lat": "29.16745166647586",
"lon": "41.29607450617771",
"section": "Main Route Night"
},
{
"name": "The Well of Mu’azzam",
"lat": "28.86000962556602",
"lon": "41.42787931848588",
"section": "Main Route Night"
},
{
"name": "The Well of Mu’azzam (day)",
"lat": "28.86000962556602",
"lon": "41.42787931848588",
"section": "Main Route"
},
{
"name": "The Well of Mu’azzam (night)",
"lat": "28.86000962556602",
"lon": "41.42787931848588",
"section": "Main Route Night"
},
{
"name": "Shaq al-Ajuz",
"lat": "28.811889277859137",
"lon": "41.713456411820275",
"section": "Main Route"
},
{
"name": "Shaq al-Ajuz (day)",
"lat": "28.811889277859137",
"lon": "41.713456411820275",
"section": "Main Route"
},
{
"name": "Shaq al-Ajuz (night)",
"lat": "28.811889277859137",
"lon": "41.713456411820275",
"section": "Main Route Night"
},
{
"name": "Mada’in Salih",
"lat": "28.507617275002588",
"lon": "42.0217994928165",
"section": "Main Route Night"
},
{
"name": "Mada’in Salih (day)",
"lat": "28.507617275002588",
"lon": "42.0217994928165",
"section": "Main Route"
},
{
"name": "Mada’in Salih (night)",
"lat": "28.507617275002588",
"lon": "42.0217994928165",
"section": "Main Route Night"
},
{
"name": "al-Ula",
"lat": "28.29500973093544",
"lon": "41.9778645033873",
"section": "Main Route"
},
{
"name": "al-Ula (day)",
"lat": "28.29500973093544",
"lon": "41.9778645033873",
"section": "Main Route"
},
{
"name": "al-Ula (night)",
"lat": "28.29500973093544",
"lon": "41.9778645033873",
"section": "Main Route Night"
},
{
"name": "Abyar Ghannum",
"lat": "28.043197787380592",
"lon": "41.90097827188626",
"section": "Main Route"
},
{
"name": "Abyar Ghannum (day)",
"lat": "28.043197787380592",
"lon": "41.90097827188626",
"section": "Main Route"
},
{
"name": "Abyar Ghannum (night)",
"lat": "28.043197787380592",
"lon": "41.90097827188626",
"section": "Main Route Night"
},
{
"name": "Zumurrud",
"lat": "27.897652653540984",
"lon": "41.96688075603002",
"section": "Main Route Night"
},
{
"name": "Zumurrud (day)",
"lat": "27.897652653540984",
"lon": "41.96688075603002",
"section": "Main Route"
},
{
"name": "Zumurrud (night)",
"lat": "27.897652653540984",
"lon": "41.96688075603002",
"section": "Main Route Night"
},
{
"name": "Valide Kuyusu (day)",
"lat": "27.732464595307246",
"lon": "41.933929513958134",
"section": "Main Route"
},
{
"name": "Valide Kuyusu",
"lat": "27.732464595307246",
"lon": "41.933929513958134",
"section": "Main Route Night"
},
{
"name": "Valide Kuyusu (night)",
"lat": "27.732464595307246",
"lon": "41.933929513958134",
"section": "Main Route Night"
},
{
"name": "Hadiyya Eshmesi",
"lat": "27.644910511448927",
"lon": "41.933929513958134",
"section": "Main Route Night"
},
{
"name": "Hadiyya Eshmesi (day)",
"lat": "27.644910511448927",
"lon": "41.933929513958134",
"section": "Main Route"
},
{
"name": "Hadiyya Eshmesi (night)",
"lat": "27.644910511448927",
"lon": "41.933929513958134",
"section": "Main Route Night"
},
{
"name": "Nakhlatayn",
"lat": "27.51831972268567",
"lon": "41.9778645033873",
"section": "Main Route"
},
{
"name": "Nakhlatayn (day)",
"lat": "27.51831972268567",
"lon": "41.9778645033873",
"section": "Main Route"
},
{
"name": "Nakhlatayn (night)",
"lat": "27.51831972268567",
"lon": "41.9778645033873",
"section": "Main Route Night"
},
{
"name": "Wadi al-Qurra",
"lat": "27.39158305342948",
"lon": "41.92294576660086",
"section": "Main Route"
},
{
"name": "Wadi al-Qurra (day)",
"lat": "27.39158305342948",
"lon": "41.92294576660086",
"section": "Main Route"
},
{
"name": "Wadi al-Qurra (night)",
"lat": "27.39158305342948",
"lon": "41.92294576660086",
"section": "Main Route Night"
},
{
"name": "Medina City Walls",
"lat": "27.28423072649112",
"lon": "42.08770197696026",
"section": "Main Route"
},
{
"name": "Medina",
"lat": "27.323279966175612",
"lon": "42.274425682034234",
"section": "Main Route"
},
{
"name": "The Well of Ali",
"lat": "27.289722855870295",
"lon": "42.54822022310536",
"section": "Main Route"
},
{
"name": "Graves of the Martyrs",
"lat": "27.07471753254808",
"lon": "42.526252754387365",
"section": "Main Route"
},
{
"name": "Cüdeyde Village",
"lat": "26.810282843485705",
"lon": "42.44936661387426",
"section": "Main Route"
},
{
"name": "Cüdeyde Village (day)",
"lat": "26.810282843485705",
"lon": "42.44936661387426",
"section": "Main Route"
},
{
"name": "Cüdeyde Village (night)",
"lat": "26.810282843485705",
"lon": "42.44936661387426",
"section": "Main Route Night"
},
{
"name": "Badr Hunayn",
"lat": "26.545229953240526",
"lon": "42.295516519868464",
"section": "Main Route"
},
{
"name": "Badr Hunayn (day)",
"lat": "26.545229953240526",
"lon": "42.295516519868464",
"section": "Main Route"
},
{
"name": "Badr Hunayn (night)",
"lat": "26.545229953240526",
"lon": "42.295516519868464",
"section": "Main Route Night"
},
{
"name": "Meymun Ovası",
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"section": "Main Route"
},
{
"name": "Meymun Ovası (day)",
"lat": "26.289413513511075",
"lon": "41.98797195781608",
"section": "Main Route"
},
{
"name": "Meymun Ovası (night)",
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"lon": "41.98797195781608",
"section": "Main Route Night"
},
{
"name": "Rabigh",
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"lon": "41.74632980191777",
"section": "Main Route"
},
{
"name": "Qudida",
"lat": "25.95403167947846",
"lon": "41.7023948644817",
"section": "Main Route"
},
{
"name": "Güzelce Bürke",
"lat": "25.815654243975196",
"lon": "41.823215942430835",
"section": "Main Route"
},
{
"name": "Asfan",
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"lon": "42.11977677012426",
"section": "Main Route"
},
{
"name": "Wadi Fatima",
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"lon": "42.36141892602257",
"section": "Main Route"
},
{
"name": "Mecca",
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"lon": "42.58109361320285",
"section": "Main Route"
},
{
"name": "Jeddah",
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"section": "Alternate"
},
{
"name": "The Final Rites of the Hajj",
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"section": "Main Route"
},
{
"name": "Mina Bazaar",
"lat": "25.568149497803216",
"lon": "42.954540581409354",
"section": "Main Route"
},
{
"name": "Izmit",
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"lon": "37.738064996858206",
"section": "Alternate"
},
{
"name": "Afyonkarahisar",
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"section": "Alternate"
},
{
"name": "Obruk Han",
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"section": "Cappadocia"
},
{
"name": "Sultan Han",
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},
{
"name": "Aksaray",
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},
{
"name": "Ağzıkara Han",
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},
{
"name": "Oresin Han",
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},
{
"name": "Alay Han",
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},
{
"name": "Uçhisar",
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},
{
"name": "Hacıbektaş Shrine",
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},
{
"name": "Ürgüp",
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},
{
"name": "Derinkuyu",
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},
{
"name": "Niğde",
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},
{
"name": "Mudanya",
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"section": "Sea Route"
},
{
"name": "Kilitbahir Castle",
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"section": "Sea Route"
},
{
"name": "Lesbos",
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"section": "Sea Route"
},
{
"name": "Izmir",
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},
{
"name": "Manisa",
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"lon": "35.91486170654587",
"section": "Alternate"
},
{
"name": "Chios",
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"lon": "35.113049098337775",
"section": "Sea Route"
},
{
"name": "Samos",
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"lon": "34.99222802038864",
"section": "Sea Route"
},
{
"name": "Ephesus",
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"lon": "35.75010569116062",
"section": "Alternate"
},
{
"name": "Istanköy",
"lat": "33.17060573436094",
"lon": "34.4430413024379",
"section": "Sea Route"
},
{
"name": "Rhodes",
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"lon": "34.59681358346407",
"section": "Sea Route"
},
{
"name": "Kekova",
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"lon": "35.65125208192952",
"section": "Sea Route"
},
{
"name": "Antalya",
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"section": "Sea Route"
},
{
"name": "Manavgat",
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"lon": "38.50702301527332",
"section": "Sea Route"
},
{
"name": "Alanya",
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"lon": "38.92440492091589",
"section": "Sea Route"
},
{
"name": "Silifke",
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"lon": "39.97884341938129",
"section": "Sea Route"
},
{
"name": "Ayas",
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"lon": "40.40720905938285",
"section": "Sea Route"
},
{
"name": "Iskenderun",
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"lon": "40.87950963682049",
"section": "Sea Route"
},
{
"name": "Kargi Han",
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},
{
"name": "Eynif Tol Han",
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},
{
"name": "Derebucak",
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},
{
"name": "Beyşehir",
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},
{
"name": "Kizilören Han",
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},
{
"name": "Bursa",
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},
{
"name": "Candia",
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},
{
"name": "Kerpe",
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},
{
"name": "Çoban",
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},
{
"name": "Cape Kırlangıç",
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},
{
"name": "Lindos",
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"section": "Crete Alternate"
},
{
"name": "Bagras",
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"section": "Main Route"
},
{
"name": "Kırıkhan",
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"lon": "41.274786604147835",
"section": "Urfa Route"
},
{
"name": "Muratpaşa Bridge",
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"lon": "41.274786604147835",
"section": "Aleppo Route"
},
{
"name": "Artah",
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},
{
"name": "Church of Saint Simeon Stylites",
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"section": "Aleppo Route"
},
{
"name": "Aleppo",
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},
{
"name": "Khan Tuman",
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},
{
"name": "Sarmin",
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"section": "Aleppo Route"
},
{
"name": "al-Ma’arra",
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"section": "Aleppo Route"
},
{
"name": "Khan Shaykhun",
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"lon": "41.538396228764185",
"section": "Aleppo Route"
},
{
"name": "Hassa",
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"section": "Syria"
},
{
"name": "Kilis",
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"section": "Urfa Route"
},
{
"name": "Aintab",
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},
{
"name": "Nizip",
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},
{
"name": "Urfa",
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},
{
"name": "Birecik",
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},
{
"name": "Manbij",
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},
{
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},
{
"name": "Aleppo Bab al-Hadid",
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},
{
"name": "Magosa",
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"section": "Cyprus Sea Route"
},
{
"name": "Lefkoşa",
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"section": "Cyprus Sea Route"
},
{
"name": "Larnaka",
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"lon": "39.64919391901365",
"section": "Cyprus Sea Route"
},
{
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"section": "Cyprus Sea Route"
},
{
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"section": "Cyprus Sea Route"
},
{
"name": "Gaza",
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"section": "Sea Route"
},
{
"name": "Jaffa",
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"section": "Sea Route"
},
{
"name": "Ramla",
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},
{
"name": "Latakia",
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},
{
"name": "Arwad Island",
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"section": "Sea Route"
},
{
"name": "Tripoli",
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},
{
"name": "Beyrut",
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},
{
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"section": "Sea Route"
},
{
"name": "Ruins of Tyre",
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},
{
"name": "Akka",
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"section": "Sea Route"
},
{
"name": "Safed",
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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"section": "Palestine Main"
},
{
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"lon": "40.18738652754142",
"section": "Palestine Main"
},
{
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"section": "Palestine Alternate Dead Sea"
},
{
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},
{
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},
{
"name": "Dead Sea South",
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"lon": "40.26427526182049",
"section": "Palestine Main"
},
{
"name": "Kerak",
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"section": "Palestine Main"
},
{
"name": "Tafilah",
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"section": "Palestine Main"
},
{
"name": "Shoubak",
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"section": "Palestine Main"
},
{
"name": "Petra",
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},
{
"name": "Sarajevo",
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"lon": "32.73483746478302",
"section": "Rumelia Main"
},
{
"name": "Han Bulog",
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"lon": "32.899144848306854",
"section": "Rumelia Main"
},
{
"name": "Prača",
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"lon": "33.05249840626249",
"section": "Rumelia Main"
},
{
"name": "Čajniče",
"lat": "36.36905125036147",
"lon": "33.11822135967201",
"section": "Rumelia Main"
},
{
"name": "Taşlıca",
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"lon": "33.11822135967201",
"section": "Rumelia Main"
},
{
"name": "Prijepolje",
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"lon": "33.14012901080852",
"section": "Rumelia Main"
},
{
"name": "Sjenica",
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"lon": "33.315390219900664",
"section": "Rumelia Main"
},
{
"name": "Yeni Pazar",
"lat": "36.103208623094254",
"lon": "33.45778995228798",
"section": "Rumelia Main"
},
{
"name": "Banjska Monastery",
"lat": "36.0410487010891",
"lon": "33.4796976034245",
"section": "Rumelia Main"
},
{
"name": "Vučitrn",
"lat": "35.98772968029874",
"lon": "33.58923585910708",
"section": "Rumelia Main"
},
{
"name": "Lipjan Han",
"lat": "35.9432696177985",
"lon": "33.64400498694837",
"section": "Rumelia Main"
},
{
"name": "Kaçanik",
"lat": "35.82755635818869",
"lon": "33.78640471933573",
"section": "Rumelia Main"
},
{
"name": "Üsküb",
"lat": "35.68490811606957",
"lon": "33.983573579564336",
"section": "Rumelia Main"
},
{
"name": "Çavuş Kev’ası",
"lat": "35.69383112145032",
"lon": "34.180742439792986",
"section": "Rumelia Main"
},
{
"name": "Eğri Dere Palankası",
"lat": "35.72951315979672",
"lon": "34.312188346612075",
"section": "Rumelia Main"
},
{
"name": "Kyustendil",
"lat": "35.667059111088115",
"lon": "34.58603398581849",
"section": "Rumelia Main"
},
{
"name": "Dupnitsa",
"lat": "35.756264203297114",
"lon": "34.76129519491063",
"section": "Rumelia Main"
},
{
"name": "Samokov",
"lat": "35.756264203297114",
"lon": "34.89274110172972",
"section": "Rumelia Main"
},
{
"name": "Kır Derbent",
"lat": "35.72059414789567",
"lon": "35.111817613094836",
"section": "Rumelia Main"
},
{
"name": "Tatar Pazarcık",
"lat": "35.69383112145032",
"lon": "35.330894124459995",
"section": "Rumelia Main"
},
{
"name": "Filibe",
"lat": "35.64920611451293",
"lon": "35.68141654264424",
"section": "Rumelia Main"
},
{
"name": "Yeni Mahalle",
"lat": "35.60455616537645",
"lon": "35.85667775173635",
"section": "Rumelia Main"
},
{
"name": "Uzunca Ova",
"lat": "35.55094332128581",
"lon": "36.0757542631015",
"section": "Rumelia Main"
},
{
"name": "Mustafa Pasha Bridge",
"lat": "35.56881825654513",
"lon": "36.21815399548887",
"section": "Rumelia Main"
},
{
"name": "Edirne",
"lat": "35.49729460234634",
"lon": "36.26196929776189",
"section": "Rumelia Main"
},
{
"name": "Havsa",
"lat": "35.42570721165429",
"lon": "36.42627668128575",
"section": "Rumelia Main"
},
{
"name": "Babaeski",
"lat": "35.345095280668005",
"lon": "36.59058406480958",
"section": "Rumelia Main"
},
{
"name": "Burgaz",
"lat": "35.31820674025003",
"lon": "36.77679909946996",
"section": "Rumelia Main"
},
{
"name": "Çorlu",
"lat": "35.26440283194382",
"lon": "36.9301526574256",
"section": "Rumelia Main"
},
{
"name": "Silivri",
"lat": "35.14770508596119",
"lon": "37.0287370875399",
"section": "Rumelia Main"
},
{
"name": "Büyükçekmece",
"lat": "35.15668778850091",
"lon": "37.13827534322248",
"section": "Rumelia Main"
},
{
"name": "Küçükçekmece",
"lat": "35.15668778850091",
"lon": "37.2587674244733",
"section": "Rumelia Main"
},
{
"name": "Eyüp-Istanbul",
"lat": "35.2015864229561",
"lon": "37.3354442034511",
"section": "Rumelia Main"
},
{
"name": "Plain of Kosovo",
"lat": "36.0410487010891",
"lon": "33.58480862665395",
"section": "Rumelia Alternate Route"
},
{
"name": "Rila Monastery",
"lat": "35.53306439993099",
"lon": "34.80224980824431",
"section": "Rumelia Alternate Route"
},
{
"name": "Alacahisar",
"lat": "35.99661868837601",
"lon": "33.74972491122416",
"section": "Rumelia Alternate Route"
},
{
"name": "Ohrid",
"lat": "35.246460250176035",
"lon": "33.93663003373708",
"section": "Rumelia Alternate Route"
},
{
"name": "Mokra",
"lat": "36.57225100172715",
"lon": "32.89482154431409",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Han Şahin Pasha",
"lat": "36.616354336982134",
"lon": "32.96054449772365",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Poçepye",
"lat": "36.5828656696613",
"lon": "33.04138183593751",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Srebrenica",
"lat": "36.625171978850105",
"lon": "33.12485188124753",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Banks of the Drina",
"lat": "36.563427310149734",
"lon": "33.25629778806661",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Dragodol",
"lat": "36.57225100172715",
"lon": "33.25629778806661",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Valiva",
"lat": "36.554602610616215",
"lon": "33.33297456704441",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Ruzay",
"lat": "36.5457769032208",
"lon": "33.40965134602221",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Belgrade",
"lat": "36.60753568659492",
"lon": "33.4644204738635",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Banks of the Danube",
"lat": "36.50163325162051",
"lon": "33.606820206250816",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Semendire Fortress",
"lat": "36.44862763004054",
"lon": "33.78208141534296",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Kolari",
"lat": "36.3425076815492",
"lon": "33.78208141534296",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Hasan Pasha",
"lat": "36.32480694100377",
"lon": "33.80398906647947",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Batiçna",
"lat": "36.25396377161741",
"lon": "33.793035240911195",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Yagodina",
"lat": "36.183056308197315",
"lon": "33.80398906647947",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Perakin",
"lat": "36.16531940229007",
"lon": "33.74921993863818",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Rajina",
"lat": "36.138706516599036",
"lon": "33.760173764206456",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Jisr Morava",
"lat": "36.06769468295312",
"lon": "33.8486746819663",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Niş",
"lat": "36.014393699298495",
"lon": "33.92448114773028",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Sićevo Gorge",
"lat": "36.0588136913799",
"lon": "34.07955748036459",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Musa Pasha",
"lat": "36.103208623094254",
"lon": "34.20049608904944",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Şehirköy",
"lat": "36.103208623094254",
"lon": "34.34342353567698",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Caribrod",
"lat": "36.103208623094254",
"lon": "34.475356563333136",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Dragoman Marshland",
"lat": "36.085453658454085",
"lon": "34.651267266874704",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Sofya",
"lat": "36.085453658454085",
"lon": "34.77220587555955",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Bali Efendi",
"lat": "35.916581566259694",
"lon": "34.75697189091786",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Durgan",
"lat": "35.84536940126373",
"lon": "34.7832002945309",
"section": "Rumelia Belgrade-Sofya"
},
{
"name": "Köprülü",
"lat": "35.56881825654513",
"lon": "34.01359096653651",
"section": "Salonika Route"
},
{
"name": "Pirlepe",
"lat": "35.512181493333124",
"lon": "34.066880880117644",
"section": "Salonika Route"
},
{
"name": "Manastır",
"lat": "35.39884551930298",
"lon": "34.18737296136845",
"section": "Salonika Route"
},
{
"name": "Filoriyye",
"lat": "35.28234144146418",
"lon": "34.264049740346294",
"section": "Salonika Route"
},
{
"name": "Vodina",
"lat": "34.931822995631464",
"lon": "34.34072651932409",
"section": "Salonika Route"
},
{
"name": "Yenice",
"lat": "34.76051229153917",
"lon": "34.34072651932409",
"section": "Salonika Route"
},
{
"name": "Salonika",
"lat": "34.5164581990113",
"lon": "34.42835712387013",
"section": "Salonika Route"
},
{
"name": "Mount Athos",
"lat": "34.271687097691945",
"lon": "34.6693412863718",
"section": "Salonika Route"
},
{
"name": "Lemnos",
"lat": "34.34428647893744",
"lon": "34.943186925578246",
"section": "Salonika Route"
},
{
"name": "Gelibolu",
"lat": "34.78758505201313",
"lon": "36.37813807501993",
"section": "Salonika Route"
},
{
"name": "Marmara Island",
"lat": "34.96784294309083",
"lon": "36.7724757954772",
"section": "Salonika Route"
},
{
"name": "Adalar",
"lat": "34.922815536184274",
"lon": "37.32995034346963",
"section": "Salonika Route"
},
{
"name": "Goražde",
"lat": "36.3603426395952",
"lon": "32.86010742187501",
"section": "Adriatic Route"
},
{
"name": "Foča",
"lat": "36.404566754155994",
"lon": "32.76123046875001",
"section": "Adriatic Route"
},
{
"name": "Ćurevo",
"lat": "36.43992793396893",
"lon": "32.64038085937501",
"section": "Adriatic Route"
},
{
"name": "Gacko",
"lat": "36.38688012639395",
"lon": "32.57446289062501",
"section": "Adriatic Route"
},
{
"name": "Dobro Polje",
"lat": "36.43095103471328",
"lon": "32.463527025002485",
"section": "Adriatic Route"
},
{
"name": "Nevesinje",
"lat": "36.44862763004054",
"lon": "32.39780407159296",
"section": "Adriatic Route"
},
{
"name": "Mostar",
"lat": "36.47513497237113",
"lon": "32.32112729261517",
"section": "Adriatic Route"
},
{
"name": "Stolac",
"lat": "36.4132704132598",
"lon": "32.21158903693258",
"section": "Adriatic Route"
},
{
"name": "Slano",
"lat": "36.3425076815492",
"lon": "32.123958432386516",
"section": "Adriatic Route"
},
{
"name": "Brgat",
"lat": "36.28939339619442",
"lon": "32.233496688069096",
"section": "Adriatic Route"
},
{
"name": "Dobro-Venedik",
"lat": "36.19192325548814",
"lon": "32.233496688069096",
"section": "Adriatic Route"
},
{
"name": "Kastelnova",
"lat": "36.02327970194187",
"lon": "32.48543467613899",
"section": "Adriatic Route"
},
{
"name": "Draç",
"lat": "35.80973931602818",
"lon": "32.34303494375167",
"section": "Adriatic Route"
},
{
"name": "Avlonya",
"lat": "35.60455616537645",
"lon": "32.80309561761845",
"section": "Adriatic Route"
},
{
"name": "Corfu",
"lat": "35.30027607785854",
"lon": "32.80309561761845",
"section": "Adriatic Route"
},
{
"name": "Kefalonya",
"lat": "34.71537129097291",
"lon": "32.584019106253336",
"section": "Adriatic Route"
},
{
"name": "Anavarin Castle",
"lat": "33.86214838343116",
"lon": "33.04407978012013",
"section": "Adriatic Route"
},
{
"name": "Cerigo",
"lat": "33.42313190094974",
"lon": "33.06598743125663",
"section": "Adriatic Route"
},
{
"name": "Hanya",
"lat": "32.954232401909216",
"lon": "32.95644917557409",
"section": "Adriatic Route"
}
]>>
/*-------------------------------------------*/
/*---------- Create Keyed Variable ----------*/
/*-------------------------------------------*/
<<set $locations to {}>>
<<for _i = 0; _i < $rawlocations.length; _i++>>
<<set _name to $rawlocations[_i]["name"]>>
<<set $locations[_name] to $rawlocations[_i]>>
<</for>>
/*-----------------------------*/
/*---------- Move On ----------*/
/*-----------------------------*/
<<goto "Mobile Check">>
[[|Mobile Check]]
<<widget setCoordinates>>
/%------------------------%/
/%-----Add to Visited-----%/
/%------------------------%/
<<if $player.visited[$cur_passage] is undefined>>
<<print "<<set $player.visited['"+ $cur_passage +"'] to {}>>">>
<<print "<<set $player.visited['"+ $cur_passage +"'].lat to $locations['"+$cur_passage+"']['lat']>>">>
<<print "<<set $player.visited['"+ $cur_passage +"'].lon to $locations['"+$cur_passage+"']['lon']>>">>
<<endif>>
<</widget>><<nobr>>
<<script>>
var x = screen.width;
if(x>500) {
$.wiki('<<addclass "#ui-dialog" "notewidth">>');
}
<</script>>
<<addclass "#ui-dialog-close" "noclose">>
<</nobr>>
Add your personal bio here:
<div style="width:95%; height:75%; margin-left: auto; margin-right: auto;">
<<textarea "$player.bio" $player.bio>>
</div>
<<nobr>>
<div class="savedevicebutton" style="margin-top: 0.5px;">
<<button "Close Bio">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "notewidth">>
<<noteClose>>
<<script>>Dialog.close();<</script>>
<</button>>
</div>
<</nobr>><<widget bioStyle>>
<<script>>
document.getElementById("textarea-playerbio").rows = "0";
document.getElementById("textarea-playerbio").style.height = "100%";
document.getElementById("textarea-playerbio").style.width = "100%";
document.getElementById("ui-dialog").style.height = "85%";
<</script>>
<</widget>>
<<widget noteClose>>
<<script>>
document.getElementById("ui-dialog").style.height = "";
<</script>>
<</widget>>
[[|Personal Bio]]<<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bandit Ambush</td>
</tr>
</table>
</div>
<<set _randomWounded to random(1,100)>>
<<set _randomImage to random(1,3)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'events/highwaymen_ambush.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'events/highwaymen_zeybek.jpg';>>
<<else>>
<<set _h to setup.ImagePath+'events/bandit_2.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
You are attacked on your way to <b>$temp.destination</b> by a group of bandits and highwaymen who roam the countryside. Some locals call them Celalis, in reference to the chaos and violence of the Celali rebellions of the late sixteenth and early seventeeth centuries.
<br><br>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<set _protect to 0>>
<<if $player.inventory.talismanicring.amount > 0>>
<br>
<<set _protect to 1>>
//As you ready yourself to fight off the bandits you notice that their horses begin to become spooked by something nearby. As the confused bandits give up their attack, having lost the moment of opportunity, you and your fellow pilgrims celebrate your escape from danger! However, you notice that your talismanic ring has fallen off your finger during the commotion, lost and unfound! Maybe it was chance or maybe the talismanic ring protected you this time from danger - only God knows!//
<br>
<br>
For an example of a talismanic ring see this example from the Metropolitan Museum of Art [[here|https://www.metmuseum.org/art/collection/search/446273]]
<br>
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount-1>>
<br>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Janissary Agha----------*/
<<if $family[0].trait is "Janissary Agha" or $family[1].trait is "Janissary Agha" or $family[2].trait is "Janissary Agha">>
<<if $family[0].trait is "Janissary Agha">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary Agha">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary Agha">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,9)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Janissary Agha you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set $family.fled to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended - they seemed to have some agreement with those that attacked you.
<<elseif $temp.killed is 0>>
<<set $family.killed to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Bandit----------*/
<<elseif $family[0].trait is "Bandit" or $family[1].trait is "Bandit" or $family[2].trait is "Bandit">>
<<if $family[0].trait is "Bandit">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Bandit">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Bandit">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The former bandit you hired, <b>$temp.eventname</b>, was able to negotiate with the highwaymen on your behalf. It seems $temp.eventname knew them and they immediately began to apologize, speaking to $temp.eventname with great respect - they gift you 200 //akçe// and wish you well on your way!
<<set $player.money to $player.money+200>>
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The former bandit you hired, <b>$temp.eventname</b>, seems to know them and suddenly it seems that your protector is now your adversary and after the raid $temp.eventname flees into the countryside with the bandits!
<<endif>>
<br>
/*---------Aleppan Janissary----------*/
<<elseif $family[0].trait is "Aleppan Janissary" or $family[1].trait is "Aleppan Janissary" or $family[2].trait is "Aleppan Janissary">>
<<if $family[0].trait is "Aleppan Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Aleppan Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Aleppan Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Janissary----------*/
<<elseif $family[0].trait is "Janissary" or $family[1].trait is "Janissary" or $family[2].trait is "Janissary">>
<<if $family[0].trait is "Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 3>>
The Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
<<set $family.killed to 1>>
The Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Eunuch----------*/
<<elseif $family[0].trait is "Eunuch" or $family[1].trait is "Eunuch" or $family[2].trait is "Eunuch">>
<<if $family[0].trait is "Eunuch">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Eunuch">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Eunuch">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,5)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Turkman----------*/
<<elseif $family[0].trait is "Turkman" or $family[1].trait is "Turkman" or $family[2].trait is "Turkman">>
<<if $family[0].trait is "Turkman">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Turkman">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Turkman">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Turkman guide you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set $family.killed to 1>>
The Turkman guide you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Sekban----------*/
<<elseif $family[0].trait is "Sekban" or $family[1].trait is "Sekban" or $family[2].trait is "Sekban">>
<<if $family[0].trait is "Sekban">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sekban">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sekban">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Sekban you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sekban you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended. They seemed to have some agreement with those that assaulted you!
<<endif>>
<br>
/*---------Sipahi----------*/
<<elseif $family[0].trait is "Sipahi" or $family[1].trait is "Sipahi" or $family[2].trait is "Sipahi">>
<<if $family[0].trait is "Sipahi">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sipahi">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sipahi">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Sipahi you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 2>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 3>>
<<set $family.killed to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Azep----------*/
<<elseif $family[0].trait is "Azep" or $family[1].trait is "Azep" or $family[2].trait is "Azep">>
<<if $family[0].trait is "Azep">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Azep">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Azep">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,2)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0>>
The irregular soldier you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 2>>
<<set $family.killed to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.50))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water" and Object.keys($player.inventory)[_x]!="soldiers" and Object.keys($player.inventory)[_x]!="greeksailors" and Object.keys($player.inventory)[_x]!="albanian">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
In 1671 Evliya Çelebi had his caravan set upon by brigands and his caravan joined with local merchants to fight them, however, they did not survive the engagement unscathed with Evliya noting that:
<br>
<br>
//'seven bandits had been killed, while nine of the merchants had been martyred and seven horses had fallen. The river-valley was full of corpses and weapons and flowing with blood; it had turned into a tulip garden of a battlefield. They (the merchants) had had ten pack horses, and all their bales of goods lay scattered over the ground.'//
<br>
<br>
These Celali rebels and bandits rose up against the Ottoman state when the profits from their [[timar holdings|https://en.wikipedia.org/wiki/Timar]] ceased to be sufficient for their livlihoods due to currency inflation and crop failures exsterbated by the [[little ice age|https://en.wikipedia.org/wiki/Little_Ice_Age#:~:text=The%20Little%20Ice%20Age%20(LIA,Fran%C3%A7ois%20E.%20Matthes%20in%201939.]].
The Timar holders turned to banditry as a way to make a living and have plagued the Anatolian countryside for almost a century by the late seventeneth century.
<br>
<br> <br> </div> <br> <br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Fled]]
[[|Killed in Battle]]<<nobr>>
<<if $temp.candia is 0>>
<<script>>
Dialog.setup("Remembering the Dead");
Dialog.wiki(Story.get("Remembering the Dead").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.candia is 1 and $player.fallenfriendchallenge is 1 and $player.fallenfriendchallengedone1 is 0>>
<<script>>
Dialog.setup("Graves of Fallen Friends: Candia");
Dialog.wiki(Story.get("Graves of Fallen Friends: Candia").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.candia is 1 and $player.princesschallenge is 1 and $player.princesschallengedone is 0>>
<<script>>
Dialog.setup("The Ottoman Princess");
Dialog.wiki(Story.get("The Ottoman Princess").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 5>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Candia">>
<<set _desc to "You arrive in the Port of Candia, the largest city on the Island of Crete, and only conquered by the Ottomans some 10 years prior to your arrival here. The devestation from the seige of Candia, ruined building and abandoned homes, stand out to your as your ship lays anchor in the harbor. However, the market is still flourishing in Candia and you are able to find valuable imported English fabrics transported by the English Levant Trading Company. You hear in the port that in due time some ships will offer passage from Candia to Alexandria in Egypt to the south across the Mediterranean. \n\n ">>
<<set _hist to "The city of Candia was conquered by the Ottomans from the Venetians in 1669 after a 21 year siege (1648-1669), the second longest siege in history. The city and the island were quickly incorporated into the Ottoman Empire and supplies and funds for Mecca were even established to be sourced from here within a year after the conquest. The image above is by the Dutch engraver Nicolaes Visscher and depicts the Siege of Candia, though published after the fact in 1680.\n\n The mid-eigtheenth-century English travel account of Richard Pococke describes Ottoman Candia in the following manner: \n\n //'The island of Candia (Crete) is for the most part hilly and mountainous, resembling Wales, or the territory of Genoa; the mountains are mostly either of free stone, or of marble, which is either grey or white'//\n\nIn an earlier passage Pococke desribes what he heard of the siege: \n\n //'The city was taken by the Turks in 1669, and a siege and blockade of 23 years (21); the Venetians having lost thirty thousand men in the siege, and the Turks seventy thousand. In the year 1667, twenty thousand Turks and three thousand Venetians were killed; five hundred mines were blown up; there were eigtheen combats in the under ground works; the besieged made seventeen sallies and the city was assaulted 32 times, so that it is deservedly reckoned on of the most famous sieges in recorded history. There are in Candia six thousand men belonging to the six bodies of the Turkish soldiery, but those include all the Turks who are fit to bear arms; for they all belong to some military body. They have about fourteen mosques, six of seven of which were (formerly) churches. There are some families of Armenians who have a church. The Greeks likewise have a church belonging to the convent of Mount Sinai, and another at the house of the metropolitan. The Capuchins (Catholic missionary order) have a small convent and chapel for the consul and French merchants, and the Jews have a synagogue.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 14>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) Ha! I managed to sell some Venetian Ganzi Fabric to a foolish English Levant Company agent for 217 akçe coins! He is going to regret it once he figures out what I paid for them!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(to friend) That foolish Venetian merchant bought my supply of English Fabric for 100 akçe coins! He is going to regret it once he figures out what I paid for them!">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'The Malvasia Wine here is so delicious and cheap! No wonder our glorious sultan conqured this accursed place!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Çoban">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Çoban">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Çoban">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.cretetravel to 1>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Çoban]]
[[|Remembering the Dead]]
[[|Graves of Fallen Friends: Candia]]
[[|The Ottoman Princess]]
<</nobr>>Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Island of Kerpe">>
<<set _desc to " On your way to Candia and the Island of Crete you stop at the small island of Kerpe (Karpathos). The small mountainous island provides a useful stop for you and your fellow travelers as you are able to find a few provisions here and fresh water for the journey.\n\n ">>
<<set _hist to "Kerpe was a small island which was between the two major Aegean islands of Rhodes and Crete. The image above is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79914/map-of-the-islands-of-karpathos-and-kasos/]]. Piri Reis writes the following about the island: \n\n//'Frankish seamen call this island Iskar Panto. It is sixty miles in circumference and has lofty mountains, the northern reaches of which are highest of all. The principle and best-known port is a natural harbor between two mountains on the northeast side of the island...Further to the south is a church they call Aya Todora. They moor up before that church and drop anchor to the north in eight fathoms of water and so lie...There is another shelter on the southern side of Kerpe island. They call it Pilati Yalu. This is a cove facing northeast. Mostly seagoing vessels call here. They take on water in this cove and then continue on their way.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 10>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'I cannot wait until we set foot in Candia! I heard that you can buy Malvasia Wine for a mere 85 akçe coins!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Symeon the Greek Musician: //'The water on this island is fresh indeed! It was definately worthwhile refilling my water jugs here rather than on the Island of Rhodes!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Captain Giorgos: //'(arguing with merchant) I cannot protect your cargo if we encounter a storm! I told you that these waters were dangerous in winter and you wanted to travel here anyway!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Candia">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Candia">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Candia">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Candia]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Island of Çoban">>
<<set _desc to "Arriving from Candia on your way back to Rhodes you stop off the coast of the island of Kerpe in the safe anchorages of the small island of Çoban (Kasos). The island only has some small fishing villages on it but does contain fresh water for you and your weary fellow travelers. \n\n ">>
<<set _hist to "The image above is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79914/map-of-the-islands-of-karpathos-and-kasos/]]. Piri Reis writes the following about the island: \n\n//'From Kerpe island it is six miles to Çoban island (Kasos). The depth on the way is twenty fathoms. About two miles along the way there is a rock near Kerpe that cannot be seen and one should be wary of it. On the southern side of the promontory on Çoban island facing Kerpe is a cove. If they dig along the low-lying shore of this cove to a depth of three spans, fresh water will emerge. There is another cove on the southwestern side. Inside the cove is a cistern. On the northeastern side is a ruined church they call Saint George. Before the church is a split rock which a brigantin could hide.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Captain Giorgos: //'(to crew) Fill up on water here! You won't have much luck when we make it to Rhodes!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'I do not even know what we stopped at such a useless island as this! We might as well go on to Rhodes and take on all out supplies there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Captain Giorgos: //'(to crew) Fill up on water here! You won't have much luck when we make it to Rhodes!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Lindos">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Lindos">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lindos">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Lindos]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Cape of Kırlangıç">>
<<set _desc to "Following the Anatolian coast you come to the Cape of Kırlangıç, or the Cape of Swallows. Navigating around this rocky cape was difficult and you anchor just before it at the small ruined castle of Finike. Many ships use the inlets here to replenish their water as many steams from the mountains flow out into the sea here. \n\n ">>
<<set _hist to "The image above is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79905/map-of-the-anatolian-coast-east-of-finike/]]. Piri Reis describes the area in the following manner:\n\n//'There is a ruined castle they call Finike, the sea before which is all a fine anchorage. This is a place where a hundred ships may lie in the summer season. There are three big rivers here. The easternmost of these is called Sari Su. The one in the middle causes no complaint at all for it is an excellent stream with fine, cold water as sweet as julep...The westernmost river is called Karasu. This is another good and cold stream though its water is not as sweet as that of the river in the middle for bitter water mixes with it and it is not pure.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'(to a thristy traveller) The water around the cape here is not that great unless you manage to find a the one quality stream, it is worth the risk if you really need it!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yanni the Elderly Greek Peasant: //'I heard that the Antalya has cheap baths which work wonders! At least that is what my grandson told me!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Jean-Baptiste the French Diplomat: '//The port of Antalya should be a good place to try to establish a trading center, the market there is quite large!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Antalya">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Antalya">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Antalya">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Antalya]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Lindos: Island of Rhodes">>
<<set _desc to "Sailing through the Aegean Sea your ship comes to the Island of Rhodes and the smaller port of Lindos which sit upon the island's eastern shore. Similar to your experience in the main port a Rhodes a few days prior, there is also an impressive fortress built by the Crusader Knights of Saint John before the conquest of the Island by Sultan Suleiman in the sixteenth-century. The fortress sits on a cliff above the harbor and provides a safe mooring for you and your companions. Much like the nearby port of Rhodes which sits on the northern end of the island, there is a large market here with a variety of goods from across the region. \n\n ">>
<<set _hist to "The image above of the Island of Rhodes (Lindos is one of the small coastal towns outside of the main city of Rhodes) is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79741/map-of-rhodes-island/]]. Piri Reis describes Lindos in the following passage:\n\n//'Leaving this anchorage and sailing around in the direction of Lindos, there is a cove at the entrance to which there are two small islets. One may enter the cove along either side of these islets and lie on anchor but between them there is a rock and one should not sail before the islets but rather alongside them. Lindos cove is a shelter for small ships but it is not a place to be at ease on winter days and for this reason, most large ships winter before Rhodes (the city). Another small harbor is located south-southwest of Lindos Castle, but its channel is narrow and cannot be entered on windy days. One enters this harbor between two rocks after which there is room enough to accommodate two galleys.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 11>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ali Reis: //'(to ship's crew)See men, look upon the hill and see that strong fortress here! Take in this safe harbor for the next few stops are unforgiving!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Captain Giorgos: //'(talking to son) I always prefer to stop here at Lindos instead of the bustling port of Rhodes, you can find the same goods here but this quiet mooring is easier to disembark at!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(talking to captain of a ship) I need to disembark here captain, we need to refill our water here, and this small town seems like an ideal place to do so!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kekova">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kekova">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kekova">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kekova]]
<</nobr>><<nobr>>
<<set $temp.loopdest4 to 0>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.palestine is 0>>
<<script>>
Dialog.setup("Welcome to Palestine!");
Dialog.wiki(Story.get("Palestine Region Greeting").processText());
Dialog.open();
<</script>>
<<makePalestineMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Fortress of Magosa">>
<<set _desc to "Crossing the sea from Iskenderun to the Island of Cyprus you come to the imposing fortress of Magosa (Famagusta) along its eastern coast. Coming into the harbor you see a the large Ayasofya Mosque looming over the harbor, a former gothic church converted to an Ottoman mosque.You have heard stories of the victorious siege of Venetian Magosa from a century before. The conquest of this final outpost of Venetian rule in Cyprus was to the older generations as the recent conquest of Candia on Crete is to yours! You notice some small tombs near the walls of the fortress which mark this place as a quite site of holy remembrance of the siege. Nearby, in the town you notice the Cafer Pasha Hamam which some of your pilgrims head to in order to clean up before the road ahead. Your ship captain say that this is the end of the line for him and that you will have to travel overland across Cyprus to catch a ship heading south to Palestine from Leymosun. \n\n ">>
<<set _hist to "Magosa (Famagusta/Gazimağusa) was the cheif fortress on the Island of Cyprus and the famed fortress was captured by the Ottomans from the Venetians in 1571 by Lala Mustafa Pasha. During the seventeenth century the fortress served as an Ottoman prison for exiled elites from across the empire. The large fourteenth-century gothic Cathedral of St. Nicholas was converted to a mosque (called the Ayasofya Mosque and today as the Lala Mustafa Pasha Mosque) and stands out as one of the more unique converted churches in the Islamic World. The Ottoman traveler Evliya Çelebi recounts proudly claims in his travel account that his father read the victory azan (call to prayer) with the Ottoman army at Magosa in 1571. He write: \n\n//'During the reign of Selim Khan...my late father, Dervish Mehmed Zılli, was a raw youth present at the conquest of Cyprus. He served as chief müezzin of his shaikh, Can Pasha, and sometimes as prayer-leader. He was the first to recite the victory ezan (azan) at the assault on the fortress of Magosa/Famagusta. After the conquest, when all the officers who had been present at the conquest of Cyprus received robes of honor and promotions at the hands of the sultan in Istanbul, my father too donned a robe of honor because he had recited the first victory ezan. As he tells it, it happened to be the time of the noon prayer, and Selim Khan addressed him, saying: \n'Let’s hear how you recited the victory ezan on top of the battlements.' So he recited the Muhammedan ezan, David-like and Bilal style, in a loud voice and in the Hijaz mode. All the attendants were pleased'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 32>>
<<set _shrine to 1>>
<<set _water to 70>>
<<set _bath to 2>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(complaining)I do not know why my nephew is taking this route through Cyprus, we could have just taken the glorious caravan through Syria as I did many years ago!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Captain Giorgos: //'(talking to other captains) I saw pirates off the coast of Magosa...I told my passengers that I would not go further and they would have to find a ship on the other side of the Island, maybe at Leymosun!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Symeon the Greek Musician: //'While the water here in Magosa smells as if not of this world, I was impressed with the baths here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Lefkoşa">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Lefkoşa">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lefkoşa">>
<<set _time to 11>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.cyprustravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Lefkoşa]]
[[|Palestine Region Greeting]]<<nobr>>
<<if $player.highplaceschallenge is 1 and $player.highplaceschallengevisit is 0>>
<<script>>
Dialog.setup("Friends in High Places");
Dialog.wiki(Story.get("Friends in High Places").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Fortified Town of Lefkoşa">>
<<set _desc to "You have arrived overland to the large fortified town of Lefkoşa (Nicosia). The large walls of the fortress city are partially in ruin a century after the Ottoman siege of the city and the depopulation that followed. As you pass through the main gate you find a town that is much depopulated besides a small merchant community on near the old churchs which have been converted to mosques. On the outskirts of town you see a group of pilgrims heading to a small Bektashi shrine dedicated to Kurt Baba, a sufi who died during the siege of Lefkoşa the century prior. You have not sure if it is worth a visit and seem to be quite far from where you and your fellow pilgrims will be staying.\n\n ">>
<<set _hist to "The city lost much of its population after the Ottoman siege of 1570 but the old medieval city still loomed large on the landscape of Cyprus sitting among the mountainous terrain at the center of the island. The above Ottoman painting of Lefkoşa is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//, and shows the city when it was under Venetian control. The main landmark of the city was the Cathedral of Saint Sophia whcih was similarly converted to a mosque once the city came under Ottoman rule. In 1670 Cyprus had its status changed in the Ottoman Empire falling under the authority of the Kapudan Pasha, the head admiral of the Ottoman navy. The Greek Othodox Cypriots on the island had important imperial positions which represented their community in the empire. The Greek Cypriots had their own Archbishop and an official Dragoman (translator) which represented their interests in the imperial court. The Venetian Ambrosio Bembo, traveling in 1671, decribed Lefkoşa in the following manner: \n\n//'I took advantage of the time to visit parts of that kingdom (Cyprus), particularly the metropolis of Nicosia (Lefkoşa), twenty-four miles distant from the sea. It is governed by a pasha sent from Constantinople (Istanbul), who has dominion over all of the island with the exception of the Fortress of Famagusta (Magosa)..., a bey (a lord), also sent from Constantinople, resides at that fortress and guards it without depending on the pasha. He lets no European enter it. Wishing to know that country that had once been owned by the Republic (Venice), I went around the city even though the excessive hear of that season prohibited one's leaving the house at certain hours. Among the ruins and broken walls I observed many traces of Venetian work, though no longer splendid, while barbarism has left nothing at all. The city is surrounded by walls. On them, as well as on the ground, I saw several cannons with the seal of San Marco (the symbol of Venice). In various places I saw many winged lions (a another symbol of Venice) that had been decapitated by the Turks...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 33>>
<<set _shrine to 2>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(talking in other merchants) I was able to purchase some fine Lefkaritika lace for a mere 29 akçe in the market here! I am sure to make a profit elseware with that price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(talking to other patrons of the kahvehane) It is best to travel through the Island of Cyprus with haste for you need to get quickly back to a ship to outrun the pirates which sit just offshore!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to other merchants) I plan on moving on at a slower pace and selling some of my horses. I heard that the small port of Larnaka has great prices and the salt marsh there provides some great deals on rock salt in the market!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Leymosun">>
<<set _time to 15>>
<<elseif $player.speed is "medium">>
<<set _destination to "Larnaka">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Larnaka">>
<<set _time to 10>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Larnaka]]
[[|Leymosun]]
[[|Friends in High Places]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Leymosun">>
<<set _desc to "Taking the coastal road you have arrived in Leymosun (Limassol) where you were told several ships are set to head across the Mediterranean to the Palestinian shore. The port town crowds the shore the town seems to be in better shape than other cities in Cyprus. Merchants fill the local market will goods from across the Mediterranean as ships load up with supplies for the voyage to Palestine. The merchant captain you talk to says he is headed to Gaza in Palestine to buy some Gazzatum Silk for his storehouse here in Cyrpus, he says it will be a hard journey across the Mediterranean but he has room for you and your companions as you make your way to Jerusalem.\n\n ">>
<<set _hist to "Leymosun (Limassol) was conquered by the Ottomans without resistance in 1570 meaning that much of the city was not destroyed as other Cypriot cities which the Ottoman's laid siege to during the conquest of the island in the 16th-century.'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 33>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sergius the Maronite ‘Sailor’: //'(whispering to his crew in the corner) I am sure that we can help out a few of the merchants while their ship is alone off the coast of Cyprus, I am sure they would not mind if we helped them ligthen their load! (laugther breaks out among the crew)'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(talking to other patrons of the kahvehane) I know you think I am lying, but I swear that I saw a small fleet of the Knights of Saint John just waiting in a secluded cove just up the coast! I would be concerned if I were you about leaving the port of Leymosun!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Venediklu Yunus Reis: //'(talking to some travelers here) Last I heard, the pirates off the coast moved north to raid Antalya on the Anatolian coast, so I would not worry about any pirates on the crossing from Cyprus to the Palestinian coast.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mediterranean Crossing">>
<<set _time to 16>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mediterranean Crossing">>
<<set _time to 16>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mediterranean Crossing">>
<<set _time to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Mediterranean Crossing]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Small Port of Larnaka">>
<<set _desc to "Taking a slower road you arrive to the small port of Larnaka (Larnaca) which sits on the southern shore of the Island of Cyprus. The small port sits near a large salt marsh where locals collect the rock salt and sell it in the market for passing merchants. Just outside the town you hear there is a local Shrine to Umm Haram who was one of the companions of the Prophet Muhammad who some say died on the island here when Larnaka was besieged by the Arab armies. You look for a ship here but it seems that no captains are hearding out to sea soon due to reports of pirates around the coast.\n\n ">>
<<set _hist to "Larnaka (Larnaca) is home to the most important Muslim shrine on Cyprus, the Shrine of Umm Haram (Hala Sultan Tekkesi) which reportedly markes the site where Umm Haram died during the Arab raids on Cyprus between 647-49CE. According to legend she was of old age and fell from her mule and died during the siege of Larnaka. The site did not develop a large shire until a Sufi Dervish by the name of Sheikh Hasan miraculously discovered her gravesite in the early 18th-century. This soon made the site the main center of Muslim pilgrimage in Cyprus. It is unclear if there was any local tradition of pilgrimage here before the 18th century. The Venetian Ambrosio Bembo described Larnaka in the following manner in 1671: \n\n//'On the 13th we arrived at Saline, the beach of Larnaca (Larnaka) on the Island of Cyprus. there is a small castle there with four cannons..., around the castle are ten or twelve housesmade of clay dried in the sun, some dwelled in by Turks and others by Greeks, some houses of stone and a good house of the aga (captain) of the customs house, whose officials are all Greeks. There is a coffeehouse, a place where the Turks meet to drink coffee, and a mosque. In addition, there is an ancient church of the Greeks with a convent where several nuns live. It is called San Lazaro, fo rthey say that that saint is buried there...it is impossible to see the tomb because it is full of water. A mile away is Larnaca (Larnaka), although it cannot be termed a city, it can be called a large center. There reside a lieutenant of the pasha of Nicosia and a qadi (judge). In that center our consul has his residence, as well as those of France and England'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 38>>
<<set _shrine to 2>>
<<set _water to 33>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(talking in other merchants) I was talking to the Levant Company head here in Larnaka and he told me to buy some rock salt here, apparently one can get it quite cheap here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(talking to other patrons of the kahvehane) I tried to go to the Umm Haram shrine here though there were far too many pilgrims milling around there! I would rather just relax in the baths here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Captain Giorgos: //'(talking to other captains) If I were you, I would make sure I had some Greek sailors with me when you leave the Island of Cyprus from Leymosun, I heard that a group of pirates and the Knights of Saint John are just off the coast!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Leymosun">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Leymosun">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Leymosun">>
<<set _time to 9>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Leymosun]] <<nobr>>
/%-----------------------------------%/
/%------------ The Pasha --------------%/
/%-----------------------------------%/
<<if $temp.thecorsair is 0 and $temp.someoneelse is 0>>
<<script>>
Dialog.setup("The Corsair");
Dialog.wiki(Story.get("The Corsair").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _randompassage to random(1,3)>>
<<if _randompassage is 1 or 2>>
<<set _title to "The Open Sea: Mediterranean Crossing to Gaza">>
<<set _desc to "The journey across the open sea is rough and something which you are unaccustomed to as you have only experienced short journey's at sea. Your upset stomach does not give you much hope that you will survive another hard night at sea! You pray that you reach the shore soon and can be done with this leaky ship! You sit below deck rocking in the waves still fearful as you and your companions drift with the tide, at the mercy of the sea and not knowing what trials God has in store for you. \n\n ">>
<<set _hist to "The image above shows an Ottoman eigtheenth-century calligraphic galleon now held by the Metropolitan Museum of Art in New York, found [[here|https://www.metmuseum.org/art/collection/search/454611?searchField=All&sortBy=relevance&where=Asia&high=on&ao=on&od=on&ft=*&offset=0&rpp=80&pos=44]] \n\nThe Venetain Ambrosio Bembo discusses his fear of pirates at sea as he departed from Rhodes toward Cyprus. He wrote in 1671 that: \n\n//'In those waters we discovered a vessel that made us hurry on and put us on our guard, since we thought that it was a pirate ship: they are frequent in that place. As it approached, it unfolded the flag of Livorno. In order not to waste time, we continued on our way without even exchanging words.'//\n\n An eigtheenth-century Muslim captive, Ibrahim al-Dimiati, described how his ship came to be captured by the Knights of Saint John (of Malta) while traveling the Mediterranean. He wrote the following: \n\n//'I left Dimiat (Damietta) to Crete on board a Muslim ship. As we drew near Crete, a Maltese ship attacked us and took us captive. I had with me a bag in which there were notebooks and a hundred riyals (money). They took the riyals and threw me back the books...'//">>
<<elseif _randompassage is 3>>
<<set _title to "The Open Sea: Mediterranean Crossing to Jaffa">>
<<set _desc to "A storm ahead has made your captain change your heading to the close port of Jaffa on the Palestinian coast. While you worry that you may miss the trading opportunities a the market in Gaza, the port of Jaffa is much closer to the city of Jerusalem! The journey across the open sea is rough and something which you are unaccustomed to as you have only experienced short journey's at sea. Your upset stomach does not give you much hope that you will survive another hard night at sea! You pray that you reach the shore soon and can be done with this leaky ship! You sit below deck rocking in the waves still fearful as you and your companions drift with the tide, at the mercy of the sea and not knowing what trials God has in store for you. \n\n ">>
<<set _hist to "The image above shows an Ottoman eigtheenth-century calligraphic galleon now held by the Metropolitan Museum of Art in New York, found [[here|https://www.metmuseum.org/art/collection/search/454611?searchField=All&sortBy=relevance&where=Asia&high=on&ao=on&od=on&ft=*&offset=0&rpp=80&pos=44]] \n\nThe Venetain Ambrosio Bembo discusses his fear of pirates at sea as he departed from Rhodes toward Cyprus. He wrote in 1671 that: \n\n//'In those waters we discovered a vessel that made us hurry on and put us on our guard, since we thought that it was a pirate ship: they are frequent in that place. As it approached, it unfolded the flag of Livorno. In order not to waste time, we continued on our way without even exchanging words.'//\n\n An eigtheenth-century Muslim captive, Ibrahim al-Dimiati, described how his ship came to be captured by the Knights of Saint John (of Malta) while traveling the Mediterranean. He wrote the following: \n\n//'I left Dimiat (Damietta) to Crete on board a Muslim ship. As we drew near Crete, a Maltese ship attacked us and took us captive. I had with me a bag in which there were notebooks and a hundred riyals (money). They took the riyals and threw me back the books...'//">>
<<endif>>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<if _randompassage is 1 or 2>>
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sergius the Maronite ‘Sailor’: //'(talking to other sailors on board) I heard that there might be more trouble ahead, best to stay below deck if we come into any uninvited guests!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(talking to others drinking coffee on deck) I swear that it seems that the ship on the horizon is tracking us, I hope night comes soon so we can lose them! I worry that someone on board may have tipped them off to our bearing!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ali Reis: //'(talking to his crew) Prepare yourselfs! For I am sure we may have one more fight on our hands before we reach the safe harbor of Gaza!'//">>
<<endif>>
<<elseif _randompassage is 3>>
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sergius the Maronite ‘Sailor’: //'(talking to other sailors on board) I heard that there might be more trouble ahead, best to stay below deck if we come into any uninvited guests!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(talking to others drinking coffee on deck) I swear that it seems that the ship on the horizon is tracking us, I hope night comes soon so we can lose them! I worry that someone on board may have tipped them off to our bearing!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ali Reis: //'(talking to his crew) Prepare yourselfs! For I am sure we may have one more fight on our hands before we reach the safe harbor of Jaffa!'//">>
<<endif>>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if _randompassage is 1 or 2>>
<<if $player.speed is "fast">>
<<set _destination to "Gaza">>
<<set _time to 14>>
<<elseif $player.speed is "medium">>
<<set _destination to "Gaza">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Gaza">>
<<set _time to 14>>
<<endif>>
<<elseif _randompassage is 3>>
<<if $player.speed is "fast">>
<<set _destination to "Jaffa">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jaffa">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jaffa">>
<<set _time to 10>>
<<endif>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Gaza]]
[[|Jaffa]]
[[|The Corsair]]<<nobr>>
<<set $temp.loopdest4 to 0>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.palestine is 0>>
<<script>>
Dialog.setup("Welcome to Palestine!");
Dialog.wiki(Story.get("Palestine Region Greeting").processText());
Dialog.open();
<</script>>
<<makePalestineMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Latakia">>
<<set _desc to "Traveling along the Syrian coast south you come to the port of Latakia (Lazikiye). The busy port town provides you with a good opportunity to restock on supplies as you move down the coast to Palestine. \n\n ">>
<<set _hist to "Piri Reis, the sixteenth-century Ottoman admiral, describes Latakia in the following manner:\n\n//'As one approaches more closely, one sees three small broken mountain peaks, two of which are covered with the trees of orchards while the southernmost peak is the highest of the three. Approaching still closer, the bastions of Lazikiye (Latakia) lying below the peaks may be discerned...On either side of the harbor entrance there are bastions between which they have stretched a chain (shown in the 19th-century European image above). A watch is kept in the bastion on the northern side...The city of Lazikiye (Latakia) proper is two miles inland from its harbor...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 33>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sergius the Maronite ‘Sailor’: //'(talking quietly in the corner) I heard that there are some merchants traveling down this coast to Palestine, boy would it be a shame if they were attacked by any pirates and lost all their gold (his friends start laughing)!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her sister) The water is quite good here! We should make sure to stock up on water before we continue down to coast!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(talking to his apprentice) While traveling the coast of Lebanon one should be on the look out for the fine Sarafand blown glass. Some local merchants may call it Khalifa glass, nevertheless, it is hard to find elsewhere and can get us a handsome profit!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Arwad Island">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Arwad Island">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Arwad Island">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.lebanontravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Arwad Island]]
[[|Palestine Region Greeting]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Arwad Island">>
<<set _desc to "Sailing along the Syrian coast you come to Arwad Island, a small fortified island just off the coast from the ruins of Tartus. The old fortress of Arwad Island presides over the small protected harbor giving a safe haven for the merchant ships navigating the coast and a useful place to restock necessities for the voyage south.\n\n ">>
<<set _hist to "Piri Reis, the sixteenth-century Ottoman admiral, describes Arwad Island in the following manner:\n\n//'This island is a high one and its distinguishing mark from a distance is that it resembles a double fork. There a buildings on it that they say were built by a lady in former times. Infidel seamen call this island Tortoza...From this island, Tartus is four miles to the northeast. This Tartus is a ruined castle on the Arabian shore. Next to the castle, there is a village inhabited by a few Arab households...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 32>>
<<set _shrine to 0>>
<<set _water to 85>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sergius the Maronite ‘Sailor’: //'(talking quietly in the corner) These merchants have no idea what awaits them once they depart Arwad Island! It is going to be a good day for us!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(talking to his captain) We should load up on water here, it is safer to find it on this island instead of going ashore where we are sure to run into bandits!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Captain Giorgos: //'(talking to his crew) Make sure not to take on water here - the water on this godforsaken island is sure to kill the foolish man who trusts it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Tripoli">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Tripoli">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Tripoli">>
<<set _time to 5>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Tripoli]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Tripoli">>
<<set _desc to "Sailing south along the coast you come to the large port city of Triploi (Tarablus, Tarablus al-Sham). The large markets, imperial public baths, and small local sufi shrines provide a fine location for you and your companions to prepare for your continued journey south. The port city stands in front of the large mountian range which divides this coastal plain from the plains of Syria beyond the mountains.\n\n ">>
<<set _hist to "The image above of Tripoli is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79898/map-of-the-anatolian-coast-with-the-city-of-silifke/]]. \n\n The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, described his visit to Tripoli during his journey to the city of Jerusalem in the following manner:\n\n//'Tripoli is seated about half an hour from the sea. The major part of the city lies between two hills: one on the east, on which is a castle commanding the place; another on the west between the city and the sea. This latter is said to have been at first raised and to be still increased by the daily accession of sand, blown to it from the shore. Upon which occasion there goes a prophecy, that the whole city shall in time be buried with this sandy hill. But the Turks seem not very apprehensive of this prediction; for instead of preventing the growth of the hill, they suffer it to take its course, and make it a place of pleasure, which they would have little inclination to do, did they apprehend it were sometime to be their grave...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 35>>
<<set _shrine to 1>>
<<set _water to 45>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bakhos the Maronite Musician: //'(talking to some locals) The great baths here were quite exquisite! I will make sure to tell my fellow travelers of their healing wonders!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(talking to his captain) We should make sure to unload some cargo here, I have some local Maronite agents who said they could sell my goods in the market for quite a good price!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(talking to fellow merchants) While some merchants might want to head south to Gaza to buy some of the famous Gazzatum silk, I heard that it is also sold in Jerusalem so there is no need to head so far south!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Beyrut">>
<<set _time to 4>>
<<elseif $player.speed is "medium">>
<<set _destination to "Beyrut">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Beyrut">>
<<set _time to 4>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Beyrut]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Small Port of Beyrut">>
<<set _desc to "Continuing south along the coast you come upon the small port of Beyrut (Beirut). You find a small but growing market and streams coming from the nearby mountains to restock on fresh water. The small port sits on the water with Mount Lebanon dominating the horizon behind it. \n\n ">>
<<set _hist to "The image above is a 19th-century image of Beyrut (Beirut) when the port had boomed into a major Mediterranean port. However, in the late seventeenth century Beyrut had not yet become the center of trade that it would be world famous for a hundred years later. The sixteenth-century Ottoman admiral, Piri Reis, described Beyrut (Beirut) in the following manner:\n\n//'When approaching Beyrut (Beirut) from the sea, its landmark is this. Above it there is a lofty mountian with four peaks...Beyrut is a good trading town and there is never a lack of merchant ships here. Nevertheless, it is an exposed place though an anchor will hold...On the northern side of those bastions there is a fine flowing river and ships take on water there...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 35>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bakhos the Maronite Musician: //'(talking to some travelers) The water here is sweet and pure! any ship captain would be foolish not to take on water here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(talking to fellow merchants, quite loudly) I say! I sold some Sarafand Blown Glass to a foolish pilgrim for 77 akçe! (others laugh) He did not even question my price!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Captain Giorgos: //'(talking to passengers) If you want to get to Jerusalem the fastest, I would suggest that you take this ship to the port of Jaffa and disembark from there. That should take you to Ramla and from their to Jerusalem!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Sidon">>
<<set _time to 3>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sidon">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Sidon">>
<<set _time to 3>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Sidon]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Ruins of Tyre">>
<<set _desc to "You arrive to the ruins of the ancient city of Tyre (Sur). While the old harbor provides a good anchorage there is not much here for you and your fellow travelers and you push on to Akka.\n\n ">>
<<set _hist to "The image above of Tyre (Sur) is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79898/map-of-the-anatolian-coast-with-the-city-of-silifke/]]. Piri Reis described Tyre (Sur)in the following manner:\n\n//'The landmark of the castle of Sur (Tyre) when approaching from the sea is this. The castle is situated in a low-lying place by the sea. The castle is now in ruins but the bastions of the castle are still standing. From a distance they resemble huge trees. Before the castle is a prosperous village...After entering (ships to the harbor of Tyre) they put in before the castle, a place of clean, white sand, and drop anchor opposite the trees in five fathoms of water...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 100>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bakhos the Maronite Musician: //'(talking to other travelers) It might be best disembark at Akka and head inland from there, as it is easier to find good water inland.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(talking to fellow sailors, quite loudly) I do not know why people worry so much about the water here? It seems fine to me...'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ali Reis: //'(talking to passengers) If I were you, I would no even try to take on water here, the well is full of brackish and dirty water and you are sure to get sick!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Akka">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Akka">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Akka">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.tyretravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Akka]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Akka">>
<<set _desc to "You arrive to the port of Akka (Acre) whose port is dominated by the old and partially ruined fortress of Akka (Acre). The harbor here has several French merchant ships in it conducting trade and a small market near to the shore. Outside of the old fortess you see the small shrine dedicated to Izz ud-Din who some locals tell you fought the crusaders under the great Sultan Saladin. You see many pilgrims disembarking here and heading inland on the overland road to Jerusalem via Ibillin while others have opted to continue at sea to the ports of Jaffa and Gaza to the south.\n\n ">>
<<set _hist to " The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, had a negative view of Akka (Acre), seeing it mostly as a ruin and the only highlight for him being the French consul he met there and the inn for French mercahnts. Akka (Acre) had been a major port during the medieval period in Palestine but in the seventeenth century it was no longer that fortress port city of centuries before. However, in the eigtheenth century the port of Akka (Acre) would be developed further leading to the famous failed siege of the fortress by Napoleon in 1799. Henry Maundrell described his departure from Akka (Acre)in the following manner: \n\n//'But that which pleased us most at Acra (Akka, Acre) was to find the French Consul, Monsieur I'Enpereur there, who had been so generous as to make a halt of two days, in expectation of our arrival. But he had stayed to the utmost extent of his time, and therefore resolved to set forward again the next morning. Our greatest difficulty was to determine which road to take, whether that upon the Coast by Caesrea and Jaffa or that by Nazareth?...The cause of this uncertainty was, the embroilments and factions that were then amongst the Arabs, which made us desirous to keep as far as possible out of their way. Tis the policy of the Turks always to sow divisions amongst these wild people, by setting up several heads over their tribes, often deposing the old, and placing new ones in their stead. By which art they create contrary interests and parties among them, preventing them from ever uniting under any one prince, which if they should have the sence to do, being so numerous and almost the sole inhabitants thereabouts, they might shake off the Turkish yoke, and make themfelves supreme lords of the country.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 30>>
<<set _shrine to 0>>
<<set _water to 60>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(talking to other merchants) While I would prefer to go to the large city of Nablus to trade via the overland road to Ibillin, I have been told that I should had south by ship to the port of Gaza to buy Gaazzatum Silk.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(talking to other travelers) I would travel carefully on the road to Ibillin, and on to Nazareth and Nablus, for these lands are full of bandits and highwaymen ready to ambush a lost merchant!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Leah the Sephardic Merchant’s Wife: //'(talking to her husband Reuben) We should head south to Jaffa, I heard that the road from Jaffa to Jerusalem is much easier than this one here from Akka!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Jaffa">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jaffa">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jaffa">>
<<set _time to 9>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Ibillin">>
<<set _time2 to 3>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Ibillin">>
<<set _time2 to 4>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Ibillin">>
<<set _time2 to 5>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jaffa]]
[[|Ibillin]]<<nobr>>
<<if $player.fallenfriendchallenge is 1 and $player.fallenfriendchallengedone3 is 0>>
<<script>>
Dialog.setup("Graves of Fallen Friends: Gaza");
Dialog.wiki(Story.get("Graves of Fallen Friends: Gaza").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Gaza">>
<<set _desc to "Your ship arrives safely in the Port of Gaza after a long journey at sea. The merchant captain of your ship disembarks to the market here to buy the fine Gazzatum Silk you have heard so much about. The port of Gaza is a welcome sight and is buzzing with activity when you arrive. As you enter the old town you see the Great Mosque of Gaza and the shrine to Hashim ibn Abd al-Manaf which some of your fellow pilgrims have opted to visit.\n\n ">>
<<set _hist to "The port of Gaza was an important trading crossroads in the Mediterranean with merchants traveling from Syria, Egypt, and Arabia to the market to ship their goods across the Mediterranean. The Ottoman Pasha of Gaza was an important governor in the region and often would join the Ottoman hajj caravan in Damascus to help in the protection and supply of the pilgrims as they crossed the desert to the holy city of Medina. The town also boasted the supposed tomb of Hashim ibn Abd al-Manaf, the great-grandfather of the Prophet Muhammad who reportedly died in Gaza on a trading mission. This tomb was located in the mosque complex of the Sayed al-Hashim Mosque which also included one of the major caravanserais of the port. The other major religious structure was the Great Mosque of Gaza which was initially the site of an ancient Philistine temple, then a Byzantine church, and later converted to a mosque, you can see an image of the Great Mosque of Gaza in the background of the image above. The sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//, describes Gaza in the following manner: \n\n//'The landmark of Gaza from the sea is this. A low-lying place appears to resemble a jungle for it is full of vineyards and gardens. The minaret of a mosque is visible among the gardens but becomes lost among the trees, The town of Gaza is in a low place about three miles inland from the sea. Opposite it on the seashore there is a well from which one may drink. The coast on either side of the well is shallow and exposed. On the northern side of Gaza there is a ruined castle that they call Iskilan.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 31>>
<<set _shrine to 5>>
<<set _water to 30>>
<<set _bath to 5>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) I thought the Sayed al-Hashim Mosque would would be a serene place as they said it held the tomb of Hashim ibn Abd al-Manaf! But those sufis only asked for money from the pilgrims - I wonder if Hashim is even buried there!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Cennet Hatun the Wealthy Pilgrim: //'(talking to other travelers) I was not impressed with the baths here, definately not worth the price they are asking!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Deli Mustafa the Brigand: //'(talking quietly in the corner) All of these merchants fresh off their ships have not idea the dangers on the road ahead to Jersusalem! Hopefully they remain none the wiser!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Bayt Jibrin">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Bayt Jibrin">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Bayt Jibrin">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.gazatravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Bayt Jibrin]]
[[|Graves of Fallen Friends: Gaza]]Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Bayt Jibrin">>
<<set _desc to "Traveling from the port of Gaza you make it to the village of Bayt Jibrin (Beit Gubrin). In the village you find a small marketplace for merchants that travel this main road between Gaza and Jerusalem. You see several pilgrims heading to the outskirts of town to the //maqam// (shrine) of Tamim al-Dari.\n\n ">>
<<set _hist to "The image above is a 19th-century image of Bayt Jibrin by the Scottish orientalist David Roberts. The shrine of Tamim al-Dari was a popular local pilgrimage site in palestine, especially considering that it was on the main road from Jerusalem to the Port of Gaza. Tamim al-Dari was a companion of the Prophet Muhammad, an early convert from Christianity to Islam, Muslim governor of Jerusalem, and considered to be one of the first narrators of Islamic religious stories. The medieval Arab geographer Yaqut al-Hamawi describes Bayt Jibrin in the following manner: \n\n//'Bait Jibrin (Bayt Jibrin) lies between Jerusalem and Askalan, or Ghazzah (Gaza), being 2 marches from Jerusalem, and less from Ghazzah (Gaza). There was here a fortified castle which Saladin destroyed when he took it from the Franks. Between Bait Jibrin and 'Askalan is a valley called Wadi an Naml (the Valley of the Ant), where Solomon spoke with these insects.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 29>>
<<set _shrine to 2>>
<<set _water to 33>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The Shrine of Tamim al-Dari was well worth the visit, it is one of the better local pilgrimage sites in this part of Palestine!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other travelers) While there are no baths here, the local stream provided some comfort! I suggest you take a moment to relax in the water!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her sister) The water here is not the best quality though compared to the ports that we have been to recently, I would prefer the water I found in the well here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Jerusalem">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Bayt Itab">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Bayt Itab">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jerusalem]]
[[|Bayt Itab]]Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Holy City of Jerusalem">>
<<set _desc to "You arrive to the holy city of Jerusalem (al-Quds) surrounded by impressive Ottoman walls and with the al-Aqsa Mosque, the Dome of the Rock, and the Church of the Holy Sepulcher dominating the skyline of the famed city. As you enter its gates you find the city awash with pilgrims of all faiths. As you walk into the city through its winding alleyways and streets you pass dervish lodges, shrines dedicated to the life of the Prophet Isa (Jesus), large caravanserais, public baths, a large imperial soup kitchen (imaret), and crowds of pilgrims heading to the Dome of the Rock and al-Aqsa mosque. You hear from other pilgrims that the Pasha of Nablus and Jerusalem is currently in residence in Jerusalem visting the holy sites. While it may take some time to meet with the pasha, some of your fellow travelers plan to petition the pasha for gifts to support their hajj journey. You also hear talk that some of your fellow pilgrims plan to head to the shrine of Nabi Samwil (the Prophet Samuel) just a few hours travel just outside the city. \n\n ">>
<<set _hist to "Jerusalem with the Dome of the Rock and the al-Aqsa Mosque (shown above in an 18th century Ottoman image of them) was the third holiest city in the Muslim world, only after Mecca and Medina with al-Khalil al-Rahman being the fourth. The Dome of the Rock, constructed by the Umayyads in the seventh century, was built on the temple mount and marks the site where, according to Muslim tradition, the Prophet Muhammad ascended to Heaven. The seventeenth-century Ottoman traveler Evliya Çelebi described Jerusalem and his experience in the Church of the Holy Sepulcher, the most important Christian religious site in Jerusalem, in the following manner: \n\n //'This noble Jerusalem (al-Quds) has been the object of the desire of the kings of all nations. In the year 922 (1516) when Jerusalem was in the hands of the Circassians (Mamluks), all the ulema and pious men went out to meet Sultan Selim I and handed him the keys to the al-Aqsa Mosque and the Dome of the Rock...The Pasha of Jerusalem has 500 soldiers at his command and is the commandant of the pilgrim's caravan of Damascus, charged with taking them to Mecca and bringing them back...Jerusalem has 700 vaqf-endowments (pious endowments), each with its administrator who comes to the Molla with a gift and attends the court sessions. It is a grand civil government and a religious jurisdiction. \n\n It should be known to the world-viewing lovers that this city of Jerusalem, although it appears small, yet contains 240 prayer-niches. Aside from the Aqsa Mosque and the congregational mosque in the citadel they are all medreses and dervish convents and small neighborhood mosques. There are seven Hadith schools, ten schools of Koran recitations, and forty primary schools. Each of the seventy dervish orders has a convent, including the Qadiri, the Badawi, the Sa'di and the Rufa'i. The most frequented is the Mevlevi convent just inside the gate of the pillar...All of these have a contingent of dervishes who perform zikr (sufi devotional prayer) every blessed night, and all have sound endowments...\n\n There are six great hans (caravanserais)...there are six public baths...there are three soup-kitchens that distribute food to sojourners. The Khassakiya soup kitchen has sound endowments. There are eigtheen fountains...the royal marketplace of this city contains 2,045 shops, according to the market inspector's register...All the streets in this city are paved with pure white polished stone. The major thoroughfare – extending from the grain market to the door of Umar’s mosque, attached to the wall of the Church of the Holy Sepulchre – has paving-stones the size of kilims. They say it was constructed by Solomon’s demons...\n\n There are seven churches in this city, two Jewish, two Armenian, and three Greek. Among them is the Church of the Holy Sepulcher, belonging to the Greeks...Even now 5,000 or 10,000 hell-destined infidels gather here every year on their infamous Festival of the Red Egg (Easter). Greeks and Armenians come
from the seven climes, and fractious Franks from eigtheen kingdoms. On the days of their assembly here, the Pasha and the Molla and şeyhülislam and the notables of the province, as well as all the Ottoman military personnel, fully armed, stand ready in front of the Church to prevent 10,000 infidels from swarming into it to perform their pilgrimage. The trustee of the Church utters a benediction upon the Sultan of Islam and a malediction upon the infidels. The Pasha and the Molla break the seal of the Church’s door and open it, because for the rest of the year it is sealed shut. Notwithstanding, there are 200 or 300 permanent residents – more like prisoners, actually – priests, monks, patriarchs and other kinds of ecclesiastics belonging to the Franks, Greeks, Armenians, Copts, and other Christian communities. Their food and drink comes from their soup kitchens attached to the churches in the surrounding districts. It is brought by servants and handed to the priests inside through a hole in the door...\n\n\ In sum, there is no great cathedral on the face of the earth so worthy of notice, unless it be the Stephan Monastery in Vienna. But this one is even more finely built and embellished. The walls are covered with variegated designs, the work of masters who practise their art even today. The intricate carving in the marble revetments at the windows and arches is beyond compare, like Fahri paper cutouts. On either side of the door are three slender marble columns. Left of the door is a highly-wrought cupolatopped pavilion of Constantine, reached by seventeen stone steps – a marvellous vault like the pavilion of Chosroes. In front of the door the courtyard is paved with white marble...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 34>>
<<set _shrine to 4>>
<<set _water to 65>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(talking to other merchants in a loud voice) I found a man in the bazaar who was willing to sell me a Fur-lined Kaftan for only 200 akçe, doesn't he know that I could sell that easily for 250 akçe! What a fool!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The Dome of the Rock and the al-Aqsa Mosque were such serene places and made the difficuly journey to get to this moment worth it. Visiting those holy places stirs my soul and I hope to find the same peace in Mecca and Medina!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(discussing plans with other pilgrims) After I petition the pasha here for his help on my pilgrimage journey, I plan to go to visit the shrine at Nabi Samwil (the prophet Samuel) and then return to Jerusalem.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Khalil al-Rahman">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Bethlehem">>
<<set _time to 1>>
<<elseif $player.speed is "slow">>
<<set _destination to "Bethlehem">>
<<set _time to 2>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Nabi Samwil">>
<<set _time2 to 1>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Nabi Samwil">>
<<set _time2 to 2>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Nabi Samwil">>
<<set _time2 to 2>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestinePasha2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.jerusalemtravel to 1>>
<<set $player.shrineisa1 to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Bethlehem]]
[[|al-Khalil al-Rahman]]
[[|Nabi Samwil]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Bayt Itab">>
<<set _desc to "Traveling to the city of Jerusalem you stop at the village of Bayt Itab where you do not find much besides a few shepards and the sheikhs of the Lahaam Arab tribe who control the grazing pastures of the area. However, the stop here provides you with a moment to catch your breath along the tiresome road while your traveling companions restock their water supplies at the local well.\n\n ">>
<<set _hist to "Bayt Itab was a small village and during the nineteenth century it was estimated that some seven hundred people lived here, with many belonging to the local Lahaam clan. Bayt Itab is also associated with the biblical story of Samson due to an ancient tunnel in the village.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I just came from the marketplace in Jerusalem and purchased this wonderful Menasik ul-Hajj manuscript for only 58 akçe! The prayers and information on the hajj road found are all things I had long forgotten! Praise be to God I found it in the marketplace!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(talking to other merchants) Ha! I sold a poor foolish pilgrim a Menasik ul-Hajj manuscript in Jerusalem for 58 akçe! He did not even bother to ask around, where he was sure to find one for around 42 akçe! I do not know why these pilgrims care so much about the prayers during the pilgrimage, so much so that they need to buy a guide, I just follow the crowd and head to the marketplace (laugther)!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her sister) The local Arab tribesmen told me that the spring water here is some of the best around and it would be wise if we took water here instead of the city of Jerusalem.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Jerusalem">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jerusalem">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jerusalem">>
<<set _time to 4>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jerusalem]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Ibillin">>
<<set _desc to "Traveling from the port of Akka on the road to Nazareth you come to the small village of Ibillin (Abilin). The small village provdides some fresh water and respite for you and your fellow travelers, however there is not much of a market here and you must press on further in order to reach a large market town. In village you notice a few pilgrims visting some small shrines dedicated to the prophets Uzair and Hud. \n\n ">>
<<set _hist to "The image above shows travelers moving along the coast near the port of Akka (Acre). The village of Ibillin is today overshadowed by nearby Shefa-'Amr which grew to prominence in the eigtheenth century as a center of cotton production. The small village of Ibillin on the road between Akka (Acre) and Nazareth reportedly contained the tombs of the prophets Uzair and Hud (sometimes identified as the biblical Ezra and Eber). It is likely that the tombs of these prophets, referenced in the eleventh century, had fallen into disrepair by the seventeenth century as other travelers do not mention them. The eleventh-century Persian traveler, Nasir Khusraw, passed through Ibillin (Abilin) and described the place in the following manner: \n\n//'From Damum (a village near Akka) we passed south to another village, called A'bilin, where there is the tomb of Hud - peace be upon him! - which I visited. Within the enclosure here is a mulberry tree, and there is likewise the tomb of the prophet Uzair - peace be upon him! - which I also visited.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 20>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tzvi the Sephardic Rabbi: //'(Talking to travelers) The water in this village seems quite pure and clean, we should make sure to take on water here for the road ahead!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'(talking to locals and slurring speech) Have you heard that if you carry one of these talismanic scrolls with you that you will fear no beast or djinn that crosses your path! At least I bought one from a man who told me that it worked?!?'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(discussing plans with pilgrims) I am amazed at how the land of Palestine is full of small shrines and tombs to be found in every hillside! Truely, a dutiful pilgrim traveling by a slow caravan will be rewarded for thier piety by these small serene places!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nazareth">>
<<set _time to 3>>
<<elseif $player.speed is "medium">>
<<set _destination to "Nazareth">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Nazareth">>
<<set _time to 5>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Nazareth]]<<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 14>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $player.job is "Gulshani Sufi" and $temp.nazareth is 0>>
<<set $temp.nazareth to 1>>
<<set _random to random(10,15)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set _title to "The Village of Nazareth">>
<<set _desc to "You arrive to the village of Nazareth which you find full of Christian pilgrims visiting sites related to the virgin Mary and the Prophet Isa (Jesus). As your caravan comes into the small village you see the typical green domes of a Muslim shrine where locals tell you that Shihab ad-Din is buried, the nephew of Salah al-Din (Saladin). Waiting in Nazareth for your departure and seeing pilgrims of other faiths pass by reminds you of your own pilgrimage journey, filling you with a sense of pious calm.\n\n ">>
<<set _hist to "The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, wrote the following about Nazareth: \n\n//'Nazareth is at present only an inconsiderable village, situate in a kind of round concave valley, on the top of a high hill. We were entertained at the convent, built over the place of the annunciation. At this place are as it were immured seven or eight Latin Fathers, who live a life truly mortified, being perpetually in fear of the Arabs, who are absolute lords of all the country.'//">>
<<else>>
<<set _title to "The Village of Nazareth">>
<<set _desc to "You arrive to the village of Nazareth which you find full of Christian pilgrims visiting sites related to the virgin Mary and the Prophet Isa (Jesus). As your caravan comes into the small village you see the typical green domes of a Muslim shrine where locals tell you that Shihab ad-Din is buried, the nephew of Salah al-Din (Saladin). The village is not much to look at and you look forward to your journey south to Nablus.\n\n ">>
<<set _hist to "The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, wrote the following about Nazareth: \n\n//'Nazareth is at present only an inconsiderable village, situate in a kind of round concave valley, on the top of a high hill. We were entertained at the convent, built over the place of the annunciation. At this place are as it were immured seven or eight Latin Fathers, who live a life truly mortified, being perpetually in fear of the Arabs, who are absolute lords of all the country.'//">>
<<endif>>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 29>>
<<set _shrine to 1>>
<<set _water to 60>>
<<set _bath to 6>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(Talking to another pilgrim) I always find peace in seeing pilgrims of other faiths also traveling these roads, I am sure any other sufi seeing these pilgrims visiting the place where the Prophet Isa (Jesus) and the holy mother Maryam (the virgin Mary) lived would be similarly inspired!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Leah the Sephardic Merchant's Wife: //'(talking to her husband Reuben) The water here is of poor quality and the bath amounts to a local stream which provides little benefit!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ignatius Abdulmasih the local Syriac Priest: //'(talking to local Christian pilgrims) I am told that only the slow caravans pass through Sabastiyah on the way to Nablus, a place where one can find the tombs of John the Baptist and the Prophet Elisha are to be found. You run into Muslim pilgrims there as well since they manage the site.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nablus">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jenin">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jenin">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.shrineisa3 to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jenin]]
[[|Nablus]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Jenin">>
<<set _desc to "Continuing your journey south, the caravan stops in the Palestinian village of Jenin. As you enter Jenin you notice many local Arab tribesmen heading to a large tomb just outside the center of the village. One local tells you that it is the tomb of Turabay ibn Ali, one of the great heads of the Turabay clan and former sanjak-bey (governor). It seems that these Arab tribesmen often use Jenin as a meeting point and a place to pay their respects to Turabay ibn Ali. \n\n ">>
<<set _hist to "The image above is a 19th-century image of Jenin by the Scottish orientalist David Roberts, in it you can see the domed tomb of Turabay ibn Ali (known as the Qubbat al-Amir Turabay - the Dome of Emir Turabay), a structure which fell into ruin and was destroyed over the course of the 20th century. While nearby Lajjun was an important center on the road between Damascus and Cairo connecting to the coast, Jenin developed as the power base for the Turabay tribe which controlled the sanjak of Lajjun (Ottoman province). Jenin was on the important road between Safed and Nablus, two of the most important cities in early modern Ottoman Palestine.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 29>>
<<set _shrine to 1>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The Qubbat al-Amir Turabay was quite a peaceful place. I spent all of my time between Asr and Maghrib listening to the echoes of prayer underneath its dome, filling my spirit with divine serenity!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abdullah the Eunuch: //'(talking to other travelers) I heard that in Jerusalem they have pilgrimage guides (Menasik ul-Hajj) avaliable in the marketplace, these might prove useful for those of us head onwards to Mecca!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her sister) For being such a rural place, I would normally expect the water here to be of better quality but it seems that some runoff from the sheep pasture has tainted the well!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nablus">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Nablus">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Sabastiyah">>
<<set _time to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Nablus]]
[[|Sabastiyah]]<<nobr>>
<<if $temp.thebureaucrat is 0 and $temp.someoneelse is 0>>
<<script>>
Dialog.setup("The Bureaucrat");
Dialog.wiki(Story.get("The Bureaucrat").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "City of Nablus">>
<<set _desc to "Continuing your journey to the holy city of Jerusalem you come to the large trading center of Nablus. As you enter the large city you find dazzling markets, public baths, and countless holy shrines which pilgrims flock to for visitation (ziyaret). You head to the Khan al-Farrukhiya, a large caravanserai built by the local pashas of Nablus to help you and your fellow hajj pilgrims. The large caravanserai provides generous food for all pilgrims who come to its gates. Being back in a large and holy city like Nablus only fuels your excitement for the holy city of Jerusalem, about a day's journey south. \n\n ">>
<<set _hist to "The image above is a 19th-century image of Nablus by the Scottish orientalist David Roberts. Nablus (Near to Biblical Shechem) was one of the most important early modern Ottoman centers in Palestine and stood on the road between Damascus and Jerusalem. Nablus was often outside cental Ottoman control for much of its history in the empire but by 1657 the Ottoman Empire, via the Arab sipahi soldiers of the Governor of Damascus, managed to establish more centralized Ottoman control over the province of Nablus. The politics of seventeenth-century Nablus were dominated by Farrukh Pasha and his family who ruled from as pashas from Nablus until 1670. From their administrative center in Nablus they also controlled the sanjak of Jerusalem. The seventeenth-century Ottoman traveler, Evliya Çelebi, described his stay in Nablus by emphasizing the Muslim sacred landscape of the city. An excerpt of his description of Nablus is as follows:\n\n //'Around the mosque are vaulted bazars...There are other mosques besides these, as well as seven Koran schools, seven dervish monasteries (zawiya), seven elementary schools and two public baths. The ‘Sultan’s Bazaar’... measures twelve hundred paces between its two gates and consists of three hundred and seventy shops on each side...to the left stands a fortress-like huge caravanserai with one hundred and fifty contiguous hearths. In the very center rises a mosque with a lead roof. The buildings of this market as well as all the pious foundations (Vakf) belong to Koca Mustafa Pasha....They are poor, the men wear a brownish overcoat ('abaya) or the like and wrap their heads with a white muslin turban. Their women-folk, too, envelop themselves in a white sheet...His (Samson's) plastered shrine is situated amidst orchards north of the town...Also to the north of the town...(there is) the shrine of the children of Isaac and those of Esau...,It is no marvel that the Jews visit this shrine...they visit also that one of the children of Isaac. Nearby is the shrine (maqam) of Yusha (Joshua)...To the east of the town is the shrine of the Gate of Paradise...then comes the Well of Jacob...near this place is the shrine of the prison of Isa (Jesus)...The shrine of Sheikh Faqir is situated amidst orchards. To the right of it,...that of Sufyan et-Tauri of the noble companion of the Prophet. The shrine of Sheikh Imaduddin rises on the crest of a high mountain east of the town...The shrine of Sheikh Mujahid with that of Sheikh Mujir ud-Din beside it...How many thousands of pious men of God are in this city, yet the humble writer has visited only those which he has recorded.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 31>>
<<set _shrine to 3>>
<<set _water to 34>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Leah the Sephardic Merchant’s Wife: //'(talking to other travelers) The baths here are of fine quality but more expensive compared to the prices I am used to back home in Salonika (Selânik)!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) The shrines here are well worth a visit, Nablus has such a variety of sacred places you would think we were at the Al-Baqi cemetery in Medina!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to other merchants) I plan to buy a few horses here so that I can head directly to Jerusalem, as there is not much trade to be found in Ramallah.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Jerusalem">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jerusalem">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ramallah">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestineFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jerusalem]]
[[|Ramallah]]
[[|The Bureaucrat]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Ramallah">>
<<set _desc to "Traveling south from Nablus you reach the village of Ramallah on your way to Jerusalem. The village provides travelers with a small market and a local stream to replenish your supplies. Just a short ride south to Jerusalem you can sense the excitement among the pilgrims traveling with you! \n\n ">>
<<set _hist to "The image above is a 19th-century image of the city of Jerusalem from the North by the Scottish orientalist David Roberts. This view would have been the first sight of Jerusalem for pilgrims journeying from the direction of Nablus.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 29>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Leah the Sephardic Merchant’s Wife: //'(talking to her husband Reuben) The water here is of good quality, it might be wise for us to gather some now rather than in Jerusalem.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'(bragging to her fellow pilgrims) Once in Jerusalem, I will head first thing to the generous Pasha of Nablus who is currently in residence in the holy city. My uncle was one great friends with the powerful Farrukh Pasha of Nablus and I am sure that those good graces will be extended to me as well!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(talking to other merchants) I just came from the market in Jerusalem and I would suggest that you look into buying a Menasik ul-Hajj manuscript and the Gazzatum Silk they have on offer there!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Jerusalem">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jerusalem">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jerusalem">>
<<set _time to 4>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jerusalem]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $player.job is "Gulshani Sufi" and $temp.qalat is 0>>
<<set $temp.qalat to 1>>
<<set _random to random(0,5)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set _title to "Qalat Burak: The Pools of Solomon">>
<<set _desc to "Just outside of Bethlehem (Beit Lahm) you come to Qalat Burak known by locals as Solomon's Pools due to a legend about these being built by King Solomon. These large reservoirs of water provide travelers with valuable fresh water and a small caravansarai nearby provides pilgrims to Mecca a place to rest for the night. Driking from this sacred water you are filled with divine inspiration for your pilgrim's journey! \n\n ">>
<<set _hist to "The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, wrote the following about Qalat Burak: \n\n//'The first place that we directed our course to was those famous fountains, pools, and gardens, about one hour and a quarter distant from Bethlehem southward, said to have been the contrivance and delight of King Solomon... they (the pools) are all lined with wall, and plastered, and contain a great depth of water...close by the pools is a pleasant castle of a modern structure, and at about the distance of one hundred and forty paces from them...As to the Pools, it is probable enough, they may be the fame with Solomon's, there not being the like store of excellent spring water, to be met with any where else, throughout all Palestine.'//">>
<<else>>
<<set _title to "Qalat Burak: The Pools of Solomon">>
<<set _desc to "Just outside of Bethlehem (Beit Lahm) you come to Qalat Burak known by locals as Solomon's Pools due to a legend about these being built by King Solomon. These large reservoirs of water provide travelers with valuable fresh water and a small caravansarai nearby provides you and other pilgrims to Mecca a place to rest for the night. \\n\n ">>
<<set _hist to "The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, wrote the following about Qalat Burak: \n\n//'The first place that we directed our course to was those famous fountains, pools, and gardens, about one hour and a quarter distant from Bethlehem southward, said to have been the contrivance and delight of King Solomon... they (the pools) are all lined with wall, and plastered, and contain a great depth of water...close by the pools is a pleasant castle of a modern structure, and at about the distance of one hundred and forty paces from them...As to the Pools, it is probable enough, they may be the fame with Solomon's, there not being the like store of excellent spring water, to be met with any where else, throughout all Palestine.'//">>
<<endif>>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bakhos the Maronite Musician: //'(talking to other travelers) It would be wise to take on water here, these pools are well protected, clean, and of the best quality in Palestine!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) The water here is truely divine! Every pilgrim should stop here and take on water for the journey south!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her uncle) The pools of water here are of great quality, and even the stream nearby provides some opportunity for washing and rest!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Khalil al-Rahman">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "al-Khalil al-Rahman">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "al-Khalil al-Rahman">>
<<set _time to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|al-Khalil al-Rahman]] <<nobr>>
<<set $temp.loopdest2 to 0>>
/%-----------------------------------%/
/%-----Pasha Petition Reset ---------%/
/%-----------------------------------%/
<<set $temp.pasha to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Holy City of al-Khalil al-Rahman">>
<<set _desc to "You arrive to al-Khalil al-Rahman (Hebron), the fourth holiest city in the Muslim world and the site of the Sanctuary of Ibrahim (Abraham)(Haram al-Ibrahimi, the Cave of the Patriarchs, the Cave of Machpelah). The large square Sanctuary of Ibrahim, established at the Prophet Ibrahim's (Abraham) burial plot, is the focual point of the city and is revered by Muslims, Christians, and Jews. The Sanctuary (Haram) of Nabi Ibrahim (Prophet Abraham) draws many pilgrims from afar and, as such, a large imaret has been endowed here and gives out food to the throngs of pilgrims. Some of your fellow pilgrims quote a saying attributed to the Prophet Muhamamd that says: 'He who visits the Tomb of Ibrahim, Allah abolishes his sins.' You are told that the hajj road cointinues from here in two directions, one north of the Dead Sea and one to the south of the Dead Sea, both passing through the desert on the way to the pilgrimage fortress of Ma’an.\n\n ">>
<<set _hist to " The tenth-century Arab geographer al-Muqaddasi described al-Khalil al-Rahman (Hebron) in the following manner: \n\n//'Habra (Hebron) is the village of Abraham, the Friend of God. Within it is a strong fortress, which, it is said, is of the building of the Jinns, being of great squared stones. In the middle of this place rises the Dome, built of stone and since the times of Islam which covers the sepulchre of Abraham. The tomb of Isaac lies forward, within the main-building of the Mosque, while that of Jacob is in the building at the back. Near by to each of these prophets lies his wife. The garden round has become the mosquecourt, and built in it are the resthouses for the pilgrims, which thus adjoin Sanctuary. Thither also has been conducted a small water-channel. All the country round Hebron, for the distance of half a stage, is filled with villages and vineyards, and grounds bearing grapes and apples, it is even as though it were all but a single orchard of vines and fruit-trees. The district goes by the name of Jabal Nusrah. Its equal for beauty does not exist elsewhere, nor can any fruits be finer...At the present day, in all Islam, I know of no charity or almsgiving that is better regulated than is this one, for those who travel and are hungry may eat here of good food, and thus is the custom of Abraham continued, for he, during his lifetime, rejoiced in the giving of hospitality, and, after his death, Allah may He be exalted!, has thus allowed the custom to be per- petuated, and I myself, Muqaddasi, in my travels, have thus been a partaker, so to speak, of the hospitality of the Friend of God...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 31>>
<<set _shrine to 4>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other merchants) I plan to head north to the shrine of Nabi Musa, I would not want to miss such a splendid shrine during this holy journey!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(talking to other travelers) Whether you choose to go north or south of the Dead Sea I would plan to take on extra provisions, hire soldiers for your traveling party, and pay your respect to the Bedouin tribesmen when you find them! The route through the desert is dangerous to all!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking other pilgrims) I would not miss visiting the Sanctuary of Ibrahim, it is truely one of the most sacred spaces I have seen!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kerak">>
<<set _time to 20>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dead Sea South">>
<<set _time to 17>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dead Sea South">>
<<set _time to 18>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Dead Sea North">>
<<set _time2 to 9>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Dead Sea North">>
<<set _time2 to 11>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Dead Sea North">>
<<set _time2 to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestineFood2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Dead Sea South]]
[[|Dead Sea North]]
[[|Kerak]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Dead Sea South">>
<<set _desc to "Traveling towards the Dead Sea your surroundings quickly turn into an inhospitable landscape changing from the lush olive groves of Palestine. While leaving al-Khalil al-Rahman (Hebron) you pass by the shrine of the Prophet Lut (Lot) who preached to the Sodom and Gomorrah in Biblical and Quranic traditions. Besides this small shrine you do find much on the difficult desert journey to the fortress of Kerak. However, you do find some small streams near the Dead Sea in which to bathe and some old dilapidated wells where some pilgrims risk taking water from. \n\n ">>
<<set _hist to "An eigtheenth-century Dutch travel account describes their experience with swimming in the Dead Sea: \n\n//'At our coming to the sea, which is called the Dead Sea, either from the river Jordan losing itself in it, or from it's stillness, being scarce ever put into any agitation by the wind, or on account of the thickness of it's water, owing to it's being so copiously impregnated with salt, or because five cities, by a divine judgment, lie buried in it, or, lastly, on account of the vicinity of the water, which will not suffer any fish to live in it. At our coming to the margin of the water we stripped ourselves, and swam to some distance from the shore, but to our great surprise we found ourselves as it were lifted up by the water. When I had swam to some distance I endeavoured to sink perpendicularly to the bottom, but could not for the water kept me continually up, and would certainly thrown me upon my face, had I not put forth all the strength I was master of to keep myself in a perpendicular posture: so that I walked in the sea as if I had trod on firm ground, without having occasion to make any of the motions necessary in treading fresh water, and when I was swimming I was obliged to keep my legs the greatest part of the time out of the water. My fellow-traveler was agreeably surprised to find that he could swim here, having never learned. But his case and mine proceeded from the gravity of the water, as this certainly does, from the extraordinary quantity of salt in it, as a person is known to keep himself above water in the sea with less difficulty than in a river or canal. Yet the water of this sea is clear, and has the appearance of other seawater. As for it's taste, it is extremely salty, bitter, and nauseous.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 90>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The shrine to the Prophet Lut was not worth a visit, it is nothing compared to the grand shrines elsewhere in Palestine!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) Once you have made it to the desert it is best to use camels if you can, they will survive the journey better than your horses! Kerak has a camel bazaar where you can make the change.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) When traveling through the desert you should always make sure you fill up on water when you can, it can be the difference of life and death here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kerak">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kerak">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kerak">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Kerak]]<<nobr>>
<<if $player.damatchallenge is 1 and $player.damatchallengeinfo is 1 and $player.damatchallengeoption is 3 and $player.damatchallengedone is 0>>
<<script>>
Dialog.setup("Finding the Damat: Dead Sea");
Dialog.wiki(Story.get("Finding the Damat: Dead Sea").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Dead Sea: North">>
<<set _desc to "Traveling towards the Dead Sea your surroundings quickly turn into an inhospitable landscape. However, while traveling through the difficult terrain you see a small group of Bedouin bringing camels to sell in Jerusalem. Some of your fellow pilgrims offer to trade in their horses for camels with the Bedouin camel herders in order to be better acclimated to the desert climes ahead.\\n\n ">>
<<set _hist to "The image above, by the orientalist painter David Roberts, shows the Mar Saba Monastery which sits near the northwestern reaches of the Dead Sea. A sixteenth-century Arabic Orthodox Christian pilgrim's account describes the Dead Sea in the following manner: \n\n//'The Jordan (River) ends at the Dead Sea, called dead because it originally contained no living thing. (It used to belong to) Sodom and Gomorrah that burnt down, and there were five cities there. There Lot, the nephew of Abraham, used to live. This place was flooded by the Lord because of the sins of the people who used to live here in their depravity with males. As for the (Dead Sea), it has a circumference of 600 miles. Its waters are very putrid, and from it rises an evil-smelling spray. Stones at that place are black, and if you put them in a fire, they will burn and emit a terrible stench which none can bear to smell. God revealed such anger in this place so that non-believers and sinners would fear hell and so that we would see and abstain from sin.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bakhos the Maronite Musician: //'(talking to other travelers) While there is little water here, I heard that close by on the slower caravan routes there is the ruins if Jericho and the tomb of Nabi Musa which have fine springs at them!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) Once you have made it to the desert it is best to use camels if you can, they will survive the journey better than your horses!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) When traveling through the desert you should always make sure you fill up on water when you can, it can be the difference of life and death here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Zizya">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Nabi Musa">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Nabi Musa">>
<<set _time to 3>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Nabi Musa]]
[[|Zizya]]
[[|Finding the Damat: Dead Sea]]<<nobr>>
<<if $player.seditionchallenge is 1 and $player.seditionchallengedone1 is 1 and $player.seditionchallengecheck1 is 0>>
<<script>>
Dialog.setup("Road to Sedition: The Chest");
Dialog.wiki(Story.get("Road to Sedition: The Chest").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $player.seditionchallenge is 1 and $player.seditionchallengedone1 is 1 and $player.seditionchallengecheck1 is 1 and $player.seditionchallengeopened is 1 and $player.seditionchallengeopenedview is 0>>
<<script>>
Dialog.setup("Opened Chest");
Dialog.wiki(Story.get("Opened Chest").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Fortress of Kerak">>
<<set _desc to "You arrive to the large fortress of Kerak which rises above the desert plain below. The impressive stone fortress and town provides a welcome sight and you look forward to staying in this fortress town for the night before the long journey through the desert. Nearby, some fellow pilgrims have descided to visit the tombs of the martyrs of the Battle of Mutah from the time of the Propher Muhammad, of particular interest to the pilgirms is the tomb of Zayd ibn Harithah who died in the battled and was the third convert to Islam. The market in Kerak is a grand sight, being a what seems to be a city of tents and people of all kinds. The market is full of pilgrims, Bedouin, camel traders, and merchants from all around making Kerak and important trading center in the region. \n\n ">>
<<set _hist to "The fourteenth-century Moroccan traveler, Ibn Batutta, described Kerak (Karak) in the following manner: \n\n//'Al-Karak (Kerak) is one of the strongest and most celebrated fortresses of Syria. It is called also Hisn al-Ghurab (the Crow's Fortress), and is surrounded on every side by ravines. There is only one gateway, and that enters by a passage tunnelled in the live rock, by which the tunnel forms a sort of hall. We stayed four days outside Karak, at a place called Ath-Thaniyyah ('The Pass')...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 37>>
<<set _shrine to 1>>
<<set _water to 40>>
<<set _bath to 2>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other travelers) While traveling through the desert it is best to pay your respects to the Bedouin tribes in order to ensure safe passage, if you can be in their good graces you will find the desert is not as terrible as other travelers say! A good place to start would be to pay a tribute to a representative of a local Bedouin tribe in the marketplace!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) Now that you are traveling in the vast and dangerous desert it is best to use camels if you can, your horses might die from the heat while the camel is the ship of the desert!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(talking to new pilgrims) I always make sure to take the slowest route through the desert, you end up stopping a places other pilgrims do not and that means you can usually find good water as the well has not been depleted!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Shoubak">>
<<set _time to 18>>
<<elseif $player.speed is "medium">>
<<set _destination to "Shoubak">>
<<set _time to 20>>
<<elseif $player.speed is "slow">>
<<set _destination to "Tafilah">>
<<set _time to 13>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Tafilah]]
[[|Shoubak]]
[[|Road to Sedition: The Chest]]
[[|Opened Chest]] Double-click this passage to edit it.<<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 15>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Shrine and Tomb of Nabi Musa">>
<<set _desc to "You arrive to the shrine and tomb of Nabi Musa (The Prophet Moses). You are told that during the spring the Pasha of Jerusalem leads an official pilgrimage caravan to this spot while the Christians celebrate Easter in Jerusalem. The desolate landscape around this place means that the shade and life in the shrine structure provides a restful spot for you and your fellow pilgrims as you travel through the desert.\\n\n ">>
<<set _hist to "Above is a nineteenth-century painting by orientalist painter David Roberts of Muslim pilgrims camped outside of Jericho near Nabi Musa. An eigtheenth-century Dutch account of the route to Jordan describes the journey in the region around Jericho in the following manner: \n\n//'The day on which all the pilgrims, accompanied by the Pasha with his troops, perform the journey to Jordan, is generally the first day after Easter, and every pilgrim coming to Jerusalem, whether he takes this journey or not, makes the usual payment to the Pasha. We were all mounted before sunset, together with above thirty ecclesiastics..., Among this caravan were several camels, carrying on each side a woman in a kind of wooden-basket, at which we could hardly keep our countenances, and I believe, as this beast has a very awkward pace, it must be a very troublesome way of riding. We found the way here generally mountainous, and sometimes even very difficult, it being mostly desert...,'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 36>>
<<set _shrine to 3>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other travelers) While traveling through the desert it is best to pay your respects to the Bedouin tribes in order to ensure safe passage, if you can be in their good graces you will find the desert is not as terrible as other travelers say! A good place to start would be to pay a tribute to a representative of a local Bedouin tribe in the marketplace!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) Camels are the ships of the desert and you would be wise to sell your horses and switch to camels as soon as possible!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I would not bother myself by going to the shrine of Nabi Musa, back in my day, a true pilgrim only journey's to Mecca and Medina and does not visit small places like these! (other pilgrims look on confused on why he is here then)'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Zizya">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Zizya">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Zizya">>
<<set _time to 10>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Zizya]] <<nobr>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.syria is 0 and $temp.zizyafrom is 1>>
<<script>>
Dialog.setup("Welcome to Syria!");
Dialog.wiki(Story.get("Syria Region Greeting").processText());
Dialog.open();
<</script>>
<<makeSyriaMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Hajj Fort of Balqa">>
<<set _desc to "You caravan crosses over a small hill in standing watch over a desolate landscape you see the small square hajj fort of Balqa, A small open air well has been dug into the ground next to the fort but it is merely a pool of dust and sand - it seems like the this well will be of no use to any pilgrims this year. You notice a local Bedouin tribe has put up their tents near the fort and have a herd of camels with them, some of your fellow pilgrims have walked over to see if they can purchase any of them for the desert journey. As you lean back along the wall of the old stone fort you think of your earlier travels along this hajj road and the lush greenery and flowing rivers that used to surround you. Now, all you see is an unconquerable desert wilderness ahead of you with only the caravan to guide you on your journey to Mecca and Medina, sometimes it is a wonder to you that you have even made it this far.\n\n ">>
<<set _hist to "The hajj fort of Balqa sat on the edge of the Syrian Desert and the grassy steppeland with very few trees in sight according to photographs of the area during the early twentieth century. It stands just to the south of modern day Amman in Jordan, a short distance from Amman's modern internation airport. By the late eigtheenth-century, according to the Ottoman hajj account of Mehmed Edib, the fortress had a reservoir for water constructed due to the scarcity of water in the area, however, most accounts before Mehmed Edib specifically note the lack of water here. The seventeenth-century Ottoman pilgrim, Kadri, describes his brief stop here in the following manner: \n\n//'Belka (Balqa) is an empty place with no water source. After resting for a while on level ground, eating food, and drinking coffee the caravan sets off upon the firing of the guns for departure.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) Buying camels here will probably be a better price than in Ma’an where those Bedouin always charge pilgrims the most unreasonable of prices!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abdullah the Eunuch: //'(talking to other pilgrims) I really should have planned for bring more water with me! The difficulty of the journey is getting to me and I feel like I am drinking my water faster than I normally would!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to concerned pilgrims) I would not worry about the safety of the road if you managed to pay proper tribute to the noble Bedouin tribes which live along the hajj road. However, you may run into some unsavory fellows along the road if you stray to far from the main caravan by taking the fastest roads through the desert!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Qatrana">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Qatrana">>
<<set _time to 15>>
<<elseif $player.speed is "slow">>
<<set _destination to "Qatrana">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Qatrana]]
[[|Syria Region Greeting]]<<nobr>>
<<if $player.seditionchallenge is 1 and $player.seditionchallengedone1 is 1 and $player.seditionchallengedone2 is 0 and $player.seditionchallengevisit2 is 0>>
<<script>>
Dialog.setup("Road to Sedition: The Janissary");
Dialog.wiki(Story.get("Road to Sedition: The Janissary").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Fortress of Shoubak">>
<<set _desc to "You arrive to the fortress of Shoubak which is partially in ruins and sits on a large round hill lording over the surrounding countryside. Some locals tell you that it used to be a crusader fortress but in recent generations it has fallen into disrepair as its role as a frontier fortress is no longer needed. The springs around the fortress provide fresh water to a local village which has a small market for pilgrims that pass through the area.\n\n ">>
<<set _hist to "Abu al-Fida, the fourteenth-century Arab geographer described Shoubak (Shobak, Mont Real) in the following manner: \n\n//'Ash-Shoubaklies in the Sharah Province. It is a small town with many gardens. Most of its inhabitants are Christians (most likely refering to the crusader period). It lies to the east of the Ghaur (south of the Dead Sea), and on the frontier of Syria coming from the Hijaz. At the foot of the castle hill are two springs, one to the right and one to the left, like the two eyes on a face. Their waters run through the town and irrigate the gardens, which are in a valley to the west of the town. The fruits grown here are the apricot and others, which are most excellent in flavor, and are exported even to Egypt. The castle is built of white stone, and crowns a high hill which is also white, and overlooks the Ghaur (south of the Dead Sea) from the east side.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 36>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) The water is of questionable quality here, though I might risk it for fear of not having enough water supply for the desert crossing to Medina!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) You should take advantage of the camel bazaar here since you will find less of them further along the road into the desert. If you continue to use your horse you might find yourself without a beast halfway through the desert!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(talking to other travelers) I plan to head to find the ruins of Petra which locals have rumored to be near Wadi Musa just beyond Mont Real (Shoubak), though I am told I need to traveling in a slower caravan in order to get there!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ma’an">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Petra">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Petra">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $temp.palestinefrom to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Ma’an]]
[[|Petra]]
[[|Road to Sedition: The Janissary]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Springs at Tafilah">>
<<set _desc to "You arrive to a small lush valley known for its gardens and nearby hot springs. The lush environment of this place is a blessing for you and your fellow pilgrims who have a difficult road ahead. Taking a moment to rest under the shade of the olive and fig trees you think back on how far you have come and whether your family back home will even believe the stories you have to tell! \n\n ">>
<<set _hist to "The Tafilah area has over 360 natural springs and the hot springs of Afra and Burbeita where makeshift baths could be had by travelers.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 36>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other travelers) While traveling through the desert it is best to pay your respects to the Bedouin tribes in order to ensure safe passage, you might find a welcome surprise if you approach a Bedouin camp with good intentions!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her sister) The spring water here is wonderful, plentiful, and clean! I feel sorry for those pilgrims who hurried on to Shoubak so quickly!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) You should take as much water from here as you can, the road ahead will not be kind but the water collected from this wonderful place can protect you from the difficulties of the harsh desert route to Medina.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Shoubak">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Shoubak">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Shoubak">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Shoubak]] <<nobr>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.arabia is 0>>
<<script>>
Dialog.setup("Welcome to Arabia!");
Dialog.wiki(Story.get("Arabia Region Greeting").processText());
Dialog.open();
<</script>>
<<makeArabiaMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town and Hajj Fort of Ma’an">>
<<set _desc to "Your caravan arrives to the small fortress town of Ma’an in which the Damascus caravan officially joins which caravans from Palestine. The small oasis town has a wealthy population who make their money from selling supplies to pilgrims who plan to journey south to Mecca and Medina as you hear there are not many markets between here and Medina. As you walk through the bustling town you see the square hajj fort and its reservoir surrounded by pilgrims organizing their supplies before the next stretch across the desert. Some pilgrims have decided from here to travel at night by torchlight through the desert to avoid the scortching desert heat while others have sought to keep up their rapid pace by traveling during the hot daylight hours. You talk with you fellow pilgrims to decide what is best path for you.">>
<<set _hist to "The hajj fort of Ma’an was an important stop along the road south as it was here that the caravan from Damascus would meet with regional caravans coming from the Palestinian coast. The caravans would join and head south from here to the city of Medina in the Hijaz. The region had been the center of a Bedouin rebellion against the Pasha of Damascus just a few years before in 1656 and points to the precarious Ottoman administrative control over the region which was largely dependent on good relations with local Bedouin tribes. \n\n When Evliya Çelebi passed through he mentioned that Ma’an had a small fort, an inn, three small mosques, and a bath (//hammam//) while the town was populated by 1,500 Arab households who were 'very rich.' He described there Arabs here as having 'violet and gazelle-like eyes and beautiful men and women who are indescribable.' \n\n Several other pilgrims also mention that the well at Ma’an did not contain good quality water with al-Nahrawali mentioning that 'by late morning we reached Ma’an, a halting place where the water is not good,' however he found supply caravans there which provided him with fruit instead. \n\n The seventeenth-century pilgrim Kadri briefly described Ma’an in the following manner:\n\n '//Ma’an has a fortress which is guarded by soldiers from Damascus. It has a mosque. Around the fortress are villages. Water is obtainable from the reservoir. Halil al-Rahman (Hebron) near Jerusalem is three days distant from this station. Pilgrims coming from the Aksa mosque meet with those of Damascus here.'// ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 40>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 5>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other travelers) I prefer to travel across the desert at night, it may take longer and there are other dangers but at least you do not have to worry about walking through the heat of the desert!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(talking to other travelers) It would be wise if we pay some extra tribute to the local Bedouin tribes since I heard that the surre payments to them from the Ottoman pasha were short this year!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking other merchants) I plan to bring my wares to the Mina Bazaar just outside of Mecca, it is there that you can find wares from all across the known world and can make a fortune!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Aqaba al-Shami (day)">>
<<set _time to 14>>
<<elseif $player.speed is "medium">>
<<set _destination to "Aqaba al-Shami (day)">>
<<set _time to 16>>
<<elseif $player.speed is "slow">>
<<set _destination to "Aqaba al-Shami (day)">>
<<set _time to 18>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Aqaba al-Shami (night)">>
<<set _time2 to 18>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Aqaba al-Shami (night)">>
<<set _time2 to 18>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Aqaba al-Shami (night)">>
<<set _time2 to 18>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabiaFood2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $temp.arabiaarrive to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Aqaba al-Shami (day)]]
[[|Aqaba al-Shami (night)]]
[[|Arabia Region Greeting]]<<nobr>>
<<if $player.damatchallenge is 1 and $player.damatchallengeinfo is 1 and $player.damatchallengeoption is 2 and $player.damatchallengedone is 0>>
<<script>>
Dialog.setup("Finding the Damat: Khan al-Tujjar");
Dialog.wiki(Story.get("Finding the Damat: Khan al-Tujjar").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $player.job is "Gulshani Sufi" and $temp.tabor is 0>>
<<set $temp.tabor to 1>>
<<set _random to random(10,15)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set _title to "Caravanserai of Khan al-Tujjar">>
<<set _desc to "You arrive traveling south along the shore of Lake Minya (Sea of Galilee) and come to the well-stocked caravanserai of Khan al-Tujjar at the base of Mount Tabor. The caravanserai is packed full of merchants and from afar you can see the smoke from the kitchens of the caravanserai's imaret which is preparing food for the travelers. The restful plain here provides you and your fellow travelers with some calm after a hard journey. The serenity of Mount Tabor, as a holy place for both Christians and Jews brings you peace as you look to those pilgrims climbing the mountain. As such you feel more pious in your own pilgrimage journey!\n\n ">>
<<set _hist to "The caravanserai here served as an important stops for mercahants traveling between Safed to the north, Nablus to the south, and the port of Akka (Acre) to the west. The caravanserai was constructed in 1581 by the Grand Vizier near Mount Tabor to help faciiliate commerce in the region. The seventeenth-century Ottoman traveler, Evliya Çelebi, described his stay in Khan al-Tujjar in the following manner: \n\n//'It is a square, perfect fortress, built of masonry in the midst of a large, verdant meadow. It has a circumference of six hundred paces. The garrison consists of a warden and 150 men. It has a double iron gate facing north. Inside the fortress are between forty and fifty rooms for the garrison...inside the fortress is the Mosque of Sinan Pasha, an artistically constructed work, with a lead roof, full of light. Its windows have light blue glass enamel fixed symmetrically with rock crystal...It measures eighty feet each side. The sanctuary has three graceful and lofty minarets, Praise be to the Creator, as if they were three young coquettish muezzins (someone who performs the call to prayer) and seven high domes. The wayfarers are lavishly given a loaf of bread and a tallow candle for each person, and a nosebag of barley for each horse, free of charge. On either side of the fortress is a caravanserai with eight shops.'//">>
<<else>>
<<set _title to "Caravanserai of Khan al-Tujjar">>
<<set _desc to "You arrive traveling south along the shore of Lake Minya (Sea of Galilee) and come to the well-stocked caravanserai of Khan al-Tujjar at the base of Mount Tabor. The caravanserai is packed full of merchants and from afar you can see the smoke from the kitchens of the caravanserai's imaret which is preparing food for the travelers. The restful plain here provides you and your fellow travelers with some calm after a hard journey.\n\n ">>
<<set _hist to "The caravanserai here served as an important stops for mercahants traveling between Safed to the north, Nablus to the south, and the port of Akka (Acre) to the west. The caravanserai was constructed in 1581 by the Grand Vizier Sinan Pasha near Mount Tabor to help faciiliate commerce in the region. The seventeenth-century Ottoman traveler, Evliya Çelebi, described his stay in Khan al-Tujjar in the following manner: \n\n//'It is a square, perfect fortress, built of masonry in the midst of a large, verdant meadow. It has a circumference of six hundred paces. The garrison consists of a warden and 150 men. It has a double iron gate facing north. Inside the fortress are between forty and fifty rooms for the garrison...inside the fortress is the Mosque of Sinan Pasha, an artistically constructed work, with a lead roof, full of light. Its windows have light blue glass enamel fixed symmetrically with rock crystal...It measures eighty feet each side. The sanctuary has three graceful and lofty minarets, Praise be to the Creator, as if they were three young coquettish muezzins (someone who performs the call to prayer) and seven high domes. The wayfarers are lavishly given a loaf of bread and a tallow candle for each person, and a nosebag of barley for each horse, free of charge. On either side of the fortress is a caravanserai with eight shops.'//">>
<<endif>>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 29>>
<<set _shrine to 0>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(Talking to Christian pilgrims) I always find peace in seeing pilgrims of other faiths also traveling these roads, I am sure any other sufi seeing those pilgrims climbing Mount Tabor would be similarly inspired!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Leah the Sephardic Merchant's Wife: //'(talking to her husband Reuben) I wonder if we should take on water here, some locals told me that it might be harder to find clean water as we move further south!?'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Emine Hatun the Widow: //'(boasting to her traveling companions) My great uncle told me he once knew the great Sinan Pasha and even told him that it would be grand idea to build a caravanserai here! (her friend rolls her eyes) What a blessing from our benevolent sultanate to provide the food for the poor here at this imaret!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nazareth">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Nazareth">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Nazareth">>
<<set _time to 3>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestineFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.shrineisa2 to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Nazareth]]
[[|Finding the Damat: Khan al-Tujjar]]<<nobr>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.palestine is 0>>
<<script>>
Dialog.setup("Welcome to Palestine!");
Dialog.wiki(Story.get("Palestine Region Greeting").processText());
Dialog.open();
<</script>>
<<makePalestineMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town of Safed">>
<<set _desc to "Traveling toward the Mediterreanean Sea you come to the large town of Safed. The town is ripe with activity as it is the center of a large Sephardic Jewish community which has trading connections across the Mediterranean world. As you walk into the town you find the center of the town has a few fine mosques, a local shrine to a prominent sheikh, and quality baths. Your first stop in Palestine is a relief and you are thankful that you opted to take this journey to Jerusalem so as to avoid the desert hajj road for just a bit longer.\n\n ">>
<<set _hist to "The city of Safed was the largest Jewish center in early modern Palestine and hosted a large community of Sephardic Jews who had been expelled from Spain in 1492. This Sephardic Jewish community spoke Judeo-Spanish (Ladino) as their first language and due to their expulsion had deep trading connections with other Sephardic communities across the Mediterranean in cities like Izmir, Salonika (Selânik), Tunis, Livorno, and others. The image above is a nineteenth-century Scottish orientalist lithograph of the Sea of Galilee from the walls of Tiberias showing Safed in th distance. The seventeenth-century Ottoman traveler, Evliya Çelebi, described his stay in Safed in the following manner: \n\n//'It is now a sancak (Ottoman sub-province) in the province of Sidon. It is administered by farming the public revenues. The sancak-bey’s (local governor) imperial holdings earns 373,800 akçe for him and 1,000 musketeers, leaving him a sum of 100 purses per annum. Previously it belonged to the province of Sham (Damascus) and when it was registered, had 106 timars and nine zeamets (military land tenure and tax farming holdings). The holders of these were not required to go on campaign but were put in charge of travellers and Muslim pilgrims, escorting them to the (Palestine) shrines, to Jerusalem and Damascus, and the seaport towns...The castle is in ruins. It has neither a warden nor garrison troops, nor a colonel of the local cavalry, nor a janissary colonel, nor notables. But there are many Jews...The citadel rises high into the sky. It is a lofty castle, which is within an hour’s walk from the valleys and city below. At the very summit of the mountain is a round masonry building, an ancient, wonderful castle...\n\n Under the mosque (the Red Mosque) and courtyard there is a cistern built with columns. In winter it is filled to the brim with water, which is drunk in July by all the populace to quench their thirst. It is collected rain-water, ice-cold, clear, and refreshing...There are six public baths, three of which operate both summer and winter. Near the Pasha’s palace is the Amberiye bath, whose walls all around actually smell of ambergris. Its water and air and construction are very fine. The only bath I know that matches it is the Sultan Bath in Güzelhisar of Aydın. Then there is the New Bath, which is not so richly adorned. Another is the Apothecaries’ bath. And one bath is now closed to the public...the capitation tax from all the seven Jewish quarters is paid for 9,000. With previously 70,000 Jews living here, this was a magnificent city. Still the houses are well built and cover layer on layer of hill and dale. But there is no one living in them. They have all migrated to Salonica. In former times Safed boasted 3,000 felt manufactories, of which forty have survived. The felt of Safed was known all over the inhabited world. The reason for the large number of Jewish inhabitants is this, that it was the original homeland of the Children of Israel and – saving the comparison! – their Ka‘ba and House of Sorrows. All the prophets and their descendants grew up here and here too they are buried. In the Jewish chronicles there are seven volumes treating of Safed.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 30>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tzvi the Sephardic Rabbi: //'(Talking to travelers) I always prefer to head to Nazareth on the slower road through Khan al-Tujjar since the lodging and food provided at the Caravanserai there is always helpful for a difficult journey!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Leah the Sephardic Merchant's Wife: //'(talking to locals) The water here is so pure and sweet for such a large town! How do you manage to make sure your water does not get polluted by the excess of everyday life?'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(discussing plans with pilgrims) The Sheikh Nima mosque and tomb was a quiet and serene place but I would not say it is a place one must visit while in Safed.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nazareth">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Khan al-Tujjar">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Khan al-Tujjar">>
<<set _time to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.shrineisa4 to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Khan al-Tujjar]]
[[|Nazareth]]
[[|Palestine Region Greeting]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Homs">>
<<set _desc to "Following the Orontes river you come to the large city of Homs. Entering the city you find many baths, caravanserais, shrines, and covered bazaars which serve the many merchants and pilgrims who frequent this city which is situated between Aleppo and Damascus. Walking through the market you notice many local marchants selling Alaja Fabric, a mixture of silk and wool lined with gold thread, which of your fellow pilgrims are quick to purchase!\n\n ">>
<<set _hist to "Homs, ancient Emesa, was an important city in central Syria and was a large Ottoman economic center in Syria though the region was plagued by bandit and Bedouin raids during the 17th and 18th centuries. The city reportedly also included the tomb of the famous ninth-century Sufi Bayazid Bastami and the tomb of Fiddah, a Nubian slave of the Prophet Muhammad. The Meccan emissary, al-Nahrawali, described his time in Homs during his journey to Istanbul in the mid-sixteenth century:\n\n//'Although Homs is quite a large town, most of it is in a dilapidated state. It possesses an imposing fortress with an inner fastness. The Orontes River flows through Homs which, its present crumbling state notwithstanding, was one of the beauties of Syria...Homs is protected by a talisman: no snake or scorpion can enter it without perishing...When I stood at the southern wall of this talisman, I saw people taking clay, rolling it in a ball, and striking it with a stone in the southern wall of this building. Whenever it drops they leave, but whenever it adheres to the stone they take it (with the stone) to their various lands as gifts. It is a proven remedy for scorpions, which they feed to the one who has been stung and apply to the sting, so that he recovers. They as well dissolve it in water and bespatter the sides of the house containing scorpions, so that they die. I brought away a quantity of it with me. I have also seen at Homs, in a desolated spot, a talisman against hornets. And in that the city too is a place now in ruins which used to be a talisman for ants. A Circassian Amir had demolished it, thinking that there was treasure beneath it. But he found there only a bronze dish with a gold ant at its center, by which Homs has, since that day, been purged of ants!'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 20>>
<<set _shrine to 2>>
<<set _water to 50>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(speaking to other merchants) This Alaja Fabric here is quite an exquisite mixture of wool and silk! It appears that the 85 akçe coins I paid for it was a fair price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to another merchant) the stables here in Homs are a great place to buy some camels. I will take it slow with these camels on the road ahead as I wouldn't want to rush on to Damascus away from the caravan with bandits on the road ahead and with the desert crossing beyond that!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(talking to guide) I do not care that this road from here is dangerous! I want to get to Damascus as quickly as possible, I am already late for my appointment there as the new cheif scribe of the pasha!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Damascus">>
<<set _time to 32>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hisyah">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hisyah">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Hisyah]]
[[|Damascus]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Fortress of the Two Gates: Hisyah">>
<<set _desc to "You have arrived to the small fortress town of Hisyah known by pilgrims as the Fortress of the Two Gates, //İkikapulu//. The imposing fortress guards a small caravanserai on the road to Damascus near the edge of the desert. You hear that there are several rogue Bedouin tribes that live nearby and often attack travelers along the road here unless a gift of a tribute is paid to them, you hope the local Ottoman authorities have the issue under control and protect the caravan. \n\n ">>
<<set _hist to "The seventeenth-century Ottoman pilgrim Kadri write the following about this place: \n\n //'Hasiyye (Hisyah) is a fortress called Iki Kapulu on the account of its or having two gates on both sides. It includes a caravanserai and a mosque. Outside the fortress is a small public bath repaired by the late Payram Pasha. Essential provisions are found.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 26>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 5>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(speaking to pilgrims) It would be wise for you to provide a gift to the local Bedouin tribes to ensure your safety on the road ahead! MY kinsmen demand respect and its better to pay tribute here in the marketplace than at the point of a sword in the desert!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(disussing plans with pilgrims) As you move into the desert you will be running into more locations without working wells, so it is best to stock up on good water when you find it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(talking to other merchants) I noticed that there were no Turkmen in the market, this might be a good place to unload our Turkmen carpets to fetch a good profit!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Damascus">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "al-Qutayfah">>
<<set _time to 18>>
<<elseif $player.speed is "slow">>
<<set _destination to "al-Nabk">>
<<set _time to 10>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|al-Nabk]]
[[|al-Qutayfah]]<<nobr>>
<<if $player.carpetchallenge is 1 and $player.carpetchallengevisit4 is 0>>
<<script>>
Dialog.setup("The Assyrian Carpet");
Dialog.wiki(Story.get("The Assyrian Carpet").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Al-Nabk Village">>
<<set _desc to "You have arrived to the village of al-Nabk on the road south to Damascus. You hear that the small stream here has dried up so much that it has not been made available for pilgrims and all must wait to fill up on water until they make it further south. The cold dry air of the desert is quite a change from the lush plains of northern Syria and the high Nur Mountains. In the distance you can see a Christian monastery on a cliffside which locals tell you is the Syriac Monastery of Saint Moses the Abyssinian which reportedly has many frescoes inside. You eventually settledown near the warm campfire glow inside the local caravanserai which has some food supplied to pilgrims through the imaret.\n\n ">>
<<set _hist to "The image above is of the Syriac Monastery of Saint Moses the Abyssinian which was constructed in the sixth century CE on the eastern slopes of the Anti-Lebanon Mountains. The caravan stop at al-Nabk was mentioned in the narrative of the sixteenth-century Meccan emissary, al-Nahrawali: \n\n //'Shortly before the evening prayer, we reached al-Nabk. The animals has come to a standtill, the men were exhausted, and the baggage was soaked (from rain). Encountenng extremely cold weather, we lodged in a caravanserai there. This spot 1s well known for being very cold.'// \n\n The 1632 Ottoman pilgrimage account by Abdurrahman Hibri on his journey from Edirne to Mecca mentions that it took him 10 hours to travel from Hisyah to al-Nabk and that the caravanserai and village overlook a small stream here.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(speaking to pilgrims) The road ahead in the desert is quite dangerous if you haven't paid any tributes to the local Bedouin sheikhs, I hear that if you have soldiers in your traveling party that they might run and flee in the case of a ferocious Bedouin raid!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(disussing plans with pilgrims) You should always bring plenty of water as you travel through the desert since you will be using more of it as you travel!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ignatius Abdulmasih the local Syriac Priest: //'(talking to other locals) These pilgrims would not have to worry about water if they just went to the holy city of Jerusalem in Palestine - there are plenty of fresh streams and wells along the road there!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Damascus">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "al-Qutayfah">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "al-Qutayfah">>
<<set _time to 9>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|al-Qutayfah]]
[[|The Assyrian Carpet]]<<nobr>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.start2 is 1 and $temp.loopdest2 is 0 and $player.regions.syria is 0>>
<<set $player.skipdecaysyria to 1>>
<<script>>
Dialog.setup("Welcome to Syria!");
Dialog.wiki(Story.get("Syria Region Greeting").processText());
Dialog.open();
<</script>>
<<makeSyriaMap>>
<<endif>>
/%---------------------------%/
/%----- Popup Event 1 -------%/
/%---------------------------%/
<<if $player.friendschallenge is 1 and $player.friendschallengedone2 is 0 and $player.start2 is 0>>
<<script>>
Dialog.setup("Network of Friends: Damascus");
Dialog.wiki(Story.get("Network of Friends: Damascus").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Damascus">>
<<set _desc to "You have arrived to the city of Damascus (Sham), known commonly as Sham-i Sherif by other Ottoman pilgrims. Damascus is one of the highlights of your journey with its many gardens, large palaces, grand mosques, sacred shrines, rejuvenating baths, and seemingly endless old bazaars! As the pilgrimage caravan comes into the city you see crowds begin to gather and see the Ottoman //surre// gift destined for the holy cities. You squeeze your way through the crowds to see the noble entourage together with the Ottoman Pasha of Damascus and his janissary guards, protecting the treasures of //surre// gift. You have heard from other pilgrims along the way that the //surre// includes untold treasures and gems meant for the people of Mecca and Medina and remind you of the beaming generosity of the Ottoman Sultanate. In the crowded streets of Damascus you find pilgrims from as far away as Bukhara and Isfahan who have taken the road here from the east to join the pilgrimage caravan from Damascus, for it is from here that one of the two most significant hajj pilgrimage caravans begins, the Shami Caravan. You hear from your fellow pilgrims that many are going on the short journey to the nearby shrine of the famous Sufi Ibn Arabi at Salihiyah which overlooks Damascus from a mountainside, though you are unsure if you have time for such a journey.\n\n ">>
<<set _hist to "The image above shows a coffeehouse in Damascus, the city where coffeehouses were first made popular in the early modern period. Most notably the city of Damascus was known for the large Umayyad Mosque established during the early 8th-century CE and contained the shrine to the Prophet John the Baptist who was similarly venerated in Islamic tradition. \n\n The seventeenth-century Ottoman pilgrim Yusuf Nabi described Damascus in the following glowing terms: \n\n //'The inner streets of Damascus are wide, and its walls are elevated, the windows on its balconies are like the eyes of lovers, and the arches of its porches are in harmony and alignment with each other. Although the rough exteriors of its houses are covered with earth-coated brick, their interiors are beautifully clean and gleaming, with their gilded and dark-blue windows which reflect the light on their ceilings, and with picturesque and colourful marble on their floors. Damascus contains seven rivers, which descend from the hill that is specifically mentioned in the Quran, and which flow to all districts of the city, providing water for rich and poor alike. There is a pond made from glass-like marble. Its pleasant gardens are watered by the ponds that carry leaves and flowers falling from the trees. There is an arched, clean and bright street of shops, into which the heat of the sun cannot enter owing to their proximity to each other. This market is comprehensive and well-stocked, with decorated and arched halls. Its shops are very clean, and its porticos are decorated. In the middle of the street of shops are fascinating hot baths, with shining marble floors, bubbling fountains in the hallways, and pleasant private rooms connected to the hot water springs. The baths are very spacious...\n\n Since the universe was created, there has existed no building as high as the Umayyad Mosque, and nobody has ever been able to devise such drawings and decorations as are on its walls and ceiling. Its marble floors and walls hold are decorated with images of the angels. It is a very lofty building. It is commonly narrated that in the shadow of its southern wall are located the burial places of seventy prophets...In particular, the mosque contains the grave of the Prophet John (the Baptist), by which I said prayers. I also beheld the copy of the Qur'an made by the third caliph Osman, which is situated on the right side of the main niche. I prayed at the private prayer place of Mu'aviye hidden in the cavity of the southern wall of the mosque. To the east side of the mosque I visited the white minaret called the minaret of Jesus because of the fact that this minaret will be the first place where the Prophet Jesus, the dweller in the fourth heaven, steps on when he descends from heaven. I visited the minaret and offered my supplication to the Prophet Jesus with the hope of receiving his help on Judgment day.'// \n\n The seventeenth-century Ottoman traveler Evliya Çelebi described his joining of the pilgrimage caravan in Damascus: \n\n //'He (Hüseyn Pasha, the pasha leading the caravan that year) paraded the sacred litter of the Prophet (surre) around the city of Damascus, while all the pilgrims went about readying their provisions for the journey. By God’s wisdom, on that day 2,000 Persian pilgrims arrived from the direction of Erzurum and Diyarbekir, with much wealth. They showered our lord Hüseyn Pasha with presents. He in turn appointed one of his officers over them. According to imperial kanun (law) he got twenty gold pieces for each stop and fifteen for each man – a very helpful sum. That same day he gave this humble one 200 fine coins; five camels, one riding-camel, one grey mare, four camel litters, one tent; one tentpitcher, one water carrier, one baggage attendant, one torchbearer; ten guruş (type of Ottoman currency) for each of my slaveboys. He appointed us a daily ration of two complete meals; four measures of fodder for my three horses; for breakfast every morning, five China bowls of whatever food is available; one candle; and other food and drink and other necessities. And he ordered that we pitch our tents in the shadow of his pavilion.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 21>>
<<set _shrine to 3>>
<<set _water to 40>>
<<set _bath to 3>>
<<set _stables to 3>>
/%------------------------------------------%/
/%------------Time in Damascus--------------%/
/%------------------------------------------%/
<<set $player.time to $player.time+12>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,4)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(talking to other merchants in a loud voice) I found a man in the bazaar who was willing to sell me a gold leaf Quran for only 250 akçe, doesn't he know that I could sell that easily for 300 akçe! What a fool!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) Both the tomb of the Prophet John here and the tomb of Ibn Arabi in nearby Salihiyah are well worth a visit! My time there brought me great calm!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(complaining to other travelers) I rushed all the way here from Istanbul for my new appointment in the Pasha's household only to find out that some local nobody was given the position in my stead! And after all of that the Pasha expects me to wait several days for an audience with him where he will bestow me gifts for my journey to Medina where I heard that there might be a position for me there. I should have just stayed in Istanbul!'//">>
<<elseif _randomadvice is 4>>
<<set _advice to "Osman Efendi: //'(discussing travel in a concerned tone) I hear that the road from here on south is quite dangerous! They say that it is wise to pay the tribute to the Bedouin rather than risk a nasty surprise in the desert!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Müzeyrib">>
<<set _time to 25>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kiswa">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kiswa">>
<<set _time to 4>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Salihiyah">>
<<set _time2 to 1>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Salihiyah">>
<<set _time2 to 1>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Salihiyah">>
<<set _time2 to 1>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaPasha2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.damascustravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Kiswa]]
[[|Müzeyrib]]
[[|Salihiyah]]
[[|Network of Friends: Damascus]]
[[|Syria Region Greeting]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Caravanserai at al-Qutayfah">>
<<set _desc to "You arrive to the Caravanserai of Sinan Pasha, a welcoming sight to all, as its tall trees provide shade, its baths provide respite, and the detachment of soldiers here provide safety to all the pilgrims here for the night. As you sit in the courtyard of the sturdy caravanserai you become excited as the next stop along the road is the great city of Damascus and its dazzling shrines and bazaars! \n\n ">>
<<set _hist to "The image above is a view of the approach to the city of Damascus. The main feature of the village of al-Qutayfah was the Caravanserai of Sinan Pasha (16th century) which had a large grove of cyprus trees outside which would begin to line to road all the way to the gates of Damascus. This feature made pilgrims refer to this stretch of road as the al-Qutayfah Strait. The seventeenth-century Ottoman pilgrim Kadri write the following about this place: \n\n //'The Kuteyfe (al-Qutayfah) station has a fortress and a caravanserai built by Sinan Pasha. The caravanserai includes a mosque, a public bath, a market and a bazaar. Between Hama and Damascus cavalrymen are appointed to accompany the pilgrimage caravan from station to station.//' \n\n The seventeenth-century Ottoman pilgrim Yusuf Nabi came to al-Qutayfah just before he came to the city of Damascus writing the following: \n\n //'Having spent a night camped in the courtyard of the famous caravansary at Kuteyfe (al-Qutayfah), we crossed the Kuteyfe strait/throat, and found ourselves faced with a vast green sea of tall trees. The abundance of these trees was such that it was impossible to see the remainder of the grove. Since the famed city of Damascus is hidden inside the grove it is impossible to see the buildings of the city before reaching its inner quarters. It is difficult to reach the city in less than five or six hours from Kuteyfe (al-Qutayfah) [this seems to conflict with most other pilgrimage travel times which have it around 10 hours]. We travelled on a green path under over-arching trees until the entrance to the inner streets of the city. On arrival in Damascus, a friend of mine resident there invited me to stay in his house.Leaving my possessions there in safety, I was able to go out and about in the city.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 26>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(laughing with other merchants) These pilgrims are so foolish, my friend here sold one a mother of pearl inlaid dagger in the bazaar in Damascus for 80 akçe coins! It is as if they do not know what anything is worth! (boisterous laugther erupts from merchants)'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bakhos the Maronite Musician: //'(talking to other travelers) The baths here are of good quality and a fair price, I would suggest you use them here rather in the expensive large city of Damascus!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(talking to other pilgrims) You should make sure to buy some coffee in the markets in Damascus! When I was brought up in one of the great Egyptian households as a slave I helped manage one of the large coffee trade accounts and I know especially good prices can be found in a great coffee city like Damascus!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Damascus">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Damascus">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Damascus">>
<<set _time to 10>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Damascus]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Plain of Hassa">>
<<set _desc to "As you travel north you come to the plain of Hassa which is settled by many pastoralist Turkmen tribes. To your west are the towering Nur Mountains and directly to your east are the vast plains of northern Syria. You make a small encampment by a fresh spring as you prepare for the hard ride tomorrow to Kilis.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) We should fill up on water here at this spring! The Turkmen use it and have told me that it is quite clean!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(speaking to her sister) The water here is some of the purest I have seen in a long time! I will make sure to tell my uncle so that we fill up here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Deli Mustafa the Brigand: //'(talking quietly to companions in the corner of a tent) My brothers, the roads between here, Aintab, and Aleppo are full of merchants! It would be wise if we strike soon!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kilis">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kilis">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kilis">>
<<set _time to 13>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Kilis]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Nizip and the Euphrates River">>
<<set _desc to "You come to the small village of Nizip which sits along a small stream by the same name which flows into the nearby Euphrates River. The small village provides a brief respite for you and your fellow pilgrims as you move to the city of Urfa and the shrine of Ibrahim (Abraham) there. From here you will have to cross the Euphrates River in order to get to the shrine at Urfa.\n\n ">>
<<set _hist to "The image above is a drawing from the Venetian Bembo's travel narrative of the crossing of the Tigris river later on in his journey. The Venetian nobleman, Ambrosio Bembo, in 1672 made his way through Nizip as he crossed the Euphrates River, describing the Nizip as follows: //'We crossed the stream, which reached halfway up the horses' legs and was more than two meters wide. After two hours of mountain roads we passed through a river called Nizip in Turkish which means 'running water.' It was about one and a half meters deep. In five hours, also by mountain road, we arrived at the Euphrates, called Muratsu by the Turks, which means 'Water of Murat.' It flows to Basra and with the Tigris goes into the Persian Gulf...It flows very quickly, and it can be crossed with some boats, on the other side is the city of Birecik. The boats are roughly made of oak. Their sides rather high, and their prows even higher...they use long and narrow pieces of wood as oars, since they cannot provide themselves with anything better. Each boat can hold six or seven horses, and since there are many, they go one after the other and do better than our Venetian ferries.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Selim the Drunk: //'(boasting to other pilgrims and a bit full of himself) I dare any man here to stab me with a dagger once we make it to Urfa! For once there I will have one of those talesmanic shirts which will surely protect me from all harm!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(speaking to her sister) The water here along the river is of great quality, we should take on more water here before the long journey to Urfa!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(talking to his apprentice) We should take on water here, many inexperienced merchants do not know how long and tiresome a journey it is from here to Urfa and it would be disastrous if we ran out of water along the way!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Urfa">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Urfa">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Urfa">>
<<set _time to 19>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Urfa]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Syrian Gates: Bagras Castle">>
<<set _desc to "Coming out of the Nur Mountains and on to Antioch you pass by the old fortress of Bagras, one of the castles which guard this mountain pass known as the Syrian Gates. The castle itself sits on a commanding hill above the road and is largely in ruins. You suspect you might find some water from the well which once served the fortress. \n\n ">>
<<set _hist to "The castle of Bagras, also known as Pagrae, was constructed by the Byzantines around the year 1000 and had been added on to by both the Knights Templar and the Armenian Kingdom of Cilicia before it fell into the hands of Arabs during the 12th and 13th centuries. During the Ottoman period it mainly served as a landmark for travellers rather than a utilized defensive fortification. The image above is from the seventeenth-century Flemish engraver and book-seller Jacob Peeters (1637-1695) in collaboration with engraver Gaspar Bouttats (1640-1695) showing Bagras Castle on the hill on the left above the city of Antioch in the distance in the 1686. ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Deli Mustafa the Brigand: //'(speaking loudly) If you want to make money my friend join me along the roads outside of Aleppo! There is plenty of opportunity there to find fat merchants worth our time!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(speaking to uncle) The well here seems like it has seen better days, better wait to refill our waterskins someplace more reliable!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(to fellow merchant) I plan to go from Antioch to Aleppo via Artah, there are some great stables in Aleppo where I am sure I can find a good deal on some new horses!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Antioch">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Antioch">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Antioch">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Antioch]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Caravanserai of Kırıkhan">>
<<set _desc to "You have arrived at Kırıkhan, which means the 'broken inn' and from the looks of it several crumbled caravanserais line the road here. You see a small market ahead and small gatherings of merchants along the road coming from either Aintab or Aleppo. Merchants heading to Aleppo head towards the Muratpaşa Bridge and Artah while those heading to Aintab and Urfa travel north through Hassa and Kilis. Overlooking Kırıkhan you see the fortress of Darbı Sak (Trapessac) one of the castles which guard the mountain pass here known as the Syrian Gates. Inside the fortress is a tomb which locals claim is that of the famed Sufi Bayazid Bastami but you are unsure of those claims.\n\n ">>
<<set _hist to "Trapessac and Kırıkhan were important crossroads on the trade routes from Aleppo and Aintab to the coastal port of Iskenderun. The fortress itself was mostly in ruins by the seventeenth century as it hadn't been in much use since the end of the thirteenth century after the crusades ended. The image above is of Trapessac Fortress today.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 15>>
<<set _shrine to 5>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(complaining to other pilgrims) The shrine here is not worth a visit, they claim it is the grave of Bayazid Bastami but I know that his shrine is to be found in Homs!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to another pilgrim) The shrine here is not worth a visit, they claim it is the grave of Bayazid Bastami but I know that his shrine is to be found in Homs!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(muttering to himself) The small fountain here is quite new, I imagine that means the water is clean as well here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kilis">>
<<set _time to 17>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hassa">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hassa">>
<<set _time to 8>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Artah">>
<<set _time2 to 6>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Muratpaşa Bridge">>
<<set _time2 to 2>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Muratpaşa Bridge">>
<<set _time2 to 2>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Hassa]]
[[|Kilis]]
[[|Muratpaşa Bridge]]
[[|Artah]] <<nobr>>
<<if $player.carpetchallenge is 1 and $player.carpetchallengevisit3 is 0>>
<<script>>
Dialog.setup("The Kurdish Carpet");
Dialog.wiki(Story.get("The Kurdish Carpet").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Euphrates River at Birecik Castle">>
<<set _desc to "You come to the castle of Birecik and the banks of the Euphrates River. Many of the homes have been carved into the cliff faces above the river and you end up spending the night in a small grotto carved out of the stone near the river in preparation for your crossing of the Euphrates the next morning. \n\n ">>
<<set _hist to "The image above is a European drawing of the castle of Birecik above the Euphrates river. The Venetian nobleman, Ambrosio Bembo, in 1672 made it way through Birecik after he crossed the Euphrates River, he wrote the following account of the place: //'The city of Birecik, which means ancient well of Syria, is located on two or three hills, whose bases reach the river...Most of the houses are made in the hills, since there are many grottoes, and they are all of stone, but rough, because they are cut into the mountain. The city is surrounded by a small wall with six gates; the streets are narrow, and most of them have water from the hills running along them, which makes them muddy. There is also a castle with the same name of Birecik on a mountain...the city is governed by an agha, a qadi, and an agha of janissaries, who are rather few. The inhabitants are not very civilized, nor is there much abundance of foodstuffs except for fish from the Euphrates, which gives plentiful supply, and it is rather good. No lodging is given to caravans in this city but instead in a caravanserai about a pistol shot away on a stony mountain.'//\n\n Bembo then describes an incident in Birecik where the local Ottoman offiicals tried to extort money from him and refused to recognize the safe conduct letter he carried from an Ottoman Agha (captain) in Aleppo. He argues with the officials in Birecik and eventually gets them to let him pass without a large fee after he threatens to send a courier back to Aleppo and inform the agha of their disrespect.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 15>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(talking loudly to other merchants) I can't believe that I got one of those silly pilgrims to pay me 400 akçe for those jewels in Aleppo when other merchants were selling them for as low as 325 akçe! (other merchants laugh!)'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(speaking to her uncle) The well here is old and does not look right, it might be best if we wait to fill up on water!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(Discussing travel with other merchants) We should buy some horses when we get back to Aleppo, from there we can head quickly south to Damascus where we should be on the lookout for Camels to buy as we will be crossing the desert soon!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Manbij">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Manbij">>
<<set _time to 15>>
<<elseif $player.speed is "slow">>
<<set _destination to "Manbij">>
<<set _time to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Manbij]]
[[|The Kurdish Carpet]]<<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 12>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Ruins at Manbij">>
<<set _desc to "You come to the ruins of Manbij, a short distance from the Euphrates river towards Aleppo. The cover of the ruins provide some shelter for you and your fellow travelers as you look for water among the ancient wells here.\n\n ">>
<<set _hist to "Manbij had been inhabited since antiquity (as ancient Manbug and Hierapolis) but by the late seventeenth century much that remained was in ruins. In 1699 an English Levant Company chaplain, Reverend Henry Maundrell, set out from Aleppo to the Euphrates River and passed through Manbij and recounted the place in the following manner.//'We went east and by north (from Aleppo), and in four hours (from al-Bab) arrived at Bambych (Manbij). This place has no remnants of its ancient greatness, but its walls, which may be traced all round, and cannot be less than three miles in compass...On the north side I found a stone with the busts of a man and a woman, large as the life; and under, two eagles carved on it...Here are a multitude of subterraneous aqueducts brought to this city; the people attested no fewer than fifty. You can ride no where about the city without seeing them. We pitched by one about a quarter of a mile east of the city, which yields a fine stream; and emptying itself into a valley, waters it, and makes it extremely fruitful...we were here visited by a company of Begdelies (Ottoman irregular cavalry) who were encamped some hourse further towards the Euphrates, haveing about one thousand horse there....For avoiding the Begdelies, we fired a guide, who conducted us a by-way. We traveled north-north-east, over a desert ground.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking with other pilgrims) The journey back to Aleppo will be difficult, we should fill up on water here so that we do not run out! Just keep searching until you can find some clean water!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(speaking to her uncle) The water brought to these springs looks unclean, maybe if we look upstream we might be able to find some cleaner water for us and our animals.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(Talking with other European merchants) The ruins here are spectacular, if only the old roman aquaducts had held up better and we might have a better chance of getting clearner water in this spot!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Aleppo Bab al-Hadid">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Aleppo Bab al-Hadid">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Aleppo Bab al-Hadid">>
<<set _time to 17>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Aleppo Bab al-Hadid]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Ruins of the Church of Saint Simeon Stylites">>
<<if $player.job is "Gulshani Sufi" and $temp.simeon is 0>>
<<set $temp.simeon to 1>>
<<set _random to random(10,15)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set _desc to "You come upon the ruins of the old church of Saint Simeon Stylites on your way to Aleppo. The large stone building is falling apart and there is evidence that it was once the site of many battles years ago. You notice a small stream nearby which might provide a useful campsite for you and your traveling companions as you prepare to journey onwards to Aleppo. The serentiy of this place gives you solace and you are able to perform your prayers among the timeworn stones and pillars. This experience adds to your piety as you journey forth.\n\n ">>
<<set _hist to "The image above is a 19th-century European print of the ruins of the Church of Saint Simeon Stylites as it stood during that time. Locally the ruins were known as the Qal'at Sim'an (The Fortress of Simeon) as the large strong structure was used as a defensive fortress during the crusades by Muslim forces. Saint Simeon himself was a Christian hermit ascetic who famously lived on top of a column for year until his death in 459 CE. The church was built by the Byzantines around the column in 475 CE and served as a major early Christian place of pilgrimage in the region. The column was still standing along with most of the dome of the chruch by the late 17th century though the site was largely in ruins by that time. The ruins are part of the famous 'forgotten cities' or 'dead cities' of Syria, a series of some 700 abandoned settlements and 40 [[UNESCO protected villages|https://whc.unesco.org/en/list/1348/]] between Aleppo and Idlib in northwestern Syria, most being from the 1st-7th centuries CE and having been abandoned in the 8th and 10th centuires.">>
<<else>>
<<set _desc to "You come upon the ruins of the old church of Saint Simeon Stylites on your way to Aleppo. The large stone building is falling apart and there is evidence that it was once the site of many battles years ago. You notice a small stream nearby which might provide a useful campsite for you and your traveling companions as you prepare to journey onwards to Aleppo.\n\n ">>
<<set _hist to "The image above is a 19th-century European print of the ruins of the Church of Saint Simeon Stylites as it stood during that time. Locally the ruins were known as the Qal'at Sim'an (The Fortress of Simeon) as the large strong structure was used as a defensive fortress during the crusades by Muslim forces. Saint Simeon himself was a Christian hermit ascetic who famously lived on top of a column for year until his death in 459 CE. The church was built by the Byzantines around the column in 475 CE and served as a major early Christian place of pilgrimage in the region. The column was still standing along with most of the dome of the chruch by the late 17th century though the site was largely in ruins by that time. The ruins are part of the famous 'forgotten cities' or 'dead cities' of Syria, a series of some 700 abandoned settlements and 40 [[UNESCO protected villages|https://whc.unesco.org/en/list/1348/]] between Aleppo and Idlib in northwestern Syria, most being from the 1st-7th centuries CE and having been abandoned in the 8th and 10th centuires. ">>
<<endif>>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ignatius Abdulmasih the Local Syriac Priest: //'(talking to another traveler) It is such a shame this place has fallen into ruins! At least we can drink from the fresh spring here in memory of Saint Simeon!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bakhos the Maronite Musician: //'(speaking to a fellow traveler) I hear that the baths in Aleppo are great but they are costly! If I were you I would keep traveling north to Urfa - I hear those a quality baths and free for all travelers!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her sister) We better stock up on water at the stream here, it looks fairly clean and I heard that Aleppo is no place for clear water being such a large city and all!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Aleppo">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Aleppo">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Aleppo">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Aleppo]] <<nobr>>
<<set $player.skipdecaysyria to 0>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 13>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%------------------------------%/
/%----- Popup Event 2 Sp -------%/
/%------------------------------%/
<<if $player.friendschallenge is 1 and $player.friendschallengedone2 is 0 and $player.start2 is 1>>
<<script>>
Dialog.setup("Network of Friends: Damascus");
Dialog.wiki(Story.get("Network of Friends: Damascus").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Pasha Petition Reset ---------%/
/%-----------------------------------%/
<<set $temp.pasha to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Kiswa">>
<<set _desc to "You arrive to the small village of Kiswa which sits quite close to the city of Damascus. You find a small market in the town which sells local wares to pilgrims as they pass through the village. Nearby you see a few small cultivated fields and a fresh local stream which some pilgrims have quickly taken advantage of in preparation for the unforgiving desert ahead. \n\n ">>
<<set _hist to "The European drawing above shows an Ottoman pilgrimage caravan processing through the streets. Much pomp and fanfare was made of the official departure of the Shami caravan from Damascus for many pilgrims this was the last major leg of their journeys to the holy cities of Mecca and Medina. The seventeenth-century Ottoman traveler Evliya Çelebi describes Kiswa as having over two hundred families and luscious gardens. He notes that it has two mosques, one bath, and a caravanserai and that he had a delicious meal here that included chicken, lamb, yoghurt, and cream. He goes on to mention that the Kiswa stream runs through the village providing good water.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 26>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(talking to other travelers) Just to the south at Müzeyrib one can avoid the desert and head to Palestine and the city of Jerusalem, I plan to head there to meet with my cousin who lives in the Armenian quarter! I noticed that some of the wealthier pilgrims traveling with us have also decided to take that route instead of going with the main pilgrimage caravan across the desert.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) The water here is quite good, I have heard horrible stories from older pilgrims who have often been without water while traveling this road between Damascus and Medina!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to pilgrims) It would be wise to send a proper tribute to the local Bedouin tribesmen, otherwise you might find yourself in some trouble on the road ahead when you are adrift in the desert.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Müzeyrib">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sanamayn">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Tarhani Han">>
<<set _time to 1>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Tarhani Han]]
[[|Sanamayn]]
[[|Network of Friends: Damascus]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Tarhani Han Caravanserai">>
<<set _desc to "Just past Kiswa you arrive to the small stone caravanserai of Turhani Han who some other pilgrims refer to as Khan Danun. Your brief stop here is a blessing as the small caravanserai has an endowded //imaret// to provide you and your fellow travelers with supplies for the difficult road ahead!\n\n ">>
<<set _hist to "The caravanserai of Tarhani Han (Khan Danun) was originally built by the Mamluk Sultanate in the 14th century when they managed the pilgrimage road through Syria. The name, 'Tarhani Han' reportedly was given to this place by pilgrims after it became known for the delicious Tarhana soup, a thick soup made of flour and sour yoghurt, given to the pilgrims here. By the seventeenth century the Ottoman traveler Evliya Çelebi reports that the caravanserai had over 100 soup cauldrons for the pilgrims when they arrived here. By the late eigtheenth-century Tarhani Han fell into disrepair as more pilgrims opted to simply pass by it and stay only at nearby Kiswa. The European traveler Burckhardt describes the ruined caravanserai in 1822, saying: \n\n //'This khan, which i snow in ruins, was built in an unusual style of all the large khans of this country: consisting of an open square, surrounded with arcades, beneath which are small apartments for the accommodation of travellers; the beasts occupy the open square in the centre'//.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(talking loudly so as to be overheard) My late husband personally advised the governor of Damascus to increase the endowment for the imaret here, providing this wonderful tarhana soup for all of God's faithful! It was the least we could do to help the poor! (her friend rolls her eyes)'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(talking to other travelers) It seems as if we are getting close to Müzeyrib, from there we plan to head to Palestine and then Jerusalem! We plan to take the coffee we bought in Damascus there to make a nice profit!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to pilgrims) You should make sure to purchase some camels in Müzeyrib, they will help to cross the desert faster, for the road becomes more difficult past Müzeyrib on the road to Medina.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Müzeyrib">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sanamayn">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Sanamayn">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Sanamayn]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Fortress of Sanamayn">>
<<set _desc to "Traveling through the desert of southern Syria, your heart steadies as you see the banners marking the strong fortress of Sanamayn on the horizon. Made out of imposing black stone and sitting next to a small lake the fortress is a place of much needed rest for you and your companions. The strong walls of the fortress protect a small village though you notice that there is no market here for the pilgrims to purchase supplies from, however, you notice a small bath near the local mosque which could provide some relief to your weary fellow pilgrims. Nearby, the fields around Sanamayn are covered in ruins and piles of stones giving some sense that an ancient city once stood here.\n\n ">>
<<set _hist to "Sanamayn in Arabic means 'the two idols,' referring to the ruins of the pagan Roman temples found here. The image above shows on the ruined Roman temples as drawn by European travelers in the nineteenth century. When Evliya Çelebi came to Sanamayn in the seventeneth century he mentioned that there was a large caravanserai, a bath, a central mosque, no market, and that a number of prostitutes lined the road here as the caravan came into the village.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her uncle) I talked to the local Turkmen and they told me that the water here is bountiful and it would be an ideal place to fill up on fresh water as wells will get more scarce as we move in the desert!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) I plan to head to Palestine when we get to Müzeyrib in order to visit the shrines there before I continue on to Mecca, it might mean I miss the hajjj season in the holy cities but I can just stay with a sufi friend of mine there for a year of study and just complete the hajj next hajj season!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) Make sure to take a healthy supply of water as we move into the desert south of Müzeyrib, the desert road is difficult and you should take advantage of plentiful wells like the one here at Sanamayn when you can!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Müzeyrib">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Müzeyrib">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Müzeyrib">>
<<set _time to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Müzeyrib]]<<nobr>>
<<set $player.skipdecaysyria to 0>>
<<set $temp.loopdest2 to 0>>
<<if $player.damatchallenge is 1 and $player.damatchallengeinfo is 0>>
<<script>>
Dialog.setup("Searching for the Damat");
Dialog.wiki(Story.get("Searching for the Damat").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Pasha Petition Reset ---------%/
/%-----------------------------------%/
<<set $temp.pasha to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Crossroads at the Plain of Müzeyrib">>
<<set _desc to "You have arrived safely at the first major stop along the hajj road south of Damascus. Your caravan leader infroms you that at Müzeyrib pilgrims can continue south across the desert to the city of Medina and onwards to Mecca or you have the option to head to Safed in Palestine and take the road to the city of Jerusalem. As you camp near the fortress you take notice of a large grouping of Bedouin tribesmen who have arrived to trade camels in the market here. You speak with them and hear that they have come to collect their annual stipend from the Ottoman caravan leader (the //surre// payment). Some of them grumble to you that the pasha paid them less then what they usually recieve and start making complaints to other officials that the Ottoman pasha has not delivered what he had promised to them. You pray that this disagreement between the pasha and the bedouin does not turn to violence as you travel south! Walking into the marketplace and the nearby stables you find camels being sold for the desert crossing along with some pilgrims paying tributes to the Bedouin tribesmen in order to ensure protection along the road. You openly wonder if these extra payments are necessary if you are already under the Ottoman pasha's protection?\n\n ">>
<<set _hist to "Müzeyrib was an important stop for pilgrims to gather supplies for the hajj journey on the road between Damascus and Medina. The fortress was famous as a site in which Bedouin tribes would come to sell camels and also receive //surre// stipend payments from the Ottoman state which ensured the safety of the caravan along the desert roads from any raids. However, the payments often fluctuated and would cause such tensions that the Ottoman caravan would end up ambushed by Bedouin tribes on the road south of here if payments were not sufficient. The most significant Bedouin raid was the attack on the Ottoman caravan at Qal'at Qatrana in 1757 which led to the death of an Ottoman princess and 20,000 pilgrims who were stripped of their supplies in the desert and died of starvation and thirst. In years that relations were good between the Bedouin and the Ottoman pashas of the caravan, Müzeyrib would be the site of celebrations and festivities as the caravan prepared to depart on the hajj road south. The seventeenth-century Ottoman traveler, Evliya Çelebi describes the hajj bazaar in Müzeyrib in the following manner: \n\n//'This bazaar increased day and night. There were 300 bread shops, also cook shops and textile shops, so you can extrapolate from these. This humble one strolled from one end of the camp (i.e., the bazaar) to the other and it came to 8,000 paces. It was a sea of men, all jostling shoulders. Everything was for sale except the elixir of life, including silks and brocades and satins and other precious stuffs. In this bazaar, 40,000 or 50,000 Damascus pilgrims spend five or six Egyptian treasures and then get 40,000 or 50,000 camels from the Arab tribes. The Arab tribesmen get rich as well and come here once a year with their wives and children to buy precious stuffs. So it is a sea of men. \n\n First of all, according to the kanun (law) of Sultan Suleiman, the sheikhs of the following tribes bring camels to this plain of Müzayrib to assist the Muslim pilgrims: Bani (—), Al Umur, Al Rashd, Al Ribah, Al Ma‘an, Al Shahab, Al Turabi, Ibn Harfush, Ibn Hanah, Ibn Sa‘id, Bani Ibrahim, Bani Salim, Bani Ata, Bani Atiya, Bani Safar, Bani Zuhd, Bani Wahidat. Also the sheikhs of Nablus, Ajlun, Bani Zayt, Safed, Acre, Ramla, Gazza, Jerusalem and Khalil al-Rahman (al-Khalil al-Rahman)... \n\n By God’s wisdom, while we were buying and selling and securing provisions for the journey in this plain of Müzeyrib, on the 25th of Shawwal (24 February) at noon the air became thick and a storm arose that sent everyone scurrying for their lives. The rain fell as though the clouds had let down their hair and were weeping, and anyone with a tent or marquee or baggage was left moaning and sighing. That day and night it rained so much that no one could visit anyone else and all the tents were engulfed in the flood. When the Arabs saw the situation they gave up haggling and took shelter with their camels in some valleys outside the camp. Only a few stuck it out and stayed behind. That night there was a wintry blizzard, with snowflakes the size of sparrows’ heads. Two hundred camels and seventy or eighty naked Arabs gave up the ghost. That night several thousand horses and mules, dragging their tethers and hobbles, turned their rumps to the desert wind and took refuge in the hamlets. In the morning we saw that some horses, mules and donkeys had disappeared. Praise God, none was permanently lost, but all the animals were returned to their owners for fear of Hüseyn Pasha (the Ottoman commander of the caravan).'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 23>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 3>>
<<set _stables to 2>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(talking to other merchants in a loud voice) These foolish pilgrims! Why would you pay anything to these Bedouin tribesmen asking for tribute, the Ottoman pasha will protect us fine along the hajj road - they are no threat!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The springs here are of good quality, God be praised! A wise hajji would stock up now before we face the trials of the desert passage!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to concerned pilgrims) If I were you I would buy some camels to travel at a reasonable speed across the desert south of here if you are continuing on the road to Medina and Mecca. However, if you plan to head via Safed to Jerusalem it might be best for you to keep your horses to travel through the lush valleys of Palestine.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Balqa">>
<<set _time to 34>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mafraq">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mafraq">>
<<set _time to 9>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Safed">>
<<set _time2 to 12>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Safed">>
<<set _time2 to 13>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Safed">>
<<set _time2 to 15>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaFood2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $temp.syriafrom2 to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Safed]]
[[|Mafraq]]
[[|Balqa]]
[[|Searching for the Damat]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Hajj Fort of Mafraq">>
<<set _desc to "Moving through the desert you come upon the pilgrimage station of Mafraq, an abandoned small hajj fort. The field around the small square stone structure is littered with debris from ancient structures. As you approach the lonely structure you see sheep and goats streaming out of the gateway of old fort accompanied by Bedouin sheperds who seem to be using the building as a stable for thier flocks. While this deserted fort provides shelter for the night it lacks any water making you wonder if you have enough for the journey ahead.\n\n ">>
<<set _hist to "Mafraq fort seems to have been constructed in the sixteenth century but soon fell into disrepair and fell into the hands of the local Bedouin Bani Hillal tribe which used it as a stable. While the pilgrim Evliya Çelebi mentions large acacia trees and plentiful waters almost every other pilgrimage account notes that there was no water here. The seventeenth-century Ottoman pilgrim Kadri says that: \n\n //'Mafraq has no water source. The name Mafraq originatedfrom the fact that returning pilgrims separate at this station, setting off for their home lands (on the return journey from Mecca)'// \n\n The early eigtheenth-century Bosnian pilgrimage itinerary, on which the hours of travel by which this simulation is based, by Yusuf bin Yaqub al-Rumi mentions next to the name of pilgrimage stop, in a simple and almost desperate marginalia, that in Mafraq //'there is no water here'//.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to a concerned pilgrim) There is no water here but I hear that in Zarqa ahead there is a good well with quality water to fill up on!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to other pilgrims) These horses almost slow us down trudging through this sand and drinking all of our water! Maybe we should have switched to camels, at this rate with these horses we might as well walk!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Muhammad the Water Porter: //'(talking another pilgrim) Take as much water as you can if you ever have the opportunity, the desert is unforgiving and you never know if a well will be dry by the time you arrive!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Balqa">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ayn-i Zarqa">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ayn-i Zarqa">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Ayn-i Zarqa]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Hajj Station of Ayn-i Zarqa">>
<<set _desc to "You arrive to the small village of Ayn-i Zarqa, the well of Zarqa. The small ruined fort does not give you much sense that you would be protected here if the worst came but the well here looks quite full, might be a good opportunity to gather more water for the journey. Looking around the dusty village you see a small stream flowing nearby where you take a well earned rest, the rippling of the water is only interrupted by the occasional grumples of a local herd of goats wander the opposite embankment.\n\n ">>
<<set _hist to "Ayn-i Zarqa, the modern Jordanian city of Zarqa, dramatically grew in size during the early twentieth century after the railway made the city an important transit hub. However, during the early modern era it was only a small watering hole along the hajj road south from Damascus. Several pilgrimage narratives mention the well here and the good water it provided, with al-Nahrawali mentioning that //'it is a good halting place with good water'// and similarly the eigtheenth-century Bosnian pilgrim, Yusuf bin Yaqub al-Rumi, writing a century and a half later that this location had good water as well.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 26>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(bragging to other pilgrims) On my last hajj I waited until we arrived at Balqa to fill up on water! Only a first-time hajji would use this small well of water of unknown quality!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) If you wanted to find more camels for the journey ahead I would plan on going to Ma’an or even to Balqa - you might find some for sale there by local tribes which bring them in!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) You should make sure to fill up at this well, last time I passed through Balqa the whole well was dried up and of no use!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Balqa">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Balqa">>
<<set _time to 17>>
<<elseif $player.speed is "slow">>
<<set _destination to "Balqa">>
<<set _time to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Balqa]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Hajj Fort and Well of Qatrana">>
<<set _desc to "Spirits are high as you and your fellow pilgrims make it to the hajj fort of Qatrana. You see a large well constructed and supplied by the local wadi (desert ravine) but as you get closer you notice that it has run dry and probably has not seen water in weeks. Disappointment spreads within the caravan as you have come to yet another stop only to find that there is no water avaliable. Nevertheless, you see a small market provided by the Banu Sakhr Bedouin tribe which roams the lands near here. Some pilgrims have made sure to pay a tribute to the Banu Sakhr as you hear they been known to attack pilgrims who do not lend them their proper respect.\n\n ">>
<<set _hist to "The fort of Qal'at Qatrana was constructed during the sixteenth-century by the Ottomans on the order of Sultan Suleiman the magnificant and had a small garrison of 70 soldiers to protect it from raids. The large well and reservoir were meant to provide ample water for pilgrims passing through but well was often empty during the frequent dry spells in this region. In the history of hajj, the station of Qal'at Qatrana was most famous for Bedouin raid on the hajj caravan here in 1757. That year, outside Qatrana, the Bani Sakhr tribe attacked the Ottoman caravan on its return to Damascus killing an Ottoman princess and some 20,000 pilgrims in the process - who mainly died lost in the desert after their supplies and water had been taken during the raid. The Ottoman //surre// stipend system was meant to provide yearly funds to these tribes along the hajj road in order to ensure the safety of the caravan but corruption and the inconsistency of these payments often led to moments of crisis. ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 26>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(boasting to her friend) It is such a shame that the well here is dry and the reputation of our dearly passed Sultan Suleiman has been sullied by this mismanagement! I shall write the Pasha of Damascus myself! For my late husband served with him many years ago and I am sure he would not stand for this state of disrepair found here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) This has been a difficult part of the journey for me! It has been awhile since I have found the solace of a shrine to reflect on this pious pilgrimage. I fear that I may not find any until we reach the grand sacred sites of Medina.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to pilgrims) If I were you I would pay a tribute to the Banu Sakhr in the marketplace, a drought this year has made them desperate!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ma’an">>
<<set _time to 30>>
<<elseif $player.speed is "medium">>
<<set _destination to "Tabut Kurusi">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Tabut Kurusi">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $temp.syriafrom to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Tabut Kurusi]]
[[|Ma’an]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Hajj Fort of Tabut Kurusi">>
<<set _desc to "You arrive after traveling swiftly through the desert wilderness with the caravan to the square hajj fort of Tabut Kurusi which stands guard next to a small stream of running water. You also notice a small tomb near the fort which some pilgrims have gathered around for prayer. You hear from pilgrims who have stayed sheltered in the stone fort for a few days that the site was recently attacked by the local Bani Zuhd Bedouin tribe. Those pilgrims who took refuge in the fort explained that a few pilgrims were killed in the scuffle and that your caravan's arrival should scare off any future raids! You have an uneasy feeling about the confidence these worried pilgirms have in the defenses of your caravan against the Bedouin attacks.\n\n ">>
<<set _hist to "Tabut Kurusi, meaning the burial grove, was built during the Ottoman period and was also known as Qal'at al-Hasa. There was a small sufi grave at the site dedicated to a certain Celaleddin Halveti (a Halveti Sufi) through which the hajj station got its name. The site also had a bridge built near it in the 1730s by the Governor of Damascus in order to mitigate flash floods at the site. Evliya Çelebi, the seventeenth-century Ottoman traveler, describes an incident while his caravan stopped at Tabut Kurusi saying that their caravan was attacked by Bedouin but they managed to kill six of the attackers while taking others captive. The Ottoman leader of the caravan, Husayn Pasha, saved the caravan from future attacks by encricling it with his soldiers and playing loud music with his janissary band in order to ward off any potential attackers.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 60>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her uncle) I would not take any water from this stream unless you have to uncle, even our camels refuse to drink from it!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) I had no idea there was a shrine here! Despite it's small size this small grave brought me some peace and reflection in this desolate place!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) I know the water here is not ideal but it might be worth the risk if you need water supplies for the road ahead! If you choose not to drink from this, at least use the stream here to bathe and bring yourself some distraction!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ma’an">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ma’an">>
<<set _time to 21>>
<<elseif $player.speed is "slow">>
<<set _destination to "Unaiza">>
<<set _time to 11>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Unaiza]]
[[|Ma’an]] <<nobr>>
<<if $player.damatchallenge is 1 and $player.damatchallengeinfo is 1 and $player.damatchallengeoption is 1 and $player.damatchallengedone is 0>>
<<script>>
Dialog.setup("Finding the Damat: Unaiza");
Dialog.wiki(Story.get("Finding the Damat: Unaiza").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Hajj Fort of Unaiza">>
<<set _desc to "Traveling across the desert on your way to the fortess of Ma’an you stop at the hajj fort of Unaiza which seems like a familiar site to you by this point, a small stone square fort with a small reservoir for water nearby. As with other hajj forts you have seen, a small encampment of Bedouin tribesmen are seen nearby - you are unsure of their intentions.\n\n ">>
<<set _hist to "While some pilgrimage accounts mention that there was no water to be found here and that the site was in ruins, others point to the small well here with the lodging here in a state of disrepair. One complaint was that this place was so desolate that it was difficult to procure firewood which would have made the desert nights dangerous for travelers when the temperature dropped. In 1672, Evliya Çelebi explains while at Unaiza that three local Bedouin tribes encamped near here and confronted the Huseyn Pasha, leader of the caravan and Governor of Damascus, over the payment of the //surre// stipends they were owed. Evliya Çelebi writes that they demanded 10,000 //kuruş// (a diminutive of the akçe) instead of the 700 presented to them by the Pasha. In exchange the Bedouins were supposed to supply the pilgrims with food and water but negotiations broke down and Evliya Çelebi's caravan was left without the supplies from the local Bedouin.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to Ottoman Officer) If you pay the //surre// and provide a quality tribute to our tribe we might be there to help you in your time of need, for we know this desert wilderness and where to find water for the weary!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(talking to other pilgrims) If you are able to, I would sell your camels at Ma’an and take the night route through the desert from there. You will be safer traveling with the main caravan at night!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) While I am not sure if this is the best well to be taking water from, if you are out it might be worthwhile to take risk it here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ma’an">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ma’an">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ma’an">>
<<set _time to 9>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Ma’an]]
[[|Finding the Damat: Unaiza]]<<nobr>>
<<set $temp.night to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Hajj Fort of Aqaba al-Shami">>
<<set _desc to "After an arduous journey through the hot sun you reach the hajj fort of Aqaba al-Shami which sits on a large rocky plain as the ground is covered with natural flint and other hard stones making it difficult to ride horses or camels here. As you and your fellow pilgrims approach the desolate square stone fortress you find two small cisterns which have been left dry with no water remaining. You set up a camp near two lonely palms which will provide you with some shelter from the cold winds at night as you wait for the caravan's departure the next morning.">>
<<set _hist to "Aqaba al-Shami (not the famed port of Aqaba to the south of here) was surrounded by some of the most difficult terrain along the hajj road as it was surrounded by flint covered hills which made this quite a desolate place. The fort was known by many names such as Qal'at Fassu'a, Aqaba al-Hijazi, and Abbadan. The sixteenth-century Meccan emissary al-Nahrawali mentioned that //'Abbadan is in the middle of nowhere'//, while Evliya Çelebi mentions that they had to dismount from their camels here because the ground was so hard to ride over. The Bosnian pilgrim Yusuf Rumi writes in a marginal note in his hajj itinerary that //'there is no water here'//.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to concerned pilgrims) I prefer to travel by day in the desert, there may be more of a risk for exhaustion and Bedouin raids but you will cross the desert faster and you do not have to worry about thieves stealing your wares during a dark night caravan ride!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other pilgrims) It is such as shame that the cisterns here have dried up, it is best to always be prepared for such occasions!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to pilgrims) I would not always avoid Bedouin encampments you come across in the desert, you may find welcome there and receive generous hospitality!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dhat al-Hajj (day)">>
<<set _time to 22>>
<<elseif $player.speed is "medium">>
<<set _destination to "Çugayman (day)">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Çugayman (day)">>
<<set _time to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Çugayman (day)]]
[[|Dhat al-Hajj (day)]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Hajj Fort of Zizya">>
<<set _desc to "Crossing the desert you reach the old dilapidated square hajj fort of Zizya. Some pilgrims have mentioned to you that in their old menasik ul-hajj manuscripts, which give them advice on the hajj route, that this was an important stop for the hajj caravans in the past. However, it seems like those days have gone by and the well here for travelers is in poor condition leading many caravans to take a different route. As you sit in the shade alongside the old limestone blocks of the crumbling fort, you think about how this is a poor start to your desert journey and you will need your strength for the difficult road ahead. \\n\n ">>
<<set _hist to "Zizya (Zizia, Ziza, Jize) was a large square hajj fort with a large water reservoir next to it to service pilgrims traveling the hajj road. The hajj fort network had existed since the medieval period and it seem the route had changed by the sixteenth century under the Ottoman Empire adn the route and fortress network soon bypassed Zizya. Today, Zizya is where the international airport of Amman, Jordan. The fort and water reservoir survive to this day near the airport and the desert highway leading to modern Amman.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 75>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other travelers) While traveling through the desert it is best to pay your respects to the Bedouin tribes in order to ensure safe passage, you might find a welcome surprise if you approach a Bedouin camp with good intentions!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other pilgrims) The well here is quite poor, so be careful and fill up what you can! I have heard that the next few stops in the desert have no water at them, so it may be worth the risk of getting sick and fill up here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(talking to other pilgrims) The desert road is dangerous but I am happy that we will be joining the main hajj caravan route with our next stop at Balqa! God be Praised!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Balqa">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Balqa">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Balqa">>
<<set _time to 10>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $temp.zizyafrom to 1>>
<<set $player.regions.syria to 0>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Balqa]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Rock of Çugayman">>
<<set _desc to "Traveling in your caravan train under the hot sun and harsh wind you make your way to the rock outcropping of Çugayman which has a small fort built into it. Near to this imposing natural landmark is the large Well of Princess Ismihan Sultan, (the granddaughter of Sultan Suleyman) who you are told may have endowed this well on her hajj a century ago! You hear from local Bedouin that this well provides the fortress of Ma’an with water making it an important stop. However, upon tasting the water you find that there is the taste of salt meaning that you should not drink too much!">>
<<set _hist to "Çugayman, also known as Mudawwara, Sorar, Jughayman, or Tubaylayat, was an important stop due to its well. However, in the seventeenth century the fort here was quite small with it only growing to become the larger fortress seen today when it became a stop on the Hijaz Railway in the early twentieth century. In the seventeenth century Evliya Çelebi mentions that the well of Princess Ismihan Sultan was a half an hour to the south of the rock fort of Çugayman. He explains that: \n\n //'Ma’an does not take water from its castle but brings it from here. But it (the water) is a little salty, so one must not drink too much. However, it does not harm the animals.//' \n\n The Egyptian 1828 report to Muhammad Ali Pasha described Çugayman (Qal'at al-Mudawwara) in the following manner: \n\n //'When we arrived here we found it to contain three cubits of water. The area surrounding the cistern containing the springs is surrounded by sand. When the winds blow they carry sand into the cistern and block the springs within it and reduce the water supply to the cistern. Thus, upon our return to this waystation we were somewhat distressed because there was insufficient water in the second cistern...we have suffered badly from the restricted water available here. Undoubtedly, the solution to this problem is as follows: the commissioning the repairs and renovations needed within a suitable timeframe...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to concerned pilgrims) I would make sure to take on water when I can and risk sickness! I would rather be sick then die of thirst in the desert!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) The well here is a wonder! A blessing! I plan to take as much as I can!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Emine Hatun the Widow: //'(boasting to pilgrims) You know my grandmother was once the friends with the noble Princess Ismihan Sultan - I like to think it was her suggestion that Ismihan endow this charitable well here (her friend rolls her eyes)!//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dhat al-Hajj (day)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dhat al-Hajj (day)">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dhat al-Hajj (day)">>
<<set _time to 11>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Dhat al-Hajj (day)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Hajj Fort of Dhat al-Hajj">>
<<set _desc to "As your caravan travels over a large hill you see the fluttering flags of encampments around a square stone structure in the distance. The spirits are high among you and your companions, as with the sight of this small fortess in this desert wilderness means you have arrived at the waystation of Dhat al-Hajj. The small fort has a well that provides the caravan with some extra water for the road ahead while its courtyard has some date palms and high walls which will give you some relief from the cold night winds as you rest.">>
<<set _hist to "The hajj fort of Dhat al-Hajj was protected by a small detachment of janissary soldiers from Damascus who protected the desert well here. As with other wells in the desert, pilgrims often found much of the cistern here partially filled with sand blown in by the harsh winds here. The fort itself was built in 1563 and contained a small courtyard with a few date palms providing shade. The sixteenth-century Meccan emissary al-Nahrawali mentioned that Dhat al-Hajj was //'a place having date palms and water drawn from excavated pits'// while similarly the medieval traveler Ibn Battuta explains that this place had //'subterranean waterbeds.'// Evliya Çelebi mentioned that there was a small hamam here fed by the ground water. Today, this would be the first pilgrimage caravan stop in modern day Saudi Arabia. \n\n In the history of hajj, the waystation of Dhat al-Hajj was the place that the besieged 1757 Ottoman caravan reached as they were fleeing from Bedouin attacks (at Qatrana) and were largely defeated here leading to the death of an Ottoman princess and some 20,000 pilgrims. One eighteenth-century Syrian chronicler mentioned that the pilgrims had all their supplies taken and were stripped naked as they were forced to walk through the desert to try and reach safety. The Ottoman //surre// stipend system was meant to provide yearly funds to these tribes along the hajj road in order to ensure the safety of the caravan but corruption and the inconsistency of these payments often led to moments of crisis.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her uncle) The water here at the well is inundated with sand and is quite dirty, if we have enough I would rather wait until the Oasis of Tabuk, one waystations from here according to Old Hajji Mustafa, to stock up on good water!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other travelers) Stock up on water when you can, I always say better to die a quick death from disease instead of by thirst in the desert!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other Bedouin) I hear that a powerful member of a local Bedouin tribe is in Tabuk and has blocked the well with cut palm trees unless pilgrims have shown that they have paid tribute to thier leaders! I do not want to be around when the Ottoman pasha of the caravan hears about this!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Tabuk (day)">>
<<set _time to 18>>
<<elseif $player.speed is "medium">>
<<set _destination to "Tabuk (day)">>
<<set _time to 20>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ka’ Sahrasi (day)">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Ka’ Sahrasi (day)]]
[[|Tabuk (day)]]Double-click this passage to edit it.<<nobr>>
<<set $temp.night to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Hajj Fort of Aqaba al-Shami">>
<<set _desc to "After an arduous journey through the night you reach the hajj fort of Aqaba al-Shami which sits on a large rocky plain as the ground is covered with natural flint and other hard stones making it difficult to ride horses or camels here. As you and your fellow pilgrims approach the desolate square stone fortress you find two small cisterns which have been left dry with no water remaining. You set up a camp near two lonely palms which will provide you with some shade was you wait out the sun.">>
<<set _hist to "Aqaba al-Shami (not the famed port of Aqaba to the south of here) was surrounded by some of the most difficult terrain along the hajj road as it was surrounded by flint covered hills which made this quite a desolate place. The fort was known by many names such as Qal'at Fassu'a, Aqaba al-Hijazi, and Abbadan. The sixteenth-century Meccan emissary al-Nahrawali mentioned that //'Abbadan is in the middle of nowhere'//, while Evliya Çelebi mentions that they had to dismount from their camels here because the ground was so hard to ride over. The Bosnian pilgrim Yusuf Rumi writes in a marginal note in his hajj itinerary that //'there is no water here'//.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to concerned pilgrims) You may be able to keep your horses if you travel at night as they will not be as easily taken by the heat and exhaustion of traveling the desert during the day. But if you can, make sure you stock up on camels as they will handle the challenges of travel here better!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other pilgrims) It is such as shame that the cisterns here have dried up, it is best to always be prepared for such occasions!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to pilgrims) I would not always avoid Bedouin encampments you come across in the desert, you may find welcome there and receive generous hospitality!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dhat al-Hajj (night)">>
<<set _time to 25>>
<<elseif $player.speed is "medium">>
<<set _destination to "Çugayman (night)">>
<<set _time to 16>>
<<elseif $player.speed is "slow">>
<<set _destination to "Çugayman (night)">>
<<set _time to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Çugayman (night)]]
[[|Dhat al-Hajj (night)]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Rock of Çugayman">>
<<set _desc to "Traveling in a long caravan by torchlight you make your way to the rock outcropping of Çugayman which has a small fort built into it. Near to this imposing natural landmark is the large Well of Princess Ismihan Sultan, (the granddaughter of Sultan Suleyman) who you are told may have endowed this well on her hajj a century ago! You hear from local Bedouin that this well provides the fortress of Ma’an with water making it an important stop. However, upon tasting the water you find that there is the taste of salt meaning that you should not drink too much!">>
<<set _hist to "Çugayman, also known as Mudawwara, Sorar, Jughayman, or Tubaylayat, was an important stop due to its well. However, in the seventeenth century the fort here was quite small with it only growing to become the larger fortress seen today when it became a stop on the Hijaz Railway in the early twentieth century. In the seventeenth century Evliya Çelebi mentions that the well of Princess Ismihan Sultan was a half an hour to the south of the rock fort of Çugayman. He explains that: \n\n //'Ma’an does not take water from its castle but brings it from here. But it (the water) is a little salty, so one must not drink too much. However, it does not harm the animals.//' \n\n The Egyptian 1828 report to Muhammad Ali Pasha described Çugayman (Qal'at al-Mudawwara) in the following manner: \n\n //'When we arrived here we found it to contain three cubits of water. The area surrounding the cistern containing the springs is surrounded by sand. When the winds blow they carry sand into the cistern and block the springs within it and reduce the water supply to the cistern. Thus, upon our return to this waystation we were somewhat distressed because there was insufficient water in the second cistern...we have suffered badly from the restricted water available here. Undoubtedly, the solution to this problem is as follows: the commissioning the repairs and renovations needed within a suitable timeframe...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to concerned pilgrims) I would make sure to take on water when I can and risk sickness! I would rather be sick then die of thirst in the desert!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) The well here is a wonder! A blessing! I plan to take as much as I can!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Emine Hatun the Widow: //'(boasting to pilgrims) You know my grandmother was once the friends with the noble Princess Ismihan Sultan - I like to think it was her suggestion that Ismihan endow this charitable well here (her friend rolls her eyes)!//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dhat al-Hajj (night)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dhat al-Hajj (night)">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dhat al-Hajj (night)">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Dhat al-Hajj (night)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Hajj Fort of Dhat al-Hajj">>
<<set _desc to "As your caravan travels over a large hill you see the flickering lights of campfires around a square stone structure in the distance. The spirits are high among you and your companions, as with the sight of this small fortess in the dark wilderness means you have arrived at the waystation of Dhat al-Hajj. The small fort has a well that provides the caravan with some extra water for the road ahead while its courtyard has some date palms which will give you some relief from the sun as you rest during the day.">>
<<set _hist to "The hajj fort of Dhat al-Hajj was protected by a small detachment of janissary soldiers from Damascus who protected the desert well here. As with other wells in the desert, pilgrims often found much of the cistern here partially filled with sand blown in by the harsh winds here. The fort itself was built in 1563 and contained a small courtyard with a few date palms providing shade. The sixteenth-century Meccan emissary al-Nahrawali mentioned that Dhat al-Hajj was //'a place having date palms and water drawn from excavated pits'// while similarly the medieval traveler Ibn Battuta explains that this place had //'subterranean waterbeds.'// Evliya Çelebi mentioned that there was a small hamam here fed by the ground water. Today, this would be the first pilgrimage caravan stop in modern day Saudi Arabia. \n\n In the history of hajj, the waystation of Dhat al-Hajj was the place that the besieged 1757 Ottoman caravan reached as they were fleeing from Bedouin attacks (at Qatrana) and were largely defeated here leading to the death of an Ottoman princess and some 20,000 pilgrims. One eighteenth-century Syrian chronicler mentioned that the pilgrims had all their supplies taken and were stripped naked as they were forced to walk through the desert to try and reach safety. The Ottoman //surre// stipend system was meant to provide yearly funds to these tribes along the hajj road in order to ensure the safety of the caravan but corruption and the inconsistency of these payments often led to moments of crisis.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<if $temp.dhat is 1>>
<<set _market to 39>>
<<else>>
<<set _market to 0>>
<<endif>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her uncle) The water here at the well is inundated with sand and is quite dirty, if we have enough I would rather wait until the Oasis of Tabuk, one waystations from here according to Old Hajji Mustafa, to stock up on good water!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other travelers) Stock up on water when you can, I always say better to die a quick death from disease instead of by thirst in the desert!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other Bedouin) I hear that a powerful member of a local Bedouin tribe is in Tabuk and has blocked the well with cut palm trees unless pilgrims have shown that they have paid tribute to thier leaders! I do not want to be around when the Ottoman pasha of the caravan hears about this!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Tabuk (night)">>
<<set _time to 20>>
<<elseif $player.speed is "medium">>
<<set _destination to "Tabuk (night)">>
<<set _time to 22>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ka’ Sahrasi (night)">>
<<set _time to 13>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Ka’ Sahrasi (night)]]
[[|Tabuk (night)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Ka’ Sahrasi">>
<<set _desc to "As you travel through the desert you come to the waystation of Ka’ Sahrasi which is a desolate place with some ridges to provide some shelter from the wind. This it an ideal place to encamp for the day as you wait out the daytime sun. However, there is no water here except for an almost completely sand-filled small cistern. You hold out hope that you will fare better at the nearby oasis town of Tabuk.\n\n">>
<<set _hist to "Ka’ Sahrasi is only mentioned in passing by pilgrimage narratives who generally mention the lack of water here and that some caravans would push on through the night past Ka’ Sahrasi to reach the more bountiful Oasis of Tabuk. The seventeenth-century Ottoman pilgrims Kadri, who calls it Ka'u'l-basit, simply writes that //'this waystation has no water source'// while the eighteenth-century pilgrim Yusuf Rumi claimed that there was water at this waystation.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 98>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) On my last hajj our caravan found plenty of great water here, I would not worry if it looks bad!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) The market of Tabuk is a great place to buy and sell goods, it might be a good place to sell my supply of alcohol (arak, wine, and boza) as it is frowned upon to sell in the markets of the holy cities!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other Bedouin) Do not drink from this cistern, I have heard stories that it makes men so delirious that they wander off in the desert never to be seen again!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Tabuk (night)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Tabuk (night)">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Tabuk (night)">>
<<set _time to 9>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Tabuk (night)]] <<nobr>>
<<set $temp.night to 1>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 16>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
<<set $temp.tabuknightloc to 1>>
<<if $temp.tabukdayloc is 1>>
<<set $temp.loopdest2 to 1>>
<<endif>>
/%-----------------------------------%/
/%-----Well Event of Tabuk ----------%/
/%-----------------------------------%/
<<if $temp.tabukvisited is 0>>
<<script>>
Dialog.setup("Trouble at the Well: Tabuk!");
Dialog.wiki(Story.get("Tabuk Event").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $temp.tabukwell is 1>>
<<set _title to "The Oasis Town of Tabuk">>
<<set _desc to "Members of your caravan celebrate as they see the Oasis of Tabuk in the distance. As you enter the small town you are impressed by the abundance of green that surrounds you which stands in stark contrast to the desert landscapes you have been traversing over the past few days. The well here is a gift from God and provides you and your fellow pilgrims with much needed water in preparation for your journey ahead. Several pilgrims in your caravan head to the recently renovated At-Tawba Mosque which commemorates Tabuk as the site of the Prophet Muhammad's Expedition of Tabuk as mentioned in the Quran. As you set up camp you hear that some pilgrims have opted to wait until the morning to depart rather than continuing on with the caravan at night so as to travel the desert faster.">>
<<elseif $temp.tabukwell is 0>>
<<set _title to "The Oasis Town of Tabuk">>
<<set _desc to "Members of your caravan celebrate as they see the Oasis of Tabuk in the distance. As you enter the small town you are impressed by the abundance of green that surrounds you which stands in stark contrast to the desert landscapes you have been traversing over the past few days. The well here has plenty of water but the local Bedouin tribe has blocked the well as a form of protest against having not received enough tribute from the pilgrims and the Ottoman Empire's //surre//. Several pilgrims in your caravan head to the recently renovated At-Tawba Mosque which commemorates Tabuk as the site of the Prophet Muhammad's Expedition of Tabuk as mentioned in the Quran. As you set up camp you hear that some pilgrims have opted to wait until the morning to depart rather than continuing on with the caravan at night so as to travel the desert faster.">>
<<endif>>
<<set _hist to "Tabuk is mentoned in the Quran (Surah At-Tawbah:9) as the site of the Prophet Muhammad's Expedition of Tabuk where he brought this region into the early expanding Muslim world. An early Umayyad Mosque was built here to commemorate the event known as the At-Tawba Mosque which the Ottoman's renovated in 1652. The oasis town had a large stone square hajj fort, renovated by the Ottomans in 1654, and extensive wells and cisterns fed by the spring of the oasis. The image above is of Wadi al-Disah in the Midian Mountains which is to the south of the modern-day city of Tabuk. The medieval traveler Ibn Batutta described Tabuk in the following manner: \n\n //'The huge caravan encamps near the spring referred to, and every one of them slakes his thirst from it. They remain here for four days to rest themselves and water the camels and lay in supplies of water for the fearsome wilderness between Tabuk and al-Ula. It is the practice of the water-carriers to take up their positions at the sides of this spring, and they have tanks made of buffalo hides, like great reservoirs, from which they water the camels and fill the large waterbags and ordinary waterskins.// \n\n The seventeenth-century Ottoman traveler Kadri, referring to this place as 'Asi Hurma (the wild date), explains that: \n\n //'Its fortress is guarded by ten janissaries from Damascus, whose necessities are provided from the treasury of Damascus. The fortress is surrounded by gardens growing dates, pomegranate, and watermelon. Water is available in its reservoir'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 40>>
<<set _shrine to 1>>
<<if $temp.tabukwell is 1>>
<<set _water to 4>>
<<elseif $temp.tabukwell is 0>>
<<set _water to -1>>
<<endif>>
<<set _bath to 6>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other pilgrims) Fill up on water here, if the Bedouin chief lets you, for the road ahead is one of the most difficult wildernesses to traverse!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(laughing with other merchants) Ha! I sold an Embroidered Saddlebag for 78 akçe to a foolish pilgrim in the market! They should have asked around if it was a good price before they purchased it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) I find that it is wise to buy Date Syrup for 17 akçe if you can, you will be sure to fetch a good return on it in the market at Mina.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Haydar Fort (night)">>
<<set _time to 24>>
<<elseif $player.speed is "medium">>
<<set _destination to "Maghayr al-Qalandariyya (night)">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Maghayr al-Qalandariyya (night)">>
<<set _time to 12>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Tabuk (day)">>
<<set _time2 to 12>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Tabuk (day)">>
<<set _time2 to 12>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Tabuk (day)">>
<<set _time2 to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<if $temp.tabukdayloc is 0>>
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<else>>
<<set $cur_passage to passage()>>
<<endif>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Tabuk Event]]
[[|Tabuk (day)]]
[[|Maghayr al-Qalandariyya (night)]]
[[|Haydar Fort (night)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Ka’ Sahrasi">>
<<set _desc to "As you travel through the desert you come to the waystation of Ka’ Sahrasi which is a desolate place with some ridges to provide some shelter from the wind. This it an ideal place to encamp for the night. However, there is no water here except for an almost completely sand-filled small cistern. You hold out hope that you will fare better at the nearby oasis town of Tabuk.\n\n">>
<<set _hist to "Ka’ Sahrasi is only mentioned in passing by pilgrimage narratives who generally mention the lack of water here and that some caravans would push on through the night past Ka’ Sahrasi to reach the more bountiful Oasis of Tabuk. The seventeenth-century Ottoman pilgrims Kadri, who calls it Ka'u'l-basit, simply writes that //'this waystation has no water source'// while the eighteenth-century pilgrim Yusuf Rumi claimed that there was water at this waystation.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 98>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) On my last hajj our caravan found plenty of great water here, I would not worry if it looks bad!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) The market of Tabuk is a great place to buy and sell goods, it might be a good place to sell my supply of alcohol (arak, wine, and boza) as it is frowned upon to sell in the markets of the holy cities!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other Bedouin) Do not drink from this cistern, I have heard stories that it makes men so delirious that they wander off in the desert never to be seen again!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Tabuk (day)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Tabuk (day)">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Tabuk (day)">>
<<set _time to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Tabuk (day)]] <<nobr>>
<<set $temp.night to 0>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 16>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
<<set $temp.tabukdayloc to 1>>
<<if $temp.tabuknightloc is 1>>
<<set $temp.loopdest2 to 1>>
<<endif>>
/%-----------------------------------%/
/%-----Well Event of Tabuk ----------%/
/%-----------------------------------%/
<<if $temp.tabukvisited is 0>>
<<script>>
Dialog.setup("Trouble at the Well: Tabuk!");
Dialog.wiki(Story.get("Tabuk Event").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $temp.tabukwell is 1>>
<<set _title to "The Oasis Town of Tabuk">>
<<set _desc to "Members of your caravan celebrate as they see the Oasis of Tabuk in the distance. As you enter the small town you are impressed by the abundance of green that surrounds you which stands in stark contrast to the desert landscapes you have been traversing over the past few days. The well here is a gift from God and provides you and your fellow pilgrims with much needed water in preparation for your journey ahead. Several pilgrims in your caravan head to the recently renovated At-Tawba Mosque which commemorates Tabuk as the site of the Prophet Muhammad's Expedition of Tabuk as mentioned in the Quran. As you set up camp you hear that some pilgrims have opted to wait until nightfall to depart rather than continuing on with the caravan during the day.">>
<<elseif $temp.tabukwell is 0>>
<<set _title to "The Oasis Town of Tabuk">>
<<set _desc to "Members of your caravan celebrate as they see the Oasis of Tabuk in the distance. As you enter the small town you are impressed by the abundance of green that surrounds you which stands in stark contrast to the desert landscapes you have been traversing over the past few days. The well here has plenty of water but the local Bedouin tribe has blocked the well as a form of protest against having not received enough tribute from the pilgrims and the Ottoman Empire's //surre//. Several pilgrims in your caravan head to the recently renovated At-Tawba Mosque which commemorates Tabuk as the site of the Prophet Muhammad's Expedition of Tabuk as mentioned in the Quran. As you set up camp you hear that some pilgrims have opted to wait until nightfall to depart rather than continuing on with the caravan during the day.">>
<<endif>>
<<set _hist to "Tabuk is mentoned in the Quran (Surah At-Tawbah:9) as the site of the Prophet Muhammad's Expedition of Tabuk where he brought this region into the early expanding Muslim world. An early Umayyad Mosque was built here to commemorate the event known as the At-Tawba Mosque which the Ottoman's renovated in 1652. The oasis town had a large stone square hajj fort, renovated by the Ottomans in 1654, and extensive wells and cisterns fed by the spring of the oasis. The image above is of Wadi al-Disah in the Midian Mountains which is to the south of the modern-day city of Tabuk. The medieval traveler Ibn Batutta described Tabuk in the following manner: \n\n //'The huge caravan encamps near the spring referred to, and every one of them slakes his thirst from it. They remain here for four days to rest themselves and water the camels and lay in supplies of water for the fearsome wilderness between Tabuk and al-Ula. It is the practice of the water-carriers to take up their positions at the sides of this spring, and they have tanks made of buffalo hides, like great reservoirs, from which they water the camels and fill the large waterbags and ordinary waterskins.// \n\n The seventeenth-century Ottoman traveler Kadri, referring to this place as 'Asi Hurma (the wild date), explains that: \n\n //'Its fortress is guarded by ten janissaries from Damascus, whose necessities are provided from the treasury of Damascus. The fortress is surrounded by gardens growing dates, pomegranate, and watermelon. Water is available in its reservoir'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 40>>
<<set _shrine to 1>>
<<if $temp.tabukwell is 1>>
<<set _water to 4>>
<<elseif $temp.tabukwell is 0>>
<<set _water to -1>>
<<endif>>
<<set _bath to 6>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other pilgrims) Fill up on water here, if the Bedouin chief lets you, for the road ahead is one of the most difficult wildernesses to traverse!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(laughing with other merchants) Ha! I sold an Embroidered Saddlebag for 78 akçe to a foolish pilgrim in the market! They should have asked around if it was a good price before they purchased it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) I find that it is wise to buy Date Syrup for 17 akçe if you can, you will be sure to fetch a good return on it in the market at Mina.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Haydar Fort (day)">>
<<set _time to 21>>
<<elseif $player.speed is "medium">>
<<set _destination to "Maghayr al-Qalandariyya (day)">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Maghayr al-Qalandariyya (day)">>
<<set _time to 11>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Tabuk (night)">>
<<set _time2 to 12>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Tabuk (night)">>
<<set _time2 to 12>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Tabuk (night)">>
<<set _time2 to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<if $temp.tabuknightloc is 0>>
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<else>>
<<set $cur_passage to passage()>>
<<endif>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Tabuk (night)]]
[[|Maghayr al-Qalandariyya (day)]]
[[|Haydar Fort (day)]]
[[|Tabuk Event]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Maghayr al-Qalandariyya">>
<<set _desc to "Your caravan snakes through the desert and reaches the waystation of Maghayr al-Qalandariyya (The Caves of the Hermits). The desolate spot has an old dried up well which looks as if it rarely has any water. As you make camp some other pilgrims mention that there is a small domed local sufi shrine a short walk from the camp.\n\n">>
<<set _hist to "Maghayr al-Qalandariyya (The Caves of the Hermits) is mentioned by the seventeenth-century pilgrim Kadri who simply notes that //'It is called 'the caves' because there are said to be some caves although there are none in sight. This waystation has no water source.'// Evliya Çelebi mentions that this place had a small domed shrine a half an hour off the road from here. He does not say who the shrine was for but explains that it was built all out of one cut of stone and that such a structure must be the work of the devil.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 5>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I would not bother going to the shrine here! Some have said that its stone structure is cursed!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The small shrine nearby dedicated to local sufis was a good quiet place for reflection, if only I had some water for then this slice of the desert wilderness would be quite restful!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) I heard from an old Bedouin that the market at Mada’in Salih one can find an old amulet which will help lead you through the desert if you are lost!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Haydar Fort (day)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Haydar Fort (day)">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Haydar Fort (day)">>
<<set _time to 14>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Haydar Fort (day)]]
<<nobr>>
<<set $temp.loopdest2 to 0>>
/%-----------------------------------%/
/%---------Well for Muazzam ---------%/
/%-----------------------------------%/
<<set _randomnext to random(1,3)>>
<<if _randomnext is 1>>
<<set $temp.muazzam to 0>>
<<else>>
<<set $temp.muazzam to 1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set $temp.muazzam to 1>>
<<set _title to "Haydar Fort">>
<<set _desc to "As your caravan makes its way through a deep valley encircled by rocky slopes and cliffs covered in ancient black lava you come to the waystation of Haydar Fort. This isolated fort is a welcome sight as you see a cistern full of water and a strong square stone fortress protecting the well with janissary flags blowing in the wind. You hear from fellow pilgrims that there is a small shrine to the Prophet Haydar (Khidr) inside the fortress for those who wish to visit. ">>
<<set _hist to "Haydar Fort (also known as al-Ukhaydhir) was built in 1531 on the order of the Ottoman Sultan Suleiman and was known for the high quality of water at its well. The place was named after the Prophet Haydar (Khidr) who, according to legend, dug the well here with the Prophet Ilyas (Elijah). As such, there was a shrine to the Prophet Haydar in the fort. Haydar Fort was mentioned by the seventeenth-century pilgrim Kadri who writes that //'A narrow pass on the way to this waystation causes crowding of the pilgrims. The Haydar waystation, which is situated between two mountains, has a fortress guarded by Damascus soldiers, a mosque and a reservoir,from which pilgrims take supplies for the next part of the journey.'// Evliya Çelebi mentions Haydar Fort was equipped with 12 cannons and a detachment of janissaries who protected a nearby mosque and well which contained //'excellent water'//.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 4>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The water at the well here is quite clean, I now know why such legends about the Prophets Khidr and Ilyas surround this well!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) The shrine of the Prophet Khidr was a small place and I was not impressed but it was good to get away from the crowds of pilgrims around the well!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) They say that in Mada’in Salih one can find an old amulet which will help lead you through the desert if you become separated from the caravan!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "The Well of Mu’azzam (day)">>
<<set _time to 16>>
<<elseif $player.speed is "medium">>
<<set _destination to "The Well of Mu’azzam (day)">>
<<set _time to 17>>
<<elseif $player.speed is "slow">>
<<set _destination to "The Well of Mu’azzam (day)">>
<<set _time to 18>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|The Well of Mu’azzam (day)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Maghayr al-Qalandariyya">>
<<set _desc to "Your caravan snakes through the desert and reaches the waystation of Maghayr al-Qalandariyya (The Caves of the Hermits). The desolate spot has an old dried up well which looks as if it rarely has any water. As you make camp some other pilgrims mention that there is a small domed local sufi shrine a short walk from the camp.\n\n">>
<<set _hist to "Maghayr al-Qalandariyya (The Caves of the Hermits) is mentioned by the seventeenth-century pilgrim Kadri who simply notes that //'It is called 'the caves' because there are said to be some caves although there are none in sight. This waystation has no water source.'// Evliya Çelebi mentions that this place had a small domed shrine a half an hour off the road from here. He does not say who the shrine was for but explains that it was built all out of one cut of stone and that such a structure must be the work of the devil.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 5>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I would not bother going to the shrine here! Some have said that its stone structure is cursed!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The small shrine nearby dedicated to local sufis was a good quiet place for reflection, if only I had some water for then this slice of the desert wilderness would be quite restful!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) I heard from an old Bedouin that the market at Mada’in Salih one can find an old amulet which will help lead you through the desert if you are lost!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Haydar Fort (night)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Haydar Fort (night)">>
<<set _time to 15>>
<<elseif $player.speed is "slow">>
<<set _destination to "Haydar Fort (night)">>
<<set _time to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Haydar Fort (night)]]<<nobr>>
<<set $temp.loopdest2 to 0>>
/%-----------------------------------%/
/%---------Well for Muazzam ---------%/
/%-----------------------------------%/
<<set _randomnext to random(1,3)>>
<<if _randomnext is 1>>
<<set $temp.muazzam to 0>>
<<else>>
<<set $temp.muazzam to 1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Haydar Fort">>
<<set _desc to "As your caravan makes its way through a deep valley encircled by rocky slopes and cliffs covered in ancient black lava you come to the waystation of Haydar Fort. This isolated fort is a welcome sight as you see a cistern full of water and surrounded by bustling pilgrims in torchlight. A strong square stone fortress protecting the well with janissary flags waving in the moonlight. You hear from fellow pilgrims that there is a small shrine to the Prophet Haydar (Khidr) inside the fortress for those who wish to visit.\n\n">>
<<set _hist to "Haydar Fort (also known as al-Ukhaydhir) was built in 1531 on the order of the Ottoman Sultan Suleiman and was known for the high quality of water at its well. The place was named after the Prophet Haydar (Khidr) who, according to legend, dug the well here with the Prophet Ilyas (Elijah). As such, there was a shrine to the Prophet Haydar in the fort. Haydar Fort was mentioned by the seventeenth-century pilgrim Kadri who writes that //'A narrow pass on the way to this waystation causes crowding of the pilgrims. The Haydar waystation, which is situated between two mountains, has a fortress guarded by Damascus soldiers, a mosque and a reservoir,from which pilgrims take supplies for the next part of the journey.'// Evliya Çelebi mentions Haydar Fort was equipped with 12 cannons and a detachment of janissaries who protected a nearby mosque and well which contained //'excellent water'//.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 4>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The water at the well here is quite clean, I now know why such legends about the Prophets Khidr and Ilyas surround this well!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) The shrine of the Prophet Khidr was a small place and I was not impressed but it was good to get away from the crowds of pilgrims around the well!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) They say that in Mada’in Salih one can find an old amulet which will help lead you through the desert if you become separated from the caravan!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "The Well of Mu’azzam (night)">>
<<set _time to 18>>
<<elseif $player.speed is "medium">>
<<set _destination to "The Well of Mu’azzam (night)">>
<<set _time to 19>>
<<elseif $player.speed is "slow">>
<<set _destination to "The Well of Mu’azzam (night)">>
<<set _time to 20>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|The Well of Mu’azzam (night)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $temp.muazzam is 0>>
<<set _title to "The Well of Mu’azzam">>
<<set _desc to "Your caravan moves through the desert wilderness to arrive near the Well of Mu’azzam which is a small hajj fort nearby a mud pond and a rainwater cistern which you are told is void of water some years. However, it seems that this year the well has some water and the small Ottoman garrison has protected it so that the hajj caravan can utilize it. You also notice that the local Mafarija tribe has a small camel market here where they hope to sell off some of their herd.\n\n">>
<<elseif $temp.muazzam is 1>>
<<set _title to "The Well of Mu’azzam">>
<<set _desc to "Your caravan moves through the desert wilderness to arrive near the Well of Mu’azzam which is a small hajj fort nearby a mud pond and a rainwater cistern which you are told is void of water some years. You come to the fort and find it empty and there are rumors that local Bedouins in a local dispute have killed the Ottoman garrison here and you some say that there is a foul smell coming from the well! You also notice that the local Mafarija tribe has a small camel market here where they hope to sell off some of their herd.\n\n">>
<<endif>>
<<set _hist to "The well and fort here were originally built by the Ayyubid ruler Turan Shah (Al-Malik al-Mu’azzam) in the 12th century but the fort was later renovated in 1575 under the order of the Ottoman Sultan Murad III. According to the early seventeenth-century pilgrim from Edirne, Abdurrahman Hibri, the well at Mu’azzam was repaired by the Ottoman Sultan Genç Osman preparation for his intended hajj which was eventually prevented by a janissary coup in Istanbul. The well was also was the site of sabotage in the 16th century when in 1530 the Mafarija tribe attacked the hajj caravan at Dhat al-Hajj and then filled the well of Mu’azzam with the corpses of dead animals to poison the well and prevent the hajj caravan from using it. In the late 17th century the Syrian Sufi pilgrim Abd al-Ghani Nablusi mentioned that the fort here was abandoned since local bedouin had murdered the janissary garrison at this isolated post. The 14th-century pilgrim Ibn Battuta describes his journey on this stretch of the hajj road in the following manner: \n\n //'The caravan then sets out from Tabuk and pushes on speedily night and day, for fear of the wilderness. Halfway through is the valley of al-Ukhaidir (Haydar Fort), which might well be the valley of Hell (God preserve us from it). One year the pilgrims suffered servere distress in this place, by reason of the samum-wind which blows here (sand storm), their water supplies dried up, and the price of a drink of water rose to a thousand dinars, but both seller and buyer perished. The story of this is inscribed in one of the rocks in the valley. Going on from there, the caravan halts at the Pool of al-Mu’azzam of the house of Ayyub, in which the rainwater collects in certain years, but which is generally dry in others.'// \n\n The seventeenth-century traveler Evlyia Çelebi recounts a story in which the local bedouin tricked the Ottoman garrison with //helva// (halva or sweets). He writes that: \n\n //'In the year 1626 the Bedouin made a devilish deception using a millet helva (sweet) and a few maiden girls who were sent to the fort (of Mu’azzam). Girls cried 'This helva is death (not good)!' The soldiers (in the fort while trying it) said 'This is the helva of life, it is rewarding!' and while they were eating (it), they all became drunk and fell asleep. The Arabs (Bedouin) then tied their spears together, built a ladder, and then climbed up into the fort. They then smothered all of the soldiers (gazis) bringing them martyrdom and took all of their plundered goods and left. This incident happened in 1626, close to our time. Since that time, the fort has been empty and closed.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<if $temp.muazzam is 0>>
<<set _water to 40>>
<<elseif $temp.muazzam is 1>>
<<set _water to 95>>
<<endif>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1 and $temp.muazzam is 0>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) The water at the well here is fairly clean, we are quite lucky to find water here as this place is usually in chaos as the local garrison and the Mafarija tribe are often at odds!'//">>
<<elseif _randomadvice is 1 and $temp.muazzam is 1>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) It seems as if the Mafarija tribe in their disputes with the Ottoman garrison here have poisoned the well by filling it with the corpses of dead animals! I would not even try to take water from the well here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) It is best to travel with a few camels but not so much that you travel too quickly as the desert is a dangerous place!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) The Helva that the local bedouin gave me was quite tasty! It sure did make me tired though!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mada’in Salih (day)">>
<<set _time to 33>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mada’in Salih (day)">>
<<set _time to 38>>
<<elseif $player.speed is "slow">>
<<set _destination to "Shaq al-Ajuz (day)">>
<<set _time to 17>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Shaq al-Ajuz (day)]]
[[|Mada’in Salih (day)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $temp.muazzam is 0>>
<<set _title to "The Well of Mu’azzam">>
<<set _desc to "Your caravan moves through the desert wilderness to arrive near the Well of Mu’azzam which is a small hajj fort nearby a mud pond and a rainwater cistern which you are told is void of water some years. However, it seems that this year the well has some water and the small Ottoman garrison has protected it so that the hajj caravan can utilize it. You also notice that the local Mafarija tribe has a small camel market here where they hope to sell off some of their herd.\n\n">>
<<elseif $temp.muazzam is 1>>
<<set _title to "The Well of Mu’azzam">>
<<set _desc to "Your caravan moves through the desert wilderness to arrive near the Well of Mu’azzam which is a small hajj fort nearby a mud pond and a rainwater cistern which you are told is void of water some years. You come to the fort and find it empty and there are rumors that local Bedouins in a local dispute have killed the Ottoman garrison here and you some say that there is a foul smell coming from the well! You also notice that the local Mafarija tribe has a small camel market here where they hope to sell off some of their herd.">>
<<endif>>
<<set _hist to "The well and fort here were originally built by the Ayyubid ruler Turan Shah (Al-Malik al-Mu’azzam) in the 12th century but the fort was later renovated in 1575 under the order of the Ottoman Sultan Murad III. According to the early seventeenth-century pilgrim from Edirne, Abdurrahman Hibri, the well at Mu’azzam was repaired by the Ottoman Sultan Genç Osman preparation for his intended hajj which was eventually prevented by a janissary coup in Istanbul. The well was also was the site of sabotage in the 16th century when in 1530 the Mafarija tribe attacked the hajj caravan at Dhat al-Hajj and then filled the well of Mu’azzam with the corpses of dead animals to poison the well and prevent the hajj caravan from using it. In the late 17th century the Syrian Sufi pilgrim Abd al-Ghani Nablusi mentioned that the fort here was abandoned since local bedouin had murdered the janissary garrison at this isolated post. The 14th-century pilgrim Ibn Battuta describes his journey on this stretch of the hajj road in the following manner: \n\n //'The caravan then sets out from Tabuk and pushes on speedily night and day, for fear of the wilderness. Halfway through is the valley of al-Ukhaidir (Haydar Fort), which might well be the valley of Hell (God preserve us from it). One year the pilgrims suffered servere distress in this place, by reason of the samum-wind which blows here (sand storm), their water supplies dried up, and the price of a drink of water rose to a thousand dinars, but both seller and buyer perished. The story of this is inscribed in one of the rocks in the valley. Going on from there, the caravan halts at the Pool of al-Mu’azzam of the house of Ayyub, in which the rainwater collects in certain years, but which is generally dry in others.'// \n\n The seventeenth-century traveler Evlyia Çelebi recounts a story in which the local bedouin tricked the Ottoman garrison with //helva// (halva or sweets). He writes that: \n\n //'In the year 1626 the Bedouin made a devilish deception using a millet helva (sweet) and a few maiden girls who were sent to the fort (of Mu’azzam). Girls cried 'This helva is death (not good)!' The soldiers (in the fort while trying it) said 'This is the helva of life, it is rewarding!' and while they were eating (it), they all became drunk and fell asleep. The Arabs (Bedouin) then tied their spears together, built a ladder, and then climbed up into the fort. They then smothered all of the soldiers (gazis) bringing them martyrdom and took all of their plundered goods and left. This incident happened in 1626, close to our time. Since that time, the fort has been empty and closed.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<if $temp.muazzam is 0>>
<<set _water to 40>>
<<elseif $temp.muazzam is 1>>
<<set _water to 95>>
<<endif>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1 and $temp.muazzam is 0>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) The water at the well here is fairly clean, we are quite lucky to find water here as this place is usually in chaos as the local garrison and the Mafarija tribe are often at odds!'//">>
<<elseif _randomadvice is 1 and $temp.muazzam is 1>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) It seems as if the Mafarija tribe in their disputes with the Ottoman garrison here have poisoned the well by filling it with the corpses of dead animals! I would not even try to take water from the well here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) It is best to travel with a few camels but not so much that you travel too quickly as the desert is a dangerous place!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) The Helva that the local bedouin gave me was quite tasty! It sure did make me tired though!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mada’in Salih (night)">>
<<set _time to 35>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mada’in Salih (night)">>
<<set _time to 41>>
<<elseif $player.speed is "slow">>
<<set _destination to "Shaq al-Ajuz (night)">>
<<set _time to 19>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Shaq al-Ajuz (night)]]
[[|Mada’in Salih (night)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Shaq al-Ajuz">>
<<set _desc to "Your caravan arrives to the waystation of Shaq al-Ajuz which is located on a high plain for pilgrims to make camp. You begin to become worried as you find that there is no water here nor even a fort to proect the pilgrims encamped here. The landscape is barren with only shrubs of acacia thorns for protection from the desert wind.\n\n">>
<<set _hist to "Shaq al-Ajuz, later known as Dar al-Hamra, only had a fort and well constructed in the eighteenth century and prior to that it was simply an ecampment for caravans heading to Mada’in Salih. Even when the fort was built this place was plagued by disrepair and sabotage of the well by local Bedouin. The Ottoman pilgrim Kadri reports that //'This station is in an empty area. The route is full of thorny acacias.'// The nineteenth-century English traveler, Charles Montagu Doughty, described the landscape of this place in the following manner: \n\n //'Before sunset we came to our white tents pitched beside the ruinous kella (fort), without door and commonly abandoned, Dar el-Hamra 'the red house.' Ruddy is that earth and the rocks whereof this water-castle is built. High and terrible it showed in the twilight in this desolation of the world. We are here at nearly 4200 feet. After marching above one hundred miles in forty-three hours we were come to the water, water-dregs teeming with worms. The hot simmer nights are here fresh after sunset, they are cole in spring and autumn, and that is a danger for the health of the journeying pilgrimage, especially in their returning jaded from tropical Mecca. Eswad (one of his local guides) told me of a dolorous tale of a cholera year (common for the hajj in the 19th century), now the thrid or fourth past, in the ascending hajj. He thought there died in the marches and in the night stations, a hundred (that is very many) (Doughty's parentheses) every day. 'The deceased and dying were trussed with cords upon the lurching camels' backs until we reached,' said he, 'this place.'...We slept as we could, weary and cold, and removed an hour before the new daybreak; the country is an high ascending ground of cragged sandstones, bestrewn with rice-like quartz corns. The caravaners name the passage Shuk el-Ajuz, an ancient dame, as they say, once fallen in the rugged way, had given money to plane it.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) I am sorry to say that there is no water here in this desolate place! If you need water Mada’in Salih, the next waystation, should have some. However, tradition states that no one should take water from the well at Mada’in Salih as it is a cursed place!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I plan to restock on water in Mada’in Salih, I fear not legends and curses when it comes to the water I need to make it to Mecca!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to concerned pilgrims) While you may have wished to have traveled faster here, I can assure you that you have a great chance to come upon a friendly Bedouin camp at the caravan pace you are keeping!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mada’in Salih (day)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mada’in Salih (day)">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mada’in Salih (day)">>
<<set _time to 18>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Mada’in Salih (day)]] <<nobr>>
<<set $temp.night to 0>>
<<set $temp.madaindayloc to 1>>
<<if $temp.madainnightloc is 1>>
<<set $temp.loopdest2 to 1>>
<<endif>>
/%-----------------------------------%/
/%-----Well Event of Madain ----------%/
/%-----------------------------------%/
<<if $temp.madainvisited is 0>>
<<script>>
Dialog.setup("Legends of Al-Ḥijr: The Ruined Cities of Salih");
Dialog.wiki(Story.get("Madain Event").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $temp.madainwell is 1>>
<<set _title to "The Ruins of Mada’in Salih">>
<<set _desc to "You wander the ruins of Mada’in Salih and even though you feel less pious by disobaying tradition and taking water from here, you are happy to find a fresh full well of water and a local Bedouin market selling some odd items you do not often see, such as an old [[amulet|https://www.metmuseum.org/art/collection/search/446800?searchField=All&sortBy=Relevance&where=India&what=Cases&ft=15.95.137&offset=0&rpp=20&pos=1]]! You explore the haunting tombs and admire their craftsmenship as you decide to camp here for the night under the desert's night sky. You hear that there are pilgrims in your caravan who have found the site of an old mosque here which commemorates the site of the Prophet Salih and the miracle of the she-camel and think on visiting it yourself. Some pilgrims have decided to travel during the night by torchlight and choose to camp here a day to wait for a caravan traveling at night through the desert.\n\n">>
<<elseif $temp.madainwell is 2>>
<<set _title to "The Ruins of Mada’in Salih">>
<<set _desc to "You are pleased that you did not opt to take water from the wells here as you heeded the warnings of the local caravan guides and the tradition from the time of the Prophet. You feel more pious as you warned others not to take water from the well and are assured that the next stop of al-Ula will have plenty for you and your companions. You hear that there are pilgrims in your caravan who have found the site of an old mosque here which commemorates the site of the Prophet Salih and the miracle of the she-camel and think on visiting it yourself. Some pilgrims have decided to travel during the night by torchlight and choose to camp here a day to wait for a caravan traveling at night through the desert.\n\n">>
<<elseif $temp.madainwell is 0>>
<<set _title to "The Ruins of Mada’in Salih">>
<<set _desc to "You are pleased that you did not opt to take water from the wells here as you heeded the warnings of the local caravan guides and the tradition from the time of the Prophet. However, you regret not telling others in your party on why you have opted not to take water from the well as you see many of them heading to refill their water jugs from it. You hear that there are pilgrims in your caravan who have found the site of an old mosque here which commemorates the site of the Prophet Salih and the miracle of the she-camel and think on visiting it yourself. Some pilgrims have decided to travel during the night by torchlight and choose to camp here a day to wait for a caravan traveling at night through the desert.\n\n">>
<<endif>>
<<set _hist to "The Nabatean ruins of Mada’in Salih, despite is reputation as being cursed and a den of thieves, was a major stopping point on the caravan route and by the eighteenth century a hajj fort was built here with a large well within its walls. It was often common for the Sharif of Mecca to send an emissary and some soldiers to Mada’in Salih to greet the Ottoman hajj caravan commander. This was because Mada’in Salih was seen as the northernmost landmark of the region of the Hijaz (though some pilgrims claim this is Tabuk) which the Sherif of Mecca claimed sovereignty over. The sixteenth-century Meccan emissary al-Nahrawali writes that Mada’in Salih //'consists of houses carved into mountains wherein there is nothing familiar but drawings of gazelles and camels.'// The nineteenth-century English orientalist traveler, Charles Montagu Doughty, described his initial experience in the ruins of Mada’in Salih in the following way: \n\n //'Little remains of the old civil generations of el-Hejr (Mada’in Salih), the caravan city; her clay-built streets are again the blown dust in the wilderness. Their story is written for us only in the crabbed scrawlings upon many a wild crag of this sinister neighborhood, and in the engraved titles of their funeral monuments, now solitary rocks, which the fearful passenger admires, in these desolate mountains.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<if $temp.madainwell is 1>>
<<set _market to 45>>
<<elseif $temp.madainwell is 0 or $temp.madainwell is 2>>
<<set _market to 0>>
<<endif>>
<<set _shrine to 2>>
<<if $temp.madainwell is 1>>
<<set _water to 4>>
<<set _bath to 6>>
<<elseif $temp.madainwell is 0 or $temp.madainwell is 2>>
<<set _water to -1>>
<<set _bath to 0>>
<<endif>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other pilgrims) The water here is of great quality but I always refrain from taking it here and wait for the town of nearby al-Ula which has its own well.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to pilgrims) The site of the miracle of the Prophet Salih and the She-Camel was such a rewarding and peaceful place in these harsh environs!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) I hear that one can find an amulet here that can guide you through the desert! At least that what I think I heard? Sometimes they say you wont be able to find the bedouin market here that sells it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Ula (day)">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "al-Ula (day)">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "al-Ula (day)">>
<<set _time to 7>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Mada’in Salih (night)">>
<<set _time2 to 12>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Mada’in Salih (night)">>
<<set _time2 to 12>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Mada’in Salih (night)">>
<<set _time2 to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<if $temp.madainnightloc is 0>>
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<else>>
<<set $cur_passage to passage()>>
<<endif>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Madain Event]]
[[|Mada’in Salih (night)]]
[[|al-Ula (day)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Shaq al-Ajuz">>
<<set _desc to "Your caravan arrives to the waystation of Shaq al-Ajuz which is located on a high plain for pilgrims to make camp. You begin to become worried as you find that there is no water here nor even a fort to proect the pilgrims encamped here. The landscape is barren with only shrubs of acacia thorns for protection from the desert wind.\n\n">>
<<set _hist to "Shaq al-Ajuz, later known as Dar al-Hamra, only had a fort and well constructed in the eighteenth century and prior to that it was simply an ecampment for caravans heading to Mada’in Salih. Even when the fort was built this place was plagued by disrepair and sabotage of the well by local Bedouin. The Ottoman pilgrim Kadri reports that //'This station is in an empty area. The route is full of thorny acacias.'// The nineteenth-century English traveler, Charles Montagu Doughty, described the landscape of this place in the following manner: \n\n //'Before sunset we came to our white tents pitched beside the ruinous kella (fort), without door and commonly abandoned, Dar el-Hamra 'the red house.' Ruddy is that earth and the rocks whereof this water-castle is built. High and terrible it showed in the twilight in this desolation of the world. We are here at nearly 4200 feet. After marching above one hundred miles in forty-three hours we were come to the water, water-dregs teeming with worms. The hot simmer nights are here fresh after sunset, they are cole in spring and autumn, and that is a danger for the health of the journeying pilgrimage, especially in their returning jaded from tropical Mecca. Eswad (one of his local guides) told me of a dolorous tale of a cholera year (common for the hajj in the 19th century), now the thrid or fourth past, in the ascending hajj. He thought there died in the marches and in the night stations, a hundred (that is very many) (Doughty's parentheses) every day. 'The deceased and dying were trussed with cords upon the lurching camels' backs until we reached,' said he, 'this place.'...We slept as we could, weary and cold, and removed an hour before the new daybreak; the country is an high ascending ground of cragged sandstones, bestrewn with rice-like quartz corns. The caravaners name the passage Shuk el-Ajuz, an ancient dame, as they say, once fallen in the rugged way, had given money to plane it.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) I am sorry to say that there is no water here in this desolate place! If you need water Mada’in Salih, the next waystation, should have some. However, tradition states that no one should take water from the well at Mada’in Salih as it is a cursed place!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I plan to restock on water in Mada’in Salih, I fear not legends and curses when it comes to the water I need to make it to Mecca!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to concerned pilgrims) While you may have wished to have traveled faster here, I can assure you that you have a great chance to come upon a friendly Bedouin camp at the caravan pace you are keeping!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mada’in Salih (night)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mada’in Salih (night)">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mada’in Salih (night)">>
<<set _time to 20>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Mada’in Salih (night)]] <<nobr>>
<<set $temp.night to 1>>
<<set $temp.madainnightloc to 1>>
<<if $temp.madaindayloc is 1>>
<<set $temp.loopdest2 to 1>>
<<endif>>
/%-----------------------------------%/
/%-----Well Event of Madain ----------%/
/%-----------------------------------%/
<<if $temp.madainvisited is 0>>
<<script>>
Dialog.setup("Legends of Al-Ḥijr: The Ruined Cities of Salih");
Dialog.wiki(Story.get("Madain Event").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $temp.madainwell is 1>>
<<set _title to "The Ruins of Mada’in Salih">>
<<set _desc to "You wander the ruins of Mada’in Salih and even though you feel less pious by disobaying tradition and taking water from here, you are happy to find a fresh full well of water and a local Bedouin market selling some odd items you do not often see, such as an old [[amulet|https://www.metmuseum.org/art/collection/search/446800?searchField=All&sortBy=Relevance&where=India&what=Cases&ft=15.95.137&offset=0&rpp=20&pos=1]]! You explore the haunting tombs and admire their craftsmenship as you decide to camp here for the day and rest in the cool shade of the old stone structures. You hear that there are pilgrims in your caravan who have found the site of an old mosque here which commemorates the site of the Prophet Salih and the miracle of the she-camel and think on visiting it yourself. Some pilgrims have decided to travel during the day to increase speed through the desert and choose to camp here a day to wait for a new caravan\n\n">>
<<elseif $temp.madainwell is 2>>
<<set _title to "The Ruins of Mada’in Salih">>
<<set _desc to "You are pleased that you did not opt to take water from the wells here as you heeded the warnings of the local caravan guides and the tradition from the time of the Prophet. You feel more pious as you warned others not to take water from the well and are assured that the next stop of al-Ula will have plenty for you and your companions. You hear that there are pilgrims in your caravan who have found the site of an old mosque here which commemorates the site of the Prophet Salih and the miracle of the she-camel and think on visiting it yourself. Some pilgrims have decided to travel during the day to increase speed through the desert and choose to camp here a day to wait for a new caravan\n\n">>
<<elseif $temp.madainwell is 0>>
<<set _title to "The Ruins of Mada’in Salih">>
<<set _desc to "You are pleased that you did not opt to take water from the wells here as you heeded the warnings of the local caravan guides and the tradition from the time of the Prophet. However, you regret not telling others in your party on why you have opted not to take water from the well as you see many of them heading to refill their water jugs from it. You hear that there are pilgrims in your caravan who have found the site of an old mosque here which commemorates the site of the Prophet Salih and the miracle of the she-camel and think on visiting it yourself. Some pilgrims have decided to travel during the day to increase speed through the desert and choose to camp here a day to wait for a new caravan.\n\n">>
<<endif>>
<<set _hist to "The Nabatean ruins of Mada’in Salih, despite is reputation as being cursed and a den of thieves, was a major stopping point on the caravan route and by the eighteenth century a hajj fort was built here with a large well within its walls. It was often common for the Sharif of Mecca to send an emissary and some soldiers to Mada’in Salih to greet the Ottoman hajj caravan commander. This was because Mada’in Salih was seen as the northernmost landmark of the region of the Hijaz (though some pilgrims claim this is Tabuk) which the Sherif of Mecca claimed sovereignty over. The sixteenth-century Meccan emissary al-Nahrawali writes that Mada’in Salih //'consists of houses carved into mountains wherein there is nothing familiar but drawings of gazelles and camels.'// The nineteenth-century English orientalist traveler, Charles Montagu Doughty, described his initial experience in the ruins of Mada’in Salih in the following way: \n\n //'Little remains of the old civil generations of el-Hejr (Mada’in Salih), the caravan city; her clay-built streets are again the blown dust in the wilderness. Their story is written for us only in the crabbed scrawlings upon many a wild crag of this sinister neighborhood, and in the engraved titles of their funeral monuments, now solitary rocks, which the fearful passenger admires, in these desolate mountains.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<if $temp.madainwell is 1>>
<<set _market to 45>>
<<elseif $temp.madainwell is 0 or $temp.madainwell is 2>>
<<set _market to 0>>
<<endif>>
<<set _shrine to 2>>
<<if $temp.madainwell is 1>>
<<set _water to 4>>
<<set _bath to 6>>
<<elseif $temp.madainwell is 0 or $temp.madainwell is 2>>
<<set _water to -1>>
<<set _bath to 0>>
<<endif>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other pilgrims) The water here is of great quality but I always refrain from taking it here and wait for the town of nearby al-Ula which has its own well.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to pilgrims) The site of the miracle of the Prophet Salih and the She-Camel was such a rewarding and peaceful place in these harsh environs!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) I hear that one can find an amulet here that can guide you through the desert! At least that what I think I heard? Sometimes they say you wont be able to find the bedouin market here that sells it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Ula (night)">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "al-Ula (night)">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "al-Ula (night)">>
<<set _time to 8>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Mada’in Salih (day)">>
<<set _time2 to 12>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Mada’in Salih (day)">>
<<set _time2 to 12>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Mada’in Salih (day)">>
<<set _time2 to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<if $temp.madaindayloc is 0>>
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<else>>
<<set $cur_passage to passage()>>
<<endif>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Madain Event]]
[[|Mada’in Salih (day)]]
[[|al-Ula (night)]]<<nobr>>
<<set $temp.loopdest2 to 0>>
<<if $player.carpetchallenge is 1 and $player.carpetchallengevisit5 is 0>>
<<script>>
Dialog.setup("The Bedouin Carpet");
Dialog.wiki(Story.get("The
Bedouin Carpet").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Oasis Town of al-Ula">>
<<set _desc to "Your caravan arrives in the oasis town of al-Ula and its accompanying Ottoman fort from the time of Sultan Suleiman. The spring in the town provides valuable water to you and your fellow pilgrims while you sit under the palms eating dates, watermelons, lemons, and cucumbers from the gardens in the town. The large market here is bolstered by the fact that it is the furthest place south that by tradition non-Muslim merchants can travel along the hajj road and they sell provisions to the pilgrims here. As you walk through the winding alleyways of the town you begin to hear the groans from the camels brought to the local market being sold by bedouin tribesmen to needy pilgrims. As you make your way to your camp you hear that the Amir al-Hajj (Commander of the Pilgrims) of the Ottoman Caravan is distributing food from the annual //surre// gift and that a large crowd of pilgrims have gathered near his tent to receive grain from the //surre//. Your spirits are high as you know that you have only one more desolate stretch of desert, about six caravan stops, until you reach the holy city of Medina the Illuminated.\n\n">>
<<set _hist to "The oasis town of al-Ula, the ancient biblical city of Dedan, was an important provisioning stop for pilgrims as they traveled through the desert mountainous region of the Hijaz. Al-Ula was often at the center of disputes between Bedouins and Ottoman administrators with eventually an agreement being worked out that if the Bedouin would provide the pilgrims in al-Ula with grain then the Ottomans would provide the Bedouin of Müzeyrib with grain in return. The seventeenth-century Ottoman pilgrim Kadri described al-Ula in the following manner: \n\n //'They usually halt for one day at 'Ula, which has reservoirs, a fortress, and gardens growing dates, lemon, watermelon, cucumber,... 'Ula is six stations away from Medina, and some inhabitants of Medina come to welcome the pilgrims. The time of departure is marked by the firing of rifles and cannon.'// \n\n The medieval traveler Ibn Batutta mentions that: //'Al-Ula is a large and pleasant village with palm gardens and watersprings which the pilgrims half for the space of four nights. They provision themelves and wash their clothes, and also deposit here any surplus of provisions they may have, taking on with them only the amount of their strict necessities. The inhabitants of this village are trustworthy persons. This is the limit to which the Christian merchants of Syria may come, and beyond which they may not pass, and they trade in provisions and other goods with the pilgrims here.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 41>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 6>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'(talking to his apprentice) This is the furthest south the caravan is comfortable taking us non-Muslims, however, the market at al-Ula provides an array of good we can make a good profit form. I suggest you go to the market and find some Copper Incense Burners, if you can find them for less than 27 akçe that would be a great price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(laughing with other merchants) Ha! A foolish pilgrim paid me 89 akçe for a Fine Mohair Cloak in the market here! He should know that it is quite easy to find one for cheaper than that here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to other pilgrims) I have opted to buy some camels here, doing so will allow me to get to the city of Medina much faster as I can skip several unimpressive waystations along with way! Though I always make sure to have enough water for such a joruney!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Valide Kuyusu (day)">>
<<set _time to 24>>
<<elseif $player.speed is "medium">>
<<set _destination to "Abyar Ghannum (day)">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Abyar Ghannum (day)">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabiaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.alulatravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Abyar Ghannum (day)]]
[[|Valide Kuyusu (day)]]
[[|The Bedouin Carpet]]<<nobr>>
<<set $temp.loopdest2 to 0>>
<<if $player.carpetchallenge is 1 and $player.carpetchallengevisit5 is 0>>
<<script>>
Dialog.setup("The Bedouin Carpet");
Dialog.wiki(Story.get("The
Bedouin Carpet").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Oasis Town of al-Ula">>
<<set _desc to "Your caravan arrives in the oasis town of al-Ula and its accompanying Ottoman fort from the time of Sultan Suleiman. The spring in the town provides valuable water to you and your fellow pilgrims while you sit under the palms eating dates, watermelons, lemons, and cucumbers from the gardens in the town. The large market here is bolstered by the fact that it is the furthest place south that by tradition non-Muslim merchants can travel along the hajj road and they sell provisions to the pilgrims here. As you walk through the winding alleyways of the town you begin to hear the groans from the camels brought to the local market being sold by bedouin tribesmen to needy pilgrims. As you make your way to your camp you hear that the Amir al-Hajj (Commander of the Pilgrims) of the Ottoman Caravan is distributing food from the annual //surre// gift and that a large crowd of pilgrims have gathered near his tent to receive grain from the //surre//. Your spirits are high as you know that you have only one more desolate stretch of desert, about six caravan stops, until you reach the holy city of Medina the Illuminated.\n\n">>
<<set _hist to "The oasis town of al-Ula, the ancient biblical city of Dedan, was an important provisioning stop for pilgrims as they traveled through the desert mountainous region of the Hijaz. Al-Ula was often at the center of disputes between Bedouins and Ottoman administrators with eventually an agreement being worked out that if the Bedouin would provide the pilgrims in al-Ula with grain then the Ottomans would provide the Bedouin of Müzeyrib with grain in return. The seventeenth-century Ottoman pilgrim Kadri described al-Ula in the following manner: \n\n //'They usually halt for one day at 'Ula, which has reservoirs, a fortress, and gardens growing dates, lemon, watermelon, cucumber,... 'Ula is six stations away from Medina, and some inhabitants of Medina come to welcome the pilgrims. The time of departure is marked by the firing of rifles and cannon.'// \n\n The medieval traveler Ibn Batutta mentions that: //'Al-Ula is a large and pleasant village with palm gardens and watersprings which the pilgrims half for the space of four nights. They provision themelves and wash their clothes, and also deposit here any surplus of provisions they may have, taking on with them only the amount of their strict necessities. The inhabitants of this village are trustworthy persons. This is the limit to which the Christian merchants of Syria may come, and beyond which they may not pass, and they trade in provisions and other goods with the pilgrims here.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 41>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 6>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'(talking to his apprentice) This is the furthest south the caravan is comfortable taking us non-Muslims, however, the market at al-Ula provides an array of good we can make a good profit form. I suggest you go to the market and find some Copper Incense Burners, if you can find them for less than 27 akçe that would be a great price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(laughing with other merchants) Ha! A foolish pilgrim paid me 89 akçe for a Fine Mohair Cloak in the market here! He should know that it is quite easy to find one for cheaper than that here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to other pilgrims) I have opted to buy some camels here, doing so will allow me to get to the city of Medina much faster as I can skip several unimpressive waystations along with way! Though I always make sure to have enough water for such a joruney!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Valide Kuyusu (night)">>
<<set _time to 26>>
<<elseif $player.speed is "medium">>
<<set _destination to "Abyar Ghannum (night)">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Abyar Ghannum (night)">>
<<set _time to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabiaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.alulatravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Abyar Ghannum (night)]]
[[|Valide Kuyusu (night)]]
[[|The Bedouin Carpet]]<<nobr>>
/%-----------------------------------%/
/%----- A Friend in the Desert ------%/
/%-----------------------------------%/
<<if $player.soldierfriendchallenge is 1 and $player.soldierfriendchallengeoutpost is 0>>
<<script>>
Dialog.setup("The Desert Outpost");
Dialog.wiki(Story.get("The Desert Outpost").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Abandoned Fort of Abyar Ghannum">>
<<set _desc to "You pass through the rocky desert to reach the abandoned hajj fort of Abyar Ghannum. You were told that a troop of Syrian janissaries were ordered to man the small stone fort here but seem to have left when they failed to get a secure supply of water. The landscape is dotted by jagged black rocks and deep rugged gullies with a grove of tamarisk trees on a hill in the distance. You look at this desolate landscape and realize that you must brave yet another day without refilling your water jugs as there is none to be found here.\n\n">>
<<set _hist to "Abyar Ghannum, also known as Matran, was considered to be one of the hardest stops along the hajj road in terms of water, though by the 19th century a well was made and maintained here which made it more habitable. The seventeenth-century pilgrim Kadri describes the place as follows: //'The road is full of thorny acacias. It is an uninhabited place with no water. The caravan might not halt at this waystation.'// While the medieval traveler Ibn Batutta described the area as //'a place of violent hear, in which the fatal samoom-wind blows. It blew up one year on the caravan, and none but a few of the pilgrims escaped with their lives.'// ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(talking to her friend) If only our dear sultan would endow a grand cistern here! What a blessing it would be for the weary pilgrims, at least I brought plenty of water for myself!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to concerned pilgrims) If you are concerned about water I know there is a well at Zumurrud nearby, but only the slowest caravans go there from here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) When I was last in the great city of Medina I made sure to buy a copy of the Futuh al-Haramayn (Description of the Holy Cities) by Lari, and to think I only paid 60 akçe for it, what a bargain!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Valide Kuyusu (night)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Valide Kuyusu (night)">>
<<set _time to 21>>
<<elseif $player.speed is "slow">>
<<set _destination to "Zumurrud (night)">>
<<set _time to 14>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Zumurrud (night)]]
[[|Valide Kuyusu (night)]]
[[|The Desert Outpost]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Zumurrud: The Emerald Well">>
<<set _desc to "As your traverse over the difficult terrain of the northern Hijaz you see a narrow //wadi// (valley) ahead and at the bottoman a small encampment and a reflection of what seems to be water. Your fellow pilgrims are overjoyed at the site of the isolated well in this harsh rocky pass. You set up camp and feel secure knowing that there is some water nearby.\n\n">>
<<set _hist to "Zumurrud, also known spelled as Zümürrüd conformed in modern Turkish as zümrüt meaning emerald. The 'Emerald Well' was reportedly built on the order of Kösem Sultan during the reign of her son, Sultan Ibrahim (r.1640-1648) and the //surre// provided funds to local villagers to maintain the well. The site was prone to flash floods and drought made it at times an unreliable place to find water, though Yusuf Rumi during his 18th-century pilgrimage makes a note that he found a little water here. About the two centuries after its construction in a report to Muhammad Ali of Egypt shows that it fell into disprair with sand absorbing and preventing any rainwater from filling its cistern.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(talking to her friend) It was so wise of the great Kösem Sultan to endow this well, when I was a small child I met Kösem Sultan and told her how important it was to provide water to pilgrims - perhaps she took the idea from me (her friend rolls her eyes)'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her uncle) The water quality at this well is not the best I have seen but who are we to be picky when we are surrounded by such a desolate wadi!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) I hear that at the next waystation, Valide Kuyusu, that there is a tomb to the Prophet Hud - such a noble visit will certainly raise my spirits!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Valide Kuyusu (night)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Valide Kuyusu (night)">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Valide Kuyusu (night)">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Valide Kuyusu (night)]]<<nobr>>
/%-----------------------------------%/
/%----- A Friend in the Desert ------%/
/%-----------------------------------%/
<<if $player.soldierfriendchallenge is 1 and $player.soldierfriendchallengeoutpost is 0>>
<<script>>
Dialog.setup("The Desert Outpost");
Dialog.wiki(Story.get("The Desert Outpost").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Abandoned Fort of Abyar Ghannum">>
<<set _desc to "You pass through the rocky desert to reach the abandoned hajj fort of Abyar Ghannum. You were told that a troop of Syrian janissaries were ordered to man the small stone fort here but seem to have left when they failed to get a secure supply of water. The landscape is dotted by jagged black rocks and deep rugged gullies with a grove of tamarisk trees on a hill in the distance. You look at this desolate landscape and realize that you must brave yet another day without refilling your water jugs as there is none to be found here.\n\n">>
<<set _hist to "Abyar Ghannum, also known as Matran, was considered to be one of the hardest stops along the hajj road in terms of water, though by the 19th century a well was made and maintained here which made it more habitable. The seventeenth-century pilgrim Kadri describes the place as follows: //'The road is full of thorny acacias. It is an uninhabited place with no water. The caravan might not halt at this waystation.'// While the medieval traveler Ibn Batutta described the area as //'a place of violent hear, in which the fatal samoom-wind blows. It blew up one year on the caravan, and none but a few of the pilgrims escaped with their lives.'// ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(talking to her friend) If only our dear sultan would endow a grand cistern here! What a blessing it would be for the weary pilgrims, at least I brought plenty of water for myself!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to concerned pilgrims) If you are concerned about water I know there is a well at Zumurrud nearby, but only the slowest caravans go there from here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) When I was last in the great city of Medina I made sure to buy a copy of the Futuh al-Haramayn (Description of the Holy Cities) by Lari, and to think I only paid 60 akçe for it, what a bargain!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Valide Kuyusu (day)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Valide Kuyusu (day)">>
<<set _time to 19>>
<<elseif $player.speed is "slow">>
<<set _destination to "Zumurrud (day)">>
<<set _time to 13>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Zumurrud (day)]]
[[|Valide Kuyusu (day)]]
[[|The Desert Outpost]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Zumurrud: The Emerald Well">>
<<set _desc to "As your traverse over the difficult terrain of the northern Hijaz you see a narrow //wadi// (valley) ahead and at the bottoman a small encampment and a reflection of what seems to be water. Your fellow pilgrims are overjoyed at the site of the isolated well in this harsh rocky pass. You set up camp and feel secure knowing that there is some water nearby.\n\n">>
<<set _hist to "Zumurrud, also known spelled as Zümürrüd conformed in modern Turkish as zümrüt meaning emerald. The 'Emerald Well' was reportedly built on the order of Kösem Sultan during the reign of her son, Sultan Ibrahim (r.1640-1648) and the //surre// provided funds to local villagers to maintain the well. The site was prone to flash floods and drought made it at times an unreliable place to find water, though Yusuf Rumi during his 18th-century pilgrimage makes a note that he found a little water here. About the two centuries after its construction in a report to Muhammad Ali of Egypt shows that it fell into disprair with sand absorbing and preventing any rainwater from filling its cistern.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(talking to her friend) It was so wise of the great Kösem Sultan to endow this well, when I was a small child I met Kösem Sultan and told her how important it was to provide water to pilgrims - perhaps she took the idea from me (her friend rolls her eyes)'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her uncle) The water quality at this well is not the best, especially sitting under the hot sun near a caravan of camels, I have seen but who are we to be picky when we are surrounded by such a desolate wadi!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) I hear that at the next waystation, Valide Kuyusu, that there is a tomb to the Prophet Hud - such a noble visit will certainly raise my spirits!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Valide Kuyusu (day)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Valide Kuyusu (day)">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Valide Kuyusu (day)">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Valide Kuyusu (day)]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Well of Valide Kuyusu">>
<<set _desc to "As your caravan cuts through the landscape you come to a red sandy plain with towering red volcanic mountains to your west and to the south. In the center of this plain you see a new hajj fort and well which was constructed the previous year on the order of Turhan Sultan the mother of the current sultan, Mehmed IV. The well is one hundred paces round and 40 fathoms deep but when you arrive you find that local bedouin have filled the well with stones and brush to make is inaccessible. However, the commander of the pilgrimage caravan orders his solders to climb down the well and clear it of debris and restore this well to honor the powerful Queen Mother (//valide//) Turhan Sultan. The soldiers clear the well and the pilgrims breathe a sigh of relief as they will be able to take some water from this new and important well.\n\n">>
<<set _hist to "Before the well was constructed here the place was called the Sha'ab al-Na'im or 'The Canyon of the Ostrich' and was known as a place without water which changed once the new well was dug in early 1671. A nearby canyon, Shu'ayb al-Na'im, was associated with the Prophet Moses where he looked after the sheep of the Midianite prophet Shu'ayb, who is often associated with the biblical Jethro. Evliya Çelebi also mentions that according to local tradition nearby is the tomb of the Prophet Hud (an Arabian prophet mentioned in the Quran) which many pilgrims would visit.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 60>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(advising pilgrims) I would suggest you travel slower here if you can for the faster caravans will take more than 40 hours directly to go from here to the outskirts of Medina, that might be fine for some but you could end up without water or food along the way by rushing to get to Medina!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The debris in the well combined with the yellow substance (senna) in the soil that some doctors in the caravan use as a laxative make me think we should be careful with this well!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) I have always thought the tomb of the Prophet Hud was in Hadhramaut but this site was peaceful and serene nonetheless!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina City Walls">>
<<set _time to 44>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hadiyya Eshmesi (day)">>
<<set _time to 15>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hadiyya Eshmesi (day)">>
<<set _time to 18>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Hadiyya Eshmesi (day)]]
[[|Medina City Walls]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Well of Valide Kuyusu">>
<<set _desc to "As your caravan cuts through the landscape you come to a red sandy plain with towering red volcanic mountains to your west and to the south. In the center of this plain you see a new hajj fort and well which was constructed the previous year on the order of Turhan Sultan the mother of the current sultan, Mehmed IV. The well is one hundred paces round and 40 fathoms deep but when you arrive you find that local bedouin have filled the well with stones and brush to make is inaccessible. However, the commander of the pilgrimage caravan orders his solders to climb down the well and clear it of debris and restore this well to honor the powerful Queen Mother (//valide//) Turhan Sultan. The soldiers clear the well and the pilgrims breathe a sigh of relief as they will be able to take some water from this new and important well.\n\n">>
<<set _hist to "Before the well was constructed here the place was called the Sha'ab al-Na'im or 'The Canyon of the Ostrich' and was known as a place without water which changed once the new well was dug in early 1671. A nearby canyon, Shu'ayb al-Na'im, was associated with the Prophet Moses where he looked after the sheep of the Midianite prophet Shu'ayb, who is often associated with the biblical Jethro. Evliya Çelebi also mentions that according to local tradition nearby is the tomb of the Prophet Hud (an Arabian prophet mentioned in the Quran) which many pilgrims would visit.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 55>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(advising pilgrims) I would suggest you travel slower here if you can for the faster caravans will take more than 40 hours directly to go from here to the outskirts of Medina, that might be fine for some but you could end up without water or food along the way by rushing to get to Medina!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The debris in the well combined with the yellow substance (senna) in the soil that some doctors in the caravan use as a laxative make me think we should be careful with this well!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) I have always thought the tomb of the Prophet Hud was in Hadhramaut but this site was peaceful and serene nonetheless!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina City Walls">>
<<set _time to 47>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hadiyya Eshmesi (night)">>
<<set _time to 18>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hadiyya Eshmesi (night)">>
<<set _time to 20>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Hadiyya Eshmesi (night)]]
[[|Medina City Walls]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Spring of Hadiyya Eshmesi">>
<<set _desc to "As your caravan navigates these desert mountains of the Hijaz you find yourself at the Spring of Hadiyya Eshmesi (The Gift Spring) where the Prophet Muhammad was presented gifts during his Khaybar campaign. The spring sits between two rock outcroppings and has several seasonal wadis (valleys) that seem to flow into it making it an ideal place for a caravan stop. However, you notice that the water tastes salty and some pilgrims become sick from its water. Nevertheless, some in your party feel that it is safe to drink and counteract the saltiness with sugar and sweets handed out by the Amir al-Hajj's (commander of the pilgrims) entourage. You camp here overnight and prepare for a difficult road ahead as you push on towards Medina.\n\n">>
<<set _hist to "Hadiyya Eshmesi was an important source of water on the difficult road before Medina though the quality of the water here was usually suspect. In 1709 the governor of Damascus, Nasuh Pasha, constructed (or repaired) a fort and cistern here to further push his influence deeper into the region of the Hijaz. Nasuh Pasha ordered that a 2,000 strong detachment of soldiers from Damascus would annually meet the returning hajj caravan here at the newly constructed site. However, the site was plagued by issues with the water as the late eighteenth-century Ottoman survey of the route by Mehmed Edib mentions that the //'water coming from the wells has a laxative quality it is believed because of the presence of senna in the earth becasue the earth which produced these plants always has a laxative effect. The majority of the people whom the pilgrims come across in this place are either badly dressed or completely naked.'// \n\n An earlier account in the seventeenth century by Kadri describes the place as follows: //'It has a stream with a slightly salty taste. Because of the salty water, sugar and sweets are given at this station.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 75>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat://'(complaining to pilgrims) I would rather be anywhere else but here, I have no idea why the Pasha of Damascus asked me to survey this site, the water looks aweful and there is nothing for hours from here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) You might not have much choice here if you have no water with you, though I heard that some pilgrims did manage to find clean water at this spring!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(talking to other pilgrims) If you are taking the slower caravan I have been assured that the next waystation of the small oasis of Nakhlatayn has plenty of clean water if you need to refill your stores!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina City Walls">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Wadi al-Qurra (day)">>
<<set _time to 20>>
<<elseif $player.speed is "slow">>
<<set _destination to "Nakhlatayn (day)">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Wadi al-Qurra (day)]]
[[|Nakhlatayn (day)]] <<nobr>>
/%-----------------------------------%/
/%----- A Friend in the Desert ------%/
/%-----------------------------------%/
<<if $player.soldierfriendchallenge is 1 and $player.soldierfriendchallengeoutpost is 1 and $player.soldierfriendchallengedone is 0>>
<<script>>
Dialog.setup("A Friend in the Desert");
Dialog.wiki(Story.get("A Friend in the Desert").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Oasis of Nakhlatayn">>
<<set _desc to "Your caravan comes to the small oasis of Nakhlatayn (The Two Date Palms). Towering above the watering hole here are the ruins of an ancient castle surrounded by ancient black volcanic mountains which many pilgrims say has been here since the time of Iskender (Alexander the Great). The spring here is bountiful and there is a small market that the local villagers have set up for the passing hajj caravan. You also hear that the commander of the pilgrimage caravan has decided to distribute some food from the annual //surre// for the weary pilgrims and a crowd has gathered around his tent to receive the grain supplies.\n\n">>
<<set _hist to "Nakhlatayn was also known by some pilgrims as Fahlatayn (the two male beasts) which likely referred to the shape of the features of Mount 'Antar which loomed over the site. Most pilgims mention, like the Bosnian pilgrim Yusuf Rumi, the 'excellent water here' and Evliya Çelebi explains that pilgims were able to wash themselves in the spring at Nakhlatayn. In the late eighteenth-century a hajj fort and cistern were built here on the orders of the Governor of Damascus. The seventeenth-century pilgrim Kadri explains that //'Fahlatayn is also called Selam Kayasi because it had two rocks that are said to have greeted the Prophet.'// \n\n In the sixteenth-century the Meccan emissary al-Nahrawali described his visit here in more detail: //'Shortly before the afternoon prayer on Thursday, the 18th of Muharram, we dismounted in Wadi al-Nakhlatayn. In front of the camp in this place is a lofty mountain with a dilapidated fort on it. Along the way the pilgrimage caravan commander (Amir al-Hajj) the Amir Yunus, passed some grazing camels belonging to the 'Anazah tribe. So he herded them along, together with some donkeys, while those tending them ran away. The camels numbered about sixty, and the donkeys about ten. The amir sold them among the bedouins who were with him. That night the 'Anazah seized any pilgrims who were wandering about. It was a perilous evening. The supply of water her was in a narrow ditch on the right as one proceeds in the direction of Damascus. A number of the amir al-hajj's troops were wounded that night. The departure from Wadi al-Nakhlatayn took place at midnight.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 0>>
<<set _water to 6>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant://'(complaining to other merchants) I can not believe that I bought Date Syrup for 20 akçe here when others found it for 15 akçe!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) The spring here is one of the best along this stretch of the hajj road, only a fool would not stock up on water here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(talking to other pilgrims) Make sure to visit the pasha's encampment here and request grain from the surre gift!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina City Walls">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Wadi al-Qurra (night)">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Wadi al-Qurra (night)">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabiaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Wadi al-Qurra (day)]]
[[|A Friend in the Desert]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Spring of Hadiyya Eshmesi">>
<<set _desc to "As your caravan navigates these desert mountains of the Hijaz you find yourself at the Spring of Hadiyya Eshmesi (The Gift Spring) where the Prophet Muhammad was presented gifts during his Khaybar campaign. The spring sits between two rock outcroppings and has several seasonal wadis (valleys) that seem to flow into it making it an ideal place for a caravan stop. However, you notice that the water tastes salty and some pilgrims become sick from its water. Nevertheless, some in your party feel that it is safe to drink and counteract the saltiness with sugar and sweets handed out by the Amir al-Hajj's (commander of the pilgrims) entourage. You camp here and sleep through the day and prepare for a difficult road ahead as you push on towards Medina.\n\n">>
<<set _hist to "Hadiyya Eshmesi was an important source of water on the difficult road before Medina though the quality of the water here was usually suspect. In 1709 the governor of Damascus, Nasuh Pasha, constructed (or repaired) a fort and cistern here to further push his influence deeper into the region of the Hijaz. Nasuh Pasha ordered that a 2,000 strong detachment of soldiers from Damascus would annually meet the returning hajj caravan here at the newly constructed site. However, the site was plagued by issues with the water as the late eighteenth-century Ottoman survey of the route by Mehmed Edib mentions that the //'water coming from the wells has a laxative quality it is believed because of the presence of senna in the earth becasue the earth which produced these plants always has a laxative effect. The majority of the people whom the pilgrims come across in this place are either badly dressed or completely naked.'// \n\n An earlier account in the seventeenth century by Kadri describes the place as follows: //'It has a stream with a slightly salty taste. Because of the salty water, sugar and sweets are given at this station.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 75>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat://'(complaining to pilgrims) I would rather be anywhere else but here, I have no idea why the Pasha of Damascus asked me to survey this site, the water looks aweful and there is nothing for hours from here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) You might not have much choice here if you have no water with you, though I heard that some pilgrims did manage to find clean water at this spring!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(talking to other pilgrims) If you are taking the slower caravan I have been assured that the next waystation of the small oasis of Nakhlatayn has plenty of clean water if you need to refill your stores!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina City Walls">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Wadi al-Qurra (night)">>
<<set _time to 22>>
<<elseif $player.speed is "slow">>
<<set _destination to "Nakhlatayn (night)">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Nakhlatayn (night)]]
[[|Wadi al-Qurra (night)]]<<nobr>>
/%-----------------------------------%/
/%----- A Friend in the Desert ------%/
/%-----------------------------------%/
<<if $player.soldierfriendchallenge is 1 and $player.soldierfriendchallengeoutpost is 1 and $player.soldierfriendchallengedone is 0>>
<<script>>
Dialog.setup("A Friend in the Desert");
Dialog.wiki(Story.get("A Friend in the Desert").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Oasis of Nakhlatayn">>
<<set _desc to "Your caravan comes to the small oasis of Nakhlatayn (The Two Date Palms). Towering above the watering hole here are the ruins of an ancient castle surrounded by ancient black volcanic mountains which many pilgrims say has been here since the time of Iskender (Alexander the Great). The spring here is bountiful and there is a small market that the local villagers have set up for the passing hajj caravan. You also hear that the commander of the pilgrimage caravan has decided to distribute some food from the annual //surre// for the weary pilgrims and a crowd has gathered around his tent to receive the grain supplies.\n\n">>
<<set _hist to "Nakhlatayn was also known by some pilgrims as Fahlatayn (the two male beasts) which likely referred to the shape of the features of Mount 'Antar which loomed over the site. Most pilgims mention, like the Bosnian pilgrim Yusuf Rumi, the 'excellent water here' and Evliya Çelebi explains that pilgims were able to wash themselves in the spring at Nakhlatayn. In the late eighteenth-century a hajj fort and cistern were built here on the orders of the Governor of Damascus. The seventeenth-century pilgrim Kadri explains that //'Fahlatayn is also called Selam Kayasi because it had two rocks that are said to have greeted the Prophet.'// \n\n In the sixteenth-century the Meccan emissary al-Nahrawali described his visit here in more detail: //'Shortly before the afternoon prayer on Thursday, the 18th of Muharram, we dismounted in Wadi al-Nakhlatayn. In front of the camp in this place is a lofty mountain with a dilapidated fort on it. Along the way the pilgrimage caravan commander (Amir al-Hajj) the Amir Yunus, passed some grazing camels belonging to the 'Anazah tribe. So he herded them along, together with some donkeys, while those tending them ran away. The camels numbered about sixty, and the donkeys about ten. The amir sold them among the bedouins who were with him. That night the 'Anazah seized any pilgrims who were wandering about. It was a perilous evening. The supply of water her was in a narrow ditch on the right as one proceeds in the direction of Damascus. A number of the amir al-hajj's troops were wounded that night. The departure from Wadi al-Nakhlatayn took place at midnight.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 0>>
<<set _water to 6>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant://'(complaining to other merchants) I can not believe that I bought Date Syrup for 20 akçe here when others found it for 15 akçe!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to pilgrims) The spring here is one of the best along this stretch of the hajj road, only a fool would not stock up on water here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(talking to other pilgrims) Make sure to visit the pasha's encampment here and request grain from the surre gift!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina City Walls">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Wadi al-Qurra (night)">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Wadi al-Qurra (night)">>
<<set _time to 14>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabiaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Wadi al-Qurra (night)]]
[[|A Friend in the Desert]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Wadi al-Qurra: The Valley of the Villages">>
<<set _desc to "Your caravan arrives at the last waystation before your arrival to the City of Medina. Wadi al-Qurra is a collection of ruined villages in the farmlands in the outskirts of the city and as such you find a fairly large market here where pilgrims may buy supplies for their journey. However, while the water is bountiful at Wadi al-Qurra the local farmers refuse to have the pilgrims take from their wells as there has been a drought this year and they do not wish to endanger their own livlihoods. However, you see some pilgrims purchase water in the market and utilize the dilapidated //hamam// (bath) here. Spirits are high as you make the last leg of your journey to the holy city of Medina where the tomb of the Prophet Muhammad is located!">>
<<set _hist to "Wadi al-Qurra is near to the modern town of Al Mulaylih in Saudi Arabia. This was an important region for the city of Medina as its farmland provided grain to the city of Medina. Nevertheless, many accounts mention that most the villages here were in ruins and even though travelers like Evliya Çelebi mention the plentiful water here several accounts, like that of the Bosnian pilgrim Yusuf Rumi, mention that //'it was not possible to take water from this place,;'// possibily due to the refusal of locals to provide water to pilgrims in times of drought. Evliya Çelebi describes the place in the following manner: \n\n //'It is also known as Old Medina. In a desert ara, there are wells with fine drinking water, sufficient for all the pilgrims. The people who live in the flourishing villages that are in these wadis (valleys) came to this place to offer their wares to the pilgrims for sale at a cheap price. In the afternoon the hrons again were sounded and we continued on our way, passing over stony tracts and areas with thorn bushes and pebblestones and through narrow passes. Because of the grief (which the early Muslims experienced) from the infidels of Khaybar, according to regulation, after sunset the pilgrimage caravan was lighted with thousands of torches, resembling the stars in the night sky, it was as though the crescent moon had become full, and it was as bright as day...we continued from the time of morning prayer until the mid-afternoon prayer, uninterruptedly like a flowing river.//'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 40>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 5>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant://'(laughing with other merchants) I can not believe that I sold that Engraved Oil Lamp to that foolish pilrgim for 40 akçe here when I bought it here for 35 akçe, if only she had asked around!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) In years past I have come here and loaded up on water, but it looks like the locals do not wish to part with their water in a time of drought, maybe you should go to the market and buy some if you need it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other pilgrims) The Bani Kalb tribe is nearby, it might be good to pay a tribute to their representative in the market as it will be cheaper than if you pay your respects to the Bedouin in bustling Medina, where they will expect more tribute.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina City Walls">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Medina City Walls">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Medina City Walls">>
<<set _time to 13>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Medina City Walls]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Wadi al-Qurra: The Valley of the Villages">>
<<set _desc to "Your caravan arrives at the last waystation before your arrival to the City of Medina. Wadi al-Qurra is a collection of ruined villages in the farmlands in the outskirts of the city and as such you find a fairly large market here where pilgrims may buy supplies for their journey. However, while the water is bountiful at Wadi al-Qurra the local farmers refuse to have the pilgrims take from their wells as there has been a drought this year and they do not wish to endanger their own livlihoods. However, you see some pilgrims purchase water in the market and utilize the dilapidated //hamam// (bath) here. Spirits are high as you make the last leg of your journey to the holy city of Medina where the tomb of the Prophet Muhammad is located!">>
<<set _hist to "Wadi al-Qurra is near to the modern town of Al Mulaylih in Saudi Arabia. This was an important region for the city of Medina as its farmland provided grain to the city of Medina. Nevertheless, many accounts mention that most the villages here were in ruins and even though travelers like Evliya Çelebi mention the plentiful water here several accounts, like that of the Bosnian pilgrim Yusuf Rumi, mention that //'it was not possible to take water from this place,;'// possibily due to the refusal of locals to provide water to pilgrims in times of drought. Evliya Çelebi describes the place in the following manner: \n\n //'It is also known as Old Medina. In a desert ara, there are wells with fine drinking water, sufficient for all the pilgrims. The people who live in the flourishing villages that are in these wadis (valleys) came to this place to offer their wares to the pilgrims for sale at a cheap price. In the afternoon the hrons again were sounded and we continued on our way, passing over stony tracts and areas with thorn bushes and pebblestones and through narrow passes. Because of the grief (which the early Muslims experienced) from the infidels of Khaybar, according to regulation, after sunset the pilgrimage caravan was lighted with thousands of torches, resembling the stars in the night sky, it was as though the crescent moon had become full, and it was as bright as day...we continued from the time of morning prayer until the mid-afternoon prayer, uninterruptedly like a flowing river.//'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 40>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 5>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant://'(laughing with other merchants) I can not believe that I sold that Engraved Oil Lamp to that foolish pilrgim for 40 akçe here when I bought it here for 35 akçe, if only she had asked around!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) In years past I have come here and loaded up on water, but it looks like the locals do not wish to part with their water in a time of drought, maybe you should go to the market and buy some if you need it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other pilgrims) The Bani Kalb tribe is nearby, it might be good to pay a tribute to their representative in the market as it will be cheaper than if you pay your respects to the Bedouin in bustling Medina, where they will expect more tribute.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina City Walls">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Medina City Walls">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Medina City Walls">>
<<set _time to 11>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Medina City Walls]] <<nobr>>
/%-----------------------------------%/
/%------------ Surre Event ----------%/
/%-----------------------------------%/
<<if $temp.surrepay is 1 and $temp.surrevisit is 0>>
<<script>>
Dialog.setup("Distribution of the Surre Funds");
Dialog.wiki(Story.get("Surre Event").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Medina the Illuminated">>
<<set _desc to "Your caravan arrives to Medina with a large fanfare. Fireworks, drums, and cheers pepper the soundscape around you as you walk into a place your road has been heading to since Istanbul. Full of excitement and relief, Medina is a safe haven and a place where you hope to find some old friends who live here are foreign residents in the city. As you stay in the home of one of your old acquaintances, you come to the realization that you had forgotton how much you enjoyed sleeping indoors. Spreaking with your fellow pilgrims, you praise God for the opportunity to visit the Prophet's Tomb in this holy city! All the while you know that you still need to make it to Mecca on time for the hajj and there is still plenty of desert between here and there. Your caravan commander tells the pilgrims to gather at the Well of Ali outside the city if they wish to continue the journey on to Mecca.\n\n">>
<<set _hist to "The image above is a nineteenth-century painting from India of the city of Medina, you can find it and other artwork of Mecca, Medina, and the Hajj in this digital collection by the [[Khalili Collections|https://www.khalilicollections.org/all-collections/hajj-and-the-arts-of-pilgrimage/]]. Medina the Illuminated (al-Madinat al-Munawwarah) was where the Prophet Muhammad's tomb was located. The city was run by the Sheikh al-Haram who was the Chief Eunuch in the city. As Chief Eunuch he was head of the eunuchs of Medina who protected the Prophet's tomb and lived in a district known as the Agawat. Most of the eunuchs of Medina were former eunuchs of the imperial palace in Istanbul and were sent to Medina for their 'retirement' from their service in the imperial household (the Harem). Due to this, the Chief Eunuch of Medina often had deep personal connections to the Ottoman imperial family and this made Medina the most deeply and directly connected imperial city in the Hijaz. Medina was also home to countless foreign scholars, known as the //muhajirun//, who lived in the holy city and taught in its many religious schools. \n\n Evliya Çelebi describes the entry of the Ottoman caravan into Medina in the following passage: \n\n //'From this point Hüseyn Pasha (the commander of the Ottoman hajj caravan that year) drowned his sea-like soldiery in blue iron (i.e., had them put on coats of mail). The Emir of the Hajj and the vanguard, then the Damascus army and the Pasha’s troops put on their golden uniforms and marched in procession. The entry of the great Sarı Arslan Hüseyn Pasha into the city was beyond description. Such a well-ordered and decorated and well-armed troop had not entered since the conqueror of Yemen, Sinan Pasha, Rıdvan Pasha and Tavaşi Süleyman Pasha. The prominent citizens of Medina gathered to receive these soldiers. The learned, the religious, the imams and preachers, sheikhs and descendants of the Prophet, young and old, rich and poor came out to greet them. The tradesmen set out their goods for sale, and hundreds of sheep and rams were slaughtered. There were crowds on both sides of the highway. Women, dressed in gauze and cloth-of-gold, ululated from the windows and roofs of all the houses, their voices reaching up to heaven'// \n\n Later on in his account Evliya describes what he did while he was in Medina: //'While in the suburb I went straight to the bath where I bathed using a clean bath-glove and soap. Then I came to my tent, took off all my travel garments, uttered a besmele, and put on the pilgrim’s garment. Barefoot and bare headed, free from all worldly attachments, I became a roselike dervish...In the crowd of forty to fifty thousand pilgrims I made my way through to the railed precinct müvacehe of the Messenger of God. There I kissed the threshold, prayed beseeching, and knelt down. As I bowed humbly I spoke the following words: Peace be upon you, O messenger of God. I prayed for his intercession and I nearly fainted...From there I returned to my tent and took something to eat. The sergeants at arms announced a halt of two days and two nights. Then the noble vizier held a divan (meeting). The eight-layered military band played. When that was finished, all the notables of the province had an audience with the Pasha. After coffee, sherbet and rose water, and after fumigation with incense, the Arab highwaymen who had been captured on the way were brought to the place of execution in chains.'// \n\n In desribing the Prophet Muhammad's tomb Evlyia says the following: //'The noble grave of the Prophet, that light-filled garden which is the aim and goal of all the community of Muhammad, may be found in this mosque...this mosque (The Mosque of the Prophet) attracts a large congregation. Especially during the Pilgrimage, it is hard to find a place to kneel. It is a grand mosque and it would be hard to find such a spiritual house of prayer in all the seven climes of the Islamic lands. The former rulers, for the sake of the Prophet, made it so well-constructed and adorned and jewel-like as though it were Paradise itself. It is indeed a paradise, for concerning this mosque there is a sound Hadith: The area between my pulpit and my grave is one of the gardens of paradise...There is a lofty cupola in the center where the olive oil is stored that is used for the many lamps in the mosque, the oil comes from Sousse in the Maghreb to Egypt and then via Yanbu to Medina...There are terraces on all four sides of this courtyard and, in due order, fifty-two varicoloured precious lofty pillars, of white marble and porphyry and ‘honeycombed’ marble, such as are found in the Dome of the Rock. Around the courtyard are fifty-two finely-constructed arches, and between every two arches the names of God are written in Karahisari style calligraphy...\n\nThere is another place of worship, a terrace facing the grave of Fatima within the railings of the grave of the Prophet. Above the iron railings on this side there are calligraphic plaques by thousands of scholars. Thanks be to God, I too, lowly Evliya, have written in clearly legible writing a plaque saying, Seyyah-ı alem Evliya ruhiyçün el-fatiha (For the spirit of the world-traveler Evliya, a Fatiha). There is some more calligraphy of mine, on the wall in front of the aforementioned railings of the Prophet’s grave, in large letters reading: ‘Intercession, O Muhammad, for Evliya. Year 1082 (1671–2).’ Moreover I set up a crystal oil lamp as big as a turban beside the others. These oil lamps were made in Egypt. There are 7,000 all together. They are lit every night by the mosque servants and by their light all the residents and visitors can read the Koran and engage in religious discussions until the morning prayer.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<if $temp.ihramdone is 1>>
<<set _market to 42>>
<<elseif $temp.ihramdone is 0 or $temp.ihramdone is 2>>
<<set _market to 47>>
<<endif>>
<<set _shrine to 6>>
<<set _water to 33>>
<<set _bath to 2>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi://'(talking with other pilgrims) The spectacle of lights combined with the sacred silence kept by the eunuchs inside the Prophet's Tomb is a wonder to behold! I fear some pilgrims are so overwhelmed upon finally making it to Medina that they cannot appreciate this sacred space they have journeyed so long towards!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) Medina is such a wonderful city of scholars from all across the world! Only here can you find exquisite [[manuscripts|https://www.metmuseum.org/art/collection/search/456342]] of all kinds!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(talking to pilgrims) The Chief Eunuch of Medina, the Sheikh al-Haram, is an influential figure, some say he is like a governor - though he is often a thorn in the side of the Sharif of Mecca and the Pasha of Jeddah'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "The Well of Ali">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "The Well of Ali">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "The Well of Ali">>
<<set _time to 5>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Martyrs of Uhud Cemetery">>
<<set _time2 to 7>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Martyrs of Uhud Cemetery">>
<<set _time2 to 7>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Martyrs of Uhud Cemetery">>
<<set _time2 to 7>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination3 to "Baqiʿ al-Gharqad">>
<<set _time3 to 3>>
<<elseif $player.speed is "medium">>
<<set _destination3 to "Baqiʿ al-Gharqad">>
<<set _time3 to 3>>
<<elseif $player.speed is "slow">>
<<set _destination3 to "Baqiʿ al-Gharqad">>
<<set _time3 to 3>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination4 to "Local Pilgrimage Sites Medina">>
<<set _time4 to 5>>
<<elseif $player.speed is "medium">>
<<set _destination4 to "Local Pilgrimage Sites Medina">>
<<set _time4 to 5>>
<<elseif $player.speed is "slow">>
<<set _destination4 to "Local Pilgrimage Sites Medina">>
<<set _time4 to 5>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageMedina _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _destination3 _time3 _destination4 _time4 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.medinatravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Surre Event]]
[[|Baqiʿ al-Gharqad]]
[[|Martyrs of Uhud Cemetery]]
[[|Local Pilgrimage Sites Medina]]
[[|The Well of Ali]]<<nobr>>
<<set $temp.loopdest3 to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Baqiʿ al-Gharqad: The Cemetery of al-Baqiʿ">>
<<set _desc to "A short walk from the Prophet's Tomb you come to the Baqiʿ al-Gharqad (The Baqiʿ of the Boxthorn) where the oldest and first Islamic cemetery in Medina is located. Pilgrims wander the tombs and pay their respects to the many relatives and companions of the Prophet Muhammad who are buried here. You see several larger domed tombs belonging to Abbas ibn Abd al-Muttalib, Hasan ibn Ali, Zayn al-Abidin, Ja'far al-Sadiq, Muhammad al-Baqir, and many others. While many Shia pilgrims make a specific point to visit these tombs you find many Sunni Muslim pilgrims there as well. You find that this sacred ground, though crowded with pilgrims representing all corners of the Muslim world, is an important place for reflection and prayer.\n\n">>
<<set _hist to "The Cemetery of al-Baqi was originally covered by boxthorn trees until it was cleared by the Prophet Muhammad when we came to Medina. As the first Islamic cemetary in Medina and near to the Prophet's tomb, there are many relatives and companions to the Prophet Muhammad buried here. The first person from Muhammad's family buried here was his daughter Ruqayyah, who died in 624 at 23 years old. After Muhammad's death many of his descendents were also buried in this cemetery, including many of the early imams in Shia tradition making it an important pilgrimage site for Shia pilgrims. However, the tombs and shrines of the graveyard were demolished in the early 20th century by the Kingdom of Saudi Arabia. The Shi'ite pilgrim, the Widow of Mirza Khalil, wrote in her travel narrative about her experience in Baqiʿ al-Gharqad saying that she weeped at seeing the tomb of Imam Ja'far al-Sadiq (an important figure in Twelver and Ismaili Shi'ism). She laments the dilapidated states of the tombs and openly wishes that the Shi'ite Shah of Iran would be the custodian of Medina writing the following: \n\n //'That place, twin to the garden of Paradise, does not even have a candle burning here. O breeze, go back to Isfahan,and give the news to the Sultan of Iran. O just king! Where are you? Why are you indifferent to this Paradise-like place? Come and see how the Prophet's family is treated. Each of them is like an illuminated state, but all of them are in one palace, with a wooden enclosure, and covered with a sack-cloth. O slave of Haidar's descendants, send carpets becoming of their stature. Decorate this heavenly garden with golden candles, shining like the brilliant sun.'// \n\n The seventeenth-century Ottoman pilgrim Yusuf Nabi describes his visit to Baqi al-Gharqad in the following passage: //'The cemetery of Baqiʿ is in fact a sacred place, each mound and tree of which is radiant like the mountain of Nur and the Eymen tree (name of the burning bush in which God appeared to Moses). Every particle of its dust is more honoured than the essence of the elixir, and every small fragrant of its luminous stones is superior to the ring of Solomon. Every visitor prays to God in order to die there. There is no better resting place than this cernetery because the residents of the cemetery would be saved from hell. They will probably not even feel the heat of hell. It is a wonderful opportunity that they will arise on the Day of Judgment together with the Prophet, and gather under his banner. May God not deprive me of joining this assembly under the Prophet's banner!...In addition, are buried countless number of rulers, scholars and saints. One tomb may contain corpses of more than a hundred individuals...I have visited and prayed for them all.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 4>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow://'(talking with other pilgrims) I was quite impressed with the old dome of the tomb of Safiyya bint Abd al-Muttalib, the aunt of the Prophet and the grave site of Ruqayyah the daughter of the Prophet Muhammad, it is always so sad to think that she died so young!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Evliya the Pilgrim: //'(talking to his wife Safiye) The large tomb of Abbas ibn Abd al-Muttalib, the uncle of the Prophet, was a sight to see! Walking through the tombs of the Prophet's family is a serene and meditative experience.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to other pilgrims) I was happy to be able to see the tomb of the Imam Zayn al-Abidin, the grandson of Fatima and the only adult male to survive the Battle of Kerbala!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina">>
<<set _time to 3>>
<<elseif $player.speed is "medium">>
<<set _destination to "Medina">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Medina">>
<<set _time to 3>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%---------- No Coordinates ---------------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Medina]]<<nobr>>
<<set $temp.loopdest2 to 1>>
<<if $player.friendschallenge is 1 and $player.friendschallengedone3 is 0>>
<<script>>
Dialog.setup("Network of Friends: Medina");
Dialog.wiki(Story.get("Network of Friends: Medina").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Martyrs of Uhud Cemetery">>
<<set _desc to "You make your way to the foot of Mount Uhud, the famous site of the Battle of Uhud from the Quran. As you make your way to the tombs of the martyrs of the battle you are surrounded by a large crowd of pilgrims from other caravans who also desire to pay their respects Hamza ibn Abdul-Muttalib, the Prophet's uncle. As you approach the tomb you see a small well nearby and think that it might be wise to take on some water while you wait for the crowd at the tomb to disperse. Some of the pilgrims take the sand from around Hamza's tomb saying that it cures disease and headaches, you think there is no harm in trying it and you feel slightly healthier after visiting the tomb.\n\n">>
<<set _hist to "The Martyrs of Uhud Cemetery on the base of Mount Uhud contains the bodies of 70 martyrs who died during the Battle of Uhud in 625 when the forces of Mecca fought the early Muslim forces of Muhammad's Medina. The most famous martyr was Hamza ibn Abdul-Muttalib, the uncle of the Prophet Muhammad. The image above is a 1594 Ottoman manuscript painting of the battle in the fourth volume of an Ottoman illustrated copy of the //Siyer-i Nebi// (Biography of the Prophet) - a 14th-century Turkish epic on the life of the Prophet Muhammad. The early eighteenth-century Moroccan pilgrim Ibn al-Tayyib describes his visitation of the holy sites on Mount Uhud which sits on the edge of Medina. He writes: \n\n //'At sunrise the next day we reached the mountain of Uhud, the great mountain that is sanctified by the martyrs buried near it. The first grave we visited was the grame of Hamza Ibn 'Abd al-Muttalib, the Prophet's uncle. In the same grave, there are 'Abdullah ibn Jahsh, Hamza's nephew, and Muas'ab ibn 'Umair...His grave (Hamza's) has a high dome and door plated with iron. It is surrounded by a big building, equipped with an ablution place...We hoped to obtain blessings from all parts of the mountain becayse its virtue is well known. The Prophet, peace be upon him, said, 'It is a mountain that we like, as it likes us.' He used to visit it and he once said, 'it is on one of the gates of heaven.'...The sand here is used to cure diseases, therefore it was excluded from the prohibition on moving sand around. However, this applies only to the grave of Hamza, whose sand was known to cure headaches.'// ">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 3>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking with other pilgrims) The tomb of Hamza ibn Abdul-Muttalib was truely worth a visit, I was even able to get some sand from around the tomb which I plan to bring home to my sick mother!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The shrine here was too crowded for my taste, and the well for pilgrims here does not have the best quality of water given how many people traffick this area.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to Safavid pilgrims) Send my greetings back to Isfahan! I am happy to see that the Iranian caravan arrived safely and that so many are able to visit the tombs of the Prophet's companions here in Medina!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Medina">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Medina">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%---------- No Coordinates ---------------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Medina]]
[[|Network of Friends: Medina]]
<<nobr>>
<<set $temp.loopdest4 to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Local Pilgrimage Sites: Medina">>
<<set _desc to "You spend your extra time in Medina visiting different tombs, the Quba Mosque (the first mosque), the house of the Prophet Muhammad, and the healing springs of 'Ayn al-Zarqa. Wearing the //ihram// shows your commitment to this holy pilgrimage to the other pilgrims around you and inspires you to seek out some of the less popular religious shrines in the city.\n\n">>
<<set _hist to "The Moroccan eighteenth-century pilgrim Ibn al-Tayyib describes the spring of 'Ayn al-Zarqa in the following manner: //'We went back to the honored Medina and carried out our ablutions in 'Ayn al-Zarqa. It is a garden near Aris that has water coming out from many wells that is piped underground, reaching the western parts of Medina. A well-designed building has been constructed for bathing. To reach it, one has to go down 30 wide steps...This blessed spring is one of the heaviest and sweetest. Most Medina inhabitants depend on it. I saw those who used its water for healing and were cured. Imam Abu Salim said, 'it was mispronounced by the public as 'Ayn al-Zarqa (the spring of the blue lady). The correct pronunciation is 'Ayn al-'azraq (Spring of the blue man) because the Marwan who dug it for Mu'awiyya had blue eyes, so it was named for him.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 2>>
<<set _water to 5>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Old Hajji Mustafa: //'(talking with other pilgrims) While I know that wearing the ihram drives up the prices in the market here for us pilgrims, it does inspire me to walk the pilgrim's path and seek out quiet shrines in the city!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Evliya the Pilgrim: //'(talking to his wife Safiye) The wells here have some of the sweetest water I have tasted in a long time! What a blessed place!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(talking to other pilgrims) The healing waters here at the bath of 'Ayn al-Zarqa are quite restorative!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Medina">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Medina">>
<<set _time to 5>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%---------- No Coordinates ---------------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Medina]]<<nobr>>
<<set $temp.night to 0>>
/%-----------------------------------%/
/%------------ Ihram Event ----------%/
/%-----------------------------------%/
<<if $temp.ihramvisited is 0>>
<<script>>
Dialog.setup("Entrance to the Harameyn: Putting on the Ihram");
Dialog.wiki(Story.get("Ihram Event").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "View of the Walls of Medina">>
<<set _desc to "From a top of a hill you can finally see the walls of the city of Medina and the large green dome of the Prophet's tomb in the distance. Shouts, cheers, drums, horns, and shots in the air ring out all around you as the pilgrims celebrate making it to the Harameyn and the holy city of Medina! Medina is surrounded by large white stone walls, groves of date plams, and a sea of tents from other caravans pilgrims which are camped outside its gates. You see a stream of people coming from the city to meet the caravan including young children who come to ask for alms from the pilgrims as they make their way to Medina.\n\n">>
<<set _hist to "Evliya Çelebi describes his first sight of Medina in the following passage: \n\n //'The notables of Medina and the pilgrim guides, dressed entirely in white, men with beaming faces, wide-eyed, with sweet words on their lips, with glowing cheeks, courteous, gentle and good-tempered, came out with their gifts and went from tent to tent looking for their friends. Even those whose friends had died attached themselves to one or another of the notables and were honoured...After one hour of traveling we arrived at the top of a hill. When one reaches this point and turns south one sees the orchards and gardens of Medina and the dome of the Mosque of the Prophet reaching to the sky. From the gleam of the gilded pinnacle on the dome, the plain of Medina becomes light upon light and one’s eyes are dazzled...It is quite a marvel that when this hill is reached and the dome of the Prophet comes into view, and when the company of believers begins to cry out, a change comes over the animals as well. The camels that were exhausted suddenly regain their strength and grumble like thunder, the horses whinny and the mules and donkeys cry out in the segah musical mode...As soon as the city of Medina becomes visible, that plain is transformed into a sea of people and everyone, young and old and schoolchildren come to greet the pilgrims. Some children bind little baskets on palm branches to beg the pilgrims for alms. The pilgrims come on litters mounted high on the humps of the camels. The naked Arab boys reach out these baskets and say: Praise be to God, o pilgrims, go unhurt and in peace! May God accept your visit to Him! And the pilgrims say: 'Praise be to God, we have arrived at the shrine of our Prophet who came as a mercy for both worlds.' They do not allow a single one to go empty-handed, as they believe them to be the neighbours of the Prophet. The children accompany the pilgrims on their way to Medina, which takes five hours, and as they go they sing eloquent kasides (odes) and na‘t (poetry describing the Prophet). Some children, those with tuneful and melancholic voices, sing kasides in such a way that one’s flesh tingles with elation. And most of the womenfolk recite the noble mevlud (poetry on the birth of the Prophet).'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant://'(talking with other merchants) I usually put on my ihram just before Mecca as I tend to get better deals in the market in Medina when I am wearing my merchant garb and not seen as a naive pilgrim!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I always choose to put on the ihram here for you will be more inspired to visit the many shrines of Medina if you are dressed as a holy pilgrim!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(talking to elite Ottoman pilgrims) I would suggest that you visit the Chief Eunuch of Medina, he runs the city like a governor and is an important figure to gain favor with - though by associating with him you may lose yourself an audience with the Sharif of Mecca and the Pasha of Jeddah, but as a loyal Ottoman pilgrim he would be your best option!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Medina">>
<<set _time to 3>>
<<elseif $player.speed is "medium">>
<<set _destination to "Medina">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Medina">>
<<set _time to 5>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Medina]]
[[|Ihram Event]]<<nobr>>
<<set $temp.night to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Cüdeyde Village">>
<<set _desc to "Your caravan arrives at Cüdeyde, a small village and oasis with a stream and a large grove date plams in the desert mountains south of Medina. Your caravan makes camp here and you set up your tent close to the stream under a large palm. You take a few moments to reacquaint yourself with life on the hajj road as you make the journey through the desert yet again. Nearby, you hear that some pilgrims are visiting the tomb of a local sufi while others have gone to the market near the center of the village.\n\n">>
<<set _hist to "The seventeenth-century Syrian Sufi al-Nabulusi writes that Cüdeyde (also called al-Khayf) was //'was a large and ample village having water, and called al-Khayf owing to an abundance of of date palms in its valley.'// Evliya Çelebi mentions that the village was in an extensive valley between two red mountains and had 600 thriving small kasbahs which had gardens and date groves. He even goes so far as to claim that the valley had 100,000 date palms. In light of this, Evliya surmised that the people here were quite wealthy. The village also had a small mosque built by a former Amir al-Hajj of the Egyptian Caravan, Ridvan Bey, which in front of it had //'the water of life which they call Ayn-i Zerka.'// Despite his positive views of the village he explains that //'it is a very hot place, and if the weather changes a little then hail is possible,'// owing to the fact that the village was in the mountains. Nearby the village there was also a small tomb to Sheikh Sadeddin-i Rumi which some pilgrims visited along with a well endowed by the former Queen Mother Kösem Sultan (r.1623-1651). \n\n The Moroccan pilgrim Ibn al-Tayyib writes the following about Cüdeyde (Al-Jadida): //'We reached al-Jadida in the morning. It is a small village between mountains and palm trees, famous for its heavy water and fruits. Most people call it al-Judayda. It has a narrowing that leads to a spring. Its mountains are high and its palms are easy to reach. Most of its inhabitants are Zaydiya (Zaidi Shi'ism), as in other Hijza villages. They read the Quran...The temperature sometimes rises so high here that many pilgrims die. You might be speaking to someone one minute and then shortly afterwards be informed that he is dead.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 1>>
<<set _water to 25>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi://'(talking to other pilgrims) I did not find the tomb of Sheikh Sadeddin-i Rumi to be anything of note, but maybe others found it to be a restful place.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) This is such a wonderful village and has such peaceful spots under the palms! The water is of great quality too with the stream having several secluded places to bathe!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Dizdar Özdemiroğlu Yahya: //'(talking to the pilgrims) I am on my way to my posting as the Dizdar (Castle Warden) of Jeddah and I would suggest you come with me to pay our respects to the great Pasha of Jeddah who had lucrative connections to Pasha of Egypt!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Badr Hunayn (day)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Badr Hunayn (day)">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Badr Hunayn (day)">>
<<set _time to 13>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Badr Hunayn (day)]] <<nobr>>
<<set $temp.night to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Cüdeyde Village">>
<<set _desc to "Your caravan arrives at Cüdeyde, a small village and oasis with a stream and a large grove date plams in the desert mountains south of Medina. Your caravan makes camp here and you set up your tent close to the stream under a large palm. You take a few moments to reacquaint yourself with life on the hajj road as you make the journey through the desert yet again. Nearby, you hear that some pilgrims are visiting the tomb of a local sufi while others have gone to the market near the center of the village.\n\n">>
<<set _hist to "The seventeenth-century Syrian Sufi al-Nabulusi writes that Cüdeyde (also called al-Khayf) was //'was a large and ample village having water, and called al-Khayf owing to an abundance of of date palms in its valley.'// Evliya Çelebi mentions that the village was in an extensive valley between two red mountains and had 600 thriving small kasbahs which had gardens and date groves. He even goes so far as to claim that the valley had 100,000 date palms. In light of this, Evliya surmised that the people here were quite wealthy. The village also had a small mosque built by a former Amir al-Hajj of the Egyptian Caravan, Ridvan Bey, which in front of it had //'the water of life which they call Ayn-i Zerka.'// Despite his positive views of the village he explains that //'it is a very hot place, and if the weather changes a little then hail is possible,'// owing to the fact that the village was in the mountains. Nearby the village there was also a small tomb to Sheikh Sadeddin-i Rumi which some pilgrims visited along with a well endowed by the former Queen Mother Kösem Sultan (r.1623-1651). \n\n The Moroccan pilgrim Ibn al-Tayyib writes the following about Cüdeyde (Al-Jadida): //'We reached al-Jadida in the morning. It is a small village between mountains and palm trees, famous for its heavy water and fruits. Most people call it al-Judayda. It has a narrowing that leads to a spring. Its mountains are high and its palms are easy to reach. Most of its inhabitants are Zaydiya (Zaidi Shi'ism), as in other Hijza villages. They read the Quran...The temperature sometimes rises so high here that many pilgrims die. You might be speaking to someone one minute and then shortly afterwards be informed that he is dead.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 1>>
<<set _water to 25>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi://'(talking to other pilgrims) I did not find the tomb of Sheikh Sadeddin-i Rumi to be anything of note, but maybe others found it to be a restful place.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) This is such a wonderful village and has such peaceful spots under the palms! The water is of great quality too with the stream having several secluded places to bathe!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Dizdar Özdemiroğlu Yahya: //'(talking to the pilgrims) I am on my way to my posting as the Dizdar (Castle Warden) of Jeddah and I would suggest you come with me to pay our respects to the great Pasha of Jeddah who had lucrative connections to Pasha of Egypt!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Badr Hunayn (night)">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Badr Hunayn (night)">>
<<set _time to 16>>
<<elseif $player.speed is "slow">>
<<set _destination to "Badr Hunayn (night)">>
<<set _time to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Badr Hunayn (night)]] <<nobr>>
<<set $temp.night to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Badr Hunayn">>
<<set _desc to "You come to the Hijazi village of Badr Hunayn which is the site of teh famous Battle of Badr when the Prophet Muhammad defeated the Meccans. Many pilgrims go to visit the graves of the martyrs of Bedr here along with a mosque which markes the spot where the Prophet Muhammad prayed for God's intervention during the battle. The village itself has a large well and small market for the pilgrims which often pass through on their way between Medina and Mecca.\n\n">>
<<set _hist to "Badr Hunayn was a large village and also the site of the famous Battle of Badr where the Prophet Muhammad defeated the Quraysh tribe of Mecca in 624. The image above is a 1594 Ottoman manuscript painting of the battle in the fourth volume of an Ottoman illustrated copy of the //Siyer-i Nebi// (Biography of the Prophet) - a 14th-century Turkish epic on the life of the Prophet Muhammad. The seventeenth-century pilgrim Kadri desribes Badr Hunayn in the following manner: //'A big village with a stream, gardens and a market place, where necessary commodities are available. The Egyptian pilgrims also stop by this waystation, where many thieves live.'// \n\n Yusuf Nabi, who visited the area with the Egpytian caravan in the seventeenth century describes Badr Hunayn in the following manner: //'At the beginning of the month of Zilhicce (Dhu al-Hijjah), we reached Bedr-i Huneyn, where we set up our tents, and enjoyed visiting the burial places of the martyrs of the battle of Bedr. We also visited the 'Ariş mosque, which had been built in the proximity of the vine beneath which the Prophet Muhammed took refuge in order to pray to God for help during the battle.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 2>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking to other pilgrims) The graves of the Martyrs of Badr and the Mosque of 'Ariş were serene places to visit and pray for our safe arrival in Mecca!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to inexperienced merchants) You can sell your goods for the best price at the Mina Bazaar at the end of the hajj. This is because you can find buyers from all over the world who will pay a hefty price for goods brought from afar!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Dizdar Özdemiroğlu Yahya: //'(talking to the pilgrims) I would warn you that unless you plan on taking the slowest caravan, the next push through these desert mountains will be long and difficult!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Rabigh">>
<<set _time to 26>>
<<elseif $player.speed is "medium">>
<<set _destination to "Rabigh">>
<<set _time to 30>>
<<elseif $player.speed is "slow">>
<<set _destination to "Meymun Ovası (night)">>
<<set _time to 17>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Meymun Ovası (day)]]
[[|Rabigh]]<<nobr>>
<<set $temp.night to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Badr Hunayn">>
<<set _desc to "You come to the Hijazi village of Badr Hunayn which is the site of teh famous Battle of Badr when the Prophet Muhammad defeated the Meccans. Many pilgrims go to visit the graves of the martyrs of Bedr here along with a mosque which markes the spot where the Prophet Muhammad prayed for God's intervention during the battle. The village itself has a large well and small market for the pilgrims which often pass through on their way between Medina and Mecca.\n\n">>
<<set _hist to "Badr Hunayn was a large village and also the site of the famous Battle of Badr where the Prophet Muhammad defeated the Quraysh tribe of Mecca in 624. The image above is a 1594 Ottoman manuscript painting of the battle in the fourth volume of an Ottoman illustrated copy of the //Siyer-i Nebi// (Biography of the Prophet) - a 14th-century Turkish epic on the life of the Prophet Muhammad. The seventeenth-century pilgrim Kadri desribes Badr Hunayn in the following manner: //'A big village with a stream, gardens and a market place, where necessary commodities are available. The Egyptian pilgrims also stop by this waystation, where many thieves live.'// \n\n Yusuf Nabi, who visited the area with the Egpytian caravan in the seventeenth century describes Badr Hunayn in the following manner: //'At the beginning of the month of Zilhicce (Dhu al-Hijjah), we reached Bedr-i Huneyn, where we set up our tents, and enjoyed visiting the burial places of the martyrs of the battle of Bedr. We also visited the 'Ariş mosque, which had been built in the proximity of the vine beneath which the Prophet Muhammed took refuge in order to pray to God for help during the battle.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 2>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking to other pilgrims) The graves of the Martyrs of Badr and the Mosque of 'Ariş were serene places to visit and pray for our safe arrival in Mecca!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to inexperienced merchants) You can sell your goods for the best price at the Mina Bazaar at the end of the hajj. This is because you can find buyers from all over the world who will pay a hefty price for goods brought from afar!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Dizdar Özdemiroğlu Yahya: //'(talking to the pilgrims) I would warn you that unless you plan on taking the slowest caravan, the next push through these desert mountains will be long and difficult!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Rabigh">>
<<set _time to 30>>
<<elseif $player.speed is "medium">>
<<set _destination to "Rabigh">>
<<set _time to 33>>
<<elseif $player.speed is "slow">>
<<set _destination to "Meymun Ovası (night)">>
<<set _time to 19>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Meymun Ovası (night)]]
[[|Rabigh]]<<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 17>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Meymun Ovası: The Plain of the Monkey">>
<<set _desc to "Your caravan pushes through the rocky desert wilderness to reach the waystation of Meymun Ovası (the Plain of the Monkey). This desert waystation has a small nomadic Bedouin market at it but has no water in sight which is why many caravans choose to bypass this place. You set up your camp in the desert and talk with other pilgrims about reaching the coast of the Red Sea at the next waystation of Rabigh.\n\n">>
<<set _hist to "Meymun Ovası was often skipped by pilgrims who pushed on the Rabigh near the coast which had a better supply of provisions for caravans passing through. The seventeenth-century traveler Evliya Çelebi stopped at Meymun Ovası and wrote the following: \n\n //'Meymun Ovası is a desert, a wasteland, a wilderness, and endless empty open country in which when a man leaves from a caravan and if he is lost he returns wandering from place to place as a monkey, for that is why they call it the Plain of the Monkey...The eastern side of this wasteland reaches to Baghdad and Basra. The Beni Meval, Beni Hasan, and the Bani Can tribes,and in short seventy kinds of Bedouin tribes inhabit in and around the Meymun Ovası. In this wasteland each of the pilgrim's camels with God's command become like a roaring seven-headed dragon and like a skipping gazelle traveling with haste for 19 hours.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking to other pilgrims) What a grand desert this is, I hope we can make it to the coast soon, I am running low on water.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to other merchants) As we head to Rabigh I would switch to a faster caravan as the coastal road should be easier than the desert here.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to the pilgrims) The local Bedouin here are such kind people! They have even offered to sell some of their water supply to pilgrims who need it!//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Rabigh">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Rabigh">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Rabigh">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Rabigh]] <<nobr>>
<<set $temp.night to 0>>
<<if $player.vakifchallenge is 1 and $player.vakifchallengevisit5 is 0>>
<<script>>
Dialog.setup("The Well");
Dialog.wiki(Story.get("The Well").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $player.job is "Gulshani Sufi" and $temp.rabigh is 0>>
<<set $temp.rabigh to 1>>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set _title to "The Coastal Waystation of Rabigh">>
<<set _desc to "Your caravan arrives to join up with the Egyptian Caravan as all of the pilgrims join together during the final stretch to Mecca. The pilgrims of the Egyptian Caravan put on their //ihram// here in preparation for the hajj pilgrimage in Mecca while those pilgrims of your caravan (the Shami/Syrian Caravan) who did not put on the //ihram// outside Medina put on their pilgrim's garb here. This is because Rabigh is a place of //Miqat// where all pilgrims must enter the state of //ihram//. In front of you, you see the large crowds of pilgrims putting on the //ihram// and it makes you feel more pious as your journey gets ever closer to Mecca. Rabigh sits near to the coast of the Red Sea and this coastal plain is the first time you have been able to see the Red Sea during your journey through Arabia. You see small ships along the coast which bring pilgrims from Suez in Egypt, though most ships head directly from Suez to Jeddah.\n\n">>
<<else>>
<<set _title to "The Coastal Waystation of Rabigh">>
<<set _desc to "Your caravan arrives to join up with the Egyptian Caravan as all of the pilgrims join together during the final stretch to Mecca. The pilgrims of the Egyptian Caravan put on their //ihram// here in preparation for the hajj pilgrimage in Mecca while those pilgrims of your caravan (the Shami/Syrian Caravan) who did not put on the //ihram// outside Medina put on their pilgrim's garb here. This is because Rabigh is a place of //Miqat// where all pilgrims must enter the state of //ihram//. Rabigh sits near to the coast of the Red Sea and this coastal plain is the first time you have been able to see the Red Sea during your journey through Arabia. You see small ships along the coast which bring pilgrims from Suez in Egypt, though most ships head directly from Suez to Jeddah.\n\n">>
<<endif>>
<<set _hist to "The image above is an orientalist painting of the shoreline of the Nile River in Egypt but showcases the type of environment and climate one would expect along the Red Sea near Rabigh. The early eighteenth-century Moroccan pilgrim Ibn al-Tayyib described Rabigh in the following manner: //'We then rested at Rabigh, the place of al-Miqat where we got dressed in Ihram clothes and asked God to forgive us. We saw water streams, melon farms, and an old mosque called Dhu al-Jahfa. It is said that it is the place where the Prophet did his Ihram.'// \n\n The seventeenth-century Ottoman pilgrim Kadri explains that Rabigh is //'close to the sea of Suez. It is possible to see ships from this waystation. Some essential provisions are found. When its earth is dug a little, water comes out from it.'// While Yusuf Nabi describes his experience in Rabigh while traveling with the Egyptian Caravan. He writes: \n\n //'Arrival at the Miqat: After two days, we reached Rabig, which is the place where Egyptian pilgrims change into the ihram, and pitched our tents there. All pilgrims put off their ordinary clothes, and after bathing donned the ihram, a sacred white cloth in two pieces put on the shoulders and the waist. Bare footed and bare headed we proceeded to recite aloud the prayer called lebbeyk. The recitation continued for five days. One morning, as the sun rose and lit up the peak of the mountains of Mecca we rushed ardently toward the Kaaba.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 60>>
<<set _bath to 5>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman://'(talking to other pilgrims) It is such a grand sight to see the joining of the Egyptian and Shami caravans here! Though the two pashas who lead them seem not to like each other's company!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) The water here is not of the best quality, is is quite brackish and muddied.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Dizdar Özdemiroğlu Yahya: //'(talking to the pilgrims) The breeze from the Red Sea is a relief from the harsh desert of the interior, I am happy that my posting here is in the castle of Jeddah along the coast!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Güzelce Bürke">>
<<set _time to 19>>
<<elseif $player.speed is "medium">>
<<set _destination to "Güzelce Bürke">>
<<set _time to 22>>
<<elseif $player.speed is "slow">>
<<set _destination to "Qudida">>
<<set _time to 14>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabiaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Qudida]]
[[|Güzelce Bürke]]
[[|The Well]]<<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 17>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Meymun Ovası: The Plain of the Monkey">>
<<set _desc to "Your caravan pushes through the rocky desert wilderness to reach the waystation of Meymun Ovası (the Plain of the Monkey). This desert waystation has a small nomadic Bedouin market at it but has no water in sight which is why many caravans choose to bypass this place. You set up your camp in the desert and talk with other pilgrims about reaching the coast of the Red Sea at the next waystation of Rabigh.\n\n">>
<<set _hist to "Meymun Ovası was often skipped by pilgrims who pushed on the Rabigh near the coast which had a better supply of provisions for caravans passing through. The seventeenth-century traveler Evliya Çelebi stopped at Meymun Ovası and wrote the following: \n\n //'Meymun Ovası is a desert, a wasteland, a wilderness, and endless empty open country in which when a man leaves from a caravan and if he is lost he returns wandering from place to place as a monkey, for that is why they call it the Plain of the Monkey...The eastern side of this wasteland reaches to Baghdad and Basra. The Beni Meval, Beni Hasan, and the Bani Can tribes,and in short seventy kinds of Bedouin tribes inhabit in and around the Meymun Ovası. In this wasteland each of the pilgrim's camels with God's command become like a roaring seven-headed dragon and like a skipping gazelle traveling with haste for 19 hours.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking to other pilgrims) What a grand desert this is, I hope we can make it to the coast soon, I am running low on water.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'(talking to other merchants) As we head to Rabigh I would switch to a faster caravan as the coastal road should be easier than the desert here.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to the pilgrims) The local Bedouin here are such kind people! They have even offered to sell some of their water supply to pilgrims who need it!//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Rabigh">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Rabigh">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Rabigh">>
<<set _time to 14>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Rabigh]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Qudida: Pass of Thanks">>
<<set _desc to "As your caravan moves through the Harameyn you come to the small pass of Qudida, also known by some pilgrims as the Pass of Thanks. This place has a small stream for water but the sand is so soft that the animals of the caravan sink in it, forcing all pilgrims young and old to walk on foot through the pass. The caravan makes it through the pass and pushes on to well and fort of Güzelce Bürke.\n\n">>
<<set _hist to "The stop of Qudida was often skipped by caravans who went directly to Güzelce Bürke which is seven hours travel beyond Qudida. However, the Bosnian Pilgrim Yusuf Rumi passed through here in the early eighteenth century and made note of the water found here.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) The Mina Bazaar after the hajj is a sight to behold, I hear you can find Omani Indigo Dye there for 43 akçe! They buy that in a place like Jeddah at a much higher price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) The water here is not the best I have seen but it is better than other wells along the coast here.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I remember from my last hajj that once you complete the hajj at Mount Arafat and go the Mina Bazaar you will have a chance to join some caravans at the celebrations of Eid al-Adha (the Feast of the Sacrifice) or head directly to Jeddah to sell goods to departing pilgrims!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Güzelce Bürke">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Güzelce Bürke">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Güzelce Bürke">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Güzelce Bürke]] <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Fort and Well of Güzelce Bürke">>
<<set _desc to "Your caravan reaches the well and hajj fort of Güzelce Bürke which stands on the coastal plains at the foot of the desert Hijazi mountains as they come to meet the Red Sea. Surrounding the small fort and the large covered reservoir is a village which boasts a small market to serve pilgrims as they pass through the waystation.\n\n">>
<<set _hist to "Güzelce Bürke was an important stop for water along the coastal road to the north of Jeddah. The seventeenth-century pilgrim Kadri describes it as follows: //' Güzelce Bürke is a village with an enormous reservoir, palm trees, and some necessary commodities. The reservoir is covered with a dome'// \n\n The seventeenth-century traveler Evliya Çelebi describes his experience traveling in the Hijaz and the experiences that pilgrims encountered along the way: //'There is a contingent of bedouin Arabs, known as Ibn Halwan – forty men with red shawls. One hour before the caravan reaches a stage, this group of men go to a nearby high point and cry: 'O pilgrims! God be praised, the blessed stage is near!' When the pilgrims hear this they become cheerful. Even the camels, that had been exhausted by the trek, become like seven-headed dragons when they hear this cry, and go so fast that those on foot cannot keep up with them. In fact, before this cry, some of the camels trek on with their heavy loads while they are sleeping. I have often witnessed this, and God knows I am telling the truth. Even some of the men – the torch bearers in particular, with wood on their backs weighing 15 or 20 okkas, and bearing a lighted torch on their shoulder – walk in their sleep or sleep while walking, a very strange sight. But camel-drivers observe that camels are often asleep while walking...There is another fear that keeps them from reaching a stage at night. There are, to be sure, no rebels or bandits on the Egyptian roads that would carry out a night raid. But the pilgrims are afraid of thieves among the camel drivers and tentpitchers and guards and water-carriers and military musicians and torch-bearers, and especially the pickpockets and sharpers and spoilers who come along with the Azlam soldiery. These people will separate an entire camel from its train, with its load and a sleeping man on top, then waken the man and strip him and sneak away with the camel and the load. Many such losses have been incurred in the dark of night, and Egyptian pilgrims have to be on their guard against these house-thieves. That is why the caravan does not stop at night.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 0>>
<<set _water to 55>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) The Mina Bazaar after the hajj is a sight to behold, I hear you can find Omani Indigo Dye there for 43 akçe! They buy that in a place like Jeddah at a much higher price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to concerned pilgrims) The water here is not the best I have seen but it is better than other wells along the coast here.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I remember from my last hajj that once you complete the hajj at Mount Arafat and go the Mina Bazaar you will have a chance to join some caravans at the celebrations of Eid al-Adha (the Feast of the Sacrifice) or head directly to Jeddah to sell goods to departing pilgrims!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mecca">>
<<set _time to 29>>
<<elseif $player.speed is "medium">>
<<set _destination to "Asfan">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Asfan">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Asfan]]
[[|Mecca]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Asfan">>
<<set _desc to "Your traveling party reaches the small village of Asfan which has a small well and several homes surrounded by date palms. You set up camp here and reorganize your supplies as you prepare youself for the final hours of travel before the holy city of Mecca. You see some pilgrims head to a small local market in hope to find cheaper prices for some goods here to sell in the market in Mecca.\n\n">>
<<set _hist to "In the seventeenth-century Asfan (or 'Usfan, the storm) was only a small village and well, however in the eighteenth-century the Ottomans contructed a besalt rock fort here on an outcropping above the village and well. Many pilgrims would skip this waystation though it was a regular stop for the Egyptian caravan. The eighteenth-century Moroccan pilgrim Ibn al-Tayyib writes the following about Asfan: \n\n //'We reached 'Usfan after a very difficult crossing. 'Usfan is a village between Mecca and Medina, two days travel from Mecca. It is so called because it is affected by floods. Pilgrims began to drink from its wells and a group of both old and young arabs came to us. A big market offered meat, vegetables and other, unexpected things. We drank from a well that had been used by the Prophet. I have never drunk water sweeter than the water of that well. Other wells are fresh, but the water in this well is different, and this is because of the Prophet's blessing.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to other pilgrims) Make sure to buy some goods here, our tribe usually brings in good from the countryside into Mecca for a good profit!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Muhammad the Water Porter: //'(talking to other pilgrims) We are quite close to Mecca but I would suggest that you try to get water here if you need it, though the next waystation of Wadi Fatima is also supposed to have a good well.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ahmed the Camel Driver: //'(talking to other pilgrims) If you are ever low on water you can always kill one of your camels and you can find some water in their stomachs and from their dung to drink, of course you only want to do this if you are desperate!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mecca">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Wadi Fatima">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Wadi Fatima">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Wadi Fatima]]<<nobr>>
/%-----------------------------------%/
/%------------ Surre Event ----------%/
/%-----------------------------------%/
<<if $temp.hajjeventvisit is 0>>
<<script>>
Dialog.setup("Waiting for the Hajj Season");
Dialog.wiki(Story.get("Hajj Event").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Mecca the Noble: Makkah al-Mukarramah">>
<<set _desc to "Your caravan makes its way into Mecca and you find an old friend who is a foreign resident (//muhajir//) in the city and stay with them at their home during your time here. The holy city of Mecca is bursting with pilgrims from across the world - you meet other pilgrims from great cities like Belgrade, Bakhchysarai, Timbuktu, Meknes, Cairo, Delhi, Lahore, Bukhara, Isfahan, and even some pilgrims from far off places you have never heard of like Aceh and Manila. Meeting these other pilgrims both instills a sense of far-reaching Muslim unity in you but also you begin to understand the differences between yourself and other Muslims across the world. Outside the gates of Mecca a large crowd has gathered around the Sharif of Mecca who is holding a ceremony with the commanders of the pilgrimage caravans to mark the beginning of the hajj pilgrimage. The Sharif of Mecca, is an imposing figure who is decended from the Prophet Muhammad and is often at odds with Ottoman officials since he often times claims to be an independent sultan and the ruler of the Kingdom of the Hijaz. As you wander the streets of Mecca you make your way to the Masjid al-Haram, where the Kaaba is located, pilgrims have gathered for the beginning of the hajj pilgrimage. You have waited your whole life for this moment and the excitement allows you to overcome your fear of the large crowds of pilgrims who sometime push and shove to be able to kiss and touch the black stone of the Kaaba. As you walk around the Masjid al-Haram you see many pilgrims crowding around the Zamzam Well, the holy well near the Kaaba that God provided Ismail (Ishmael) and Hajar (Hagar) when they were wandering the desert crying for help, you make sure to empty a waterskin so as to try to bring some home with you! Some pilgrims who arrived early to Mecca before the hajj have decided to visit the tombs of the Prophet's family at Jannat al-Mu’alla (Cemetery of Mu’alla) while others have opted to trade goods and pay their respect to the Pasha of Jeddah on the coast of the Red Sea, though doing so will likely not make them welcome at the court of the Sharif of Mecca as they are staunch rivals! Once a pilgrim completes the pilgrimage rituals in Mecca they head on to Mina, Mount Arafat, and Muzalifah to complete the rites of hajj outside the city of Mecca.\n\n">>
<<set _hist to "The image above is a nineteenth-century painting commissioned of Mecca by the Sharif of Mecca, you can find it and other artwork of Mecca and the Hajj in this digital collection by the [[Khalili Collections|https://www.khalilicollections.org/all-collections/hajj-and-the-arts-of-pilgrimage/]]. The Kaaba is in the center of the Mesjid al-Haram (the Sacred Mosque) in Mecca. The Kaaba is Islam's most important sacred site and the direction of prayer (the //qibla//) for all Muslims in the world. It is referred to as the Bayt Allah (the House of God) and in Islamic tradition is considered to have been originally built by the Prophet Ibrahim (Abraham) and his son Ismail (Ishmael). In Muhammad's lifetime the Kaaba was in use by the pagans of Mecca as a temple for all of their gods and idols and when the Prophet Muhammad conquered Mecca he destroyed the idols to restore the Kaaba as the Bayt Allah (the house of God). After conquering Mecca, Muhammad restored the city to its holy status and performed the Farewell Pilgrimage in 632, the first hajj, and then soon after died. The hajj rituals commemorate the life of the Prophet Muhammad, his farewell pilgrimage, and the sanctity of the Kaaba being the first House of God established by the Prophet Ibrahim (Abraham). The area around the Kaaba itself frequently floods and the walls of the Kaaba collapsed in 1626 leading to the Ottoman Sultan Murad IV to rebuild the Kaaba, it has not been rebuilt since then. The Kaaba is a square building made of granie stones from Mecca and gets its signature black color from the Kiswah, the large embroidered black cloth which covers the structure. This is traditionally crafted in Egypt every year and brought as a gift from the Egyptian caravan and every year the old Kiswah is removed and cut into small pieces to be given as gifts to important individuals. During the 20th century the practice of making the Kiswah in Egypt ended and it is not produced in Saudi Arabia. One of the key places for pilgrims as they circumambulate is the Black Stone (//al-Hajaru al-Aswad//) which is believed to date to the time of Adam and Eve when it fell from the sky to mark where Adam and Eve should build an altar. Pilgrims often kiss the Black Stone, as Islamic tradition says the Prophet Muhammad kissed the stone during his farewell pilgrimage.\n\n The Ottoman traveler Evlyia Çelebi describes his interaction with the people of Mecca in the following passage: //'the people of Mecca are dark skinned, some of them reddish or brownish, with eyes like gazelles, sweet speech, rounded faces, keeping their own counsel, gentlemen of pure Hashimite lineage (decended from the Prophet Muhammad). But because of the hot climate they are very skinny. They are not much versed in the crafts, and do not have the ability to work with heavy loads, rather, most of them are merchants, while another class get by on the charity of the Sultan (the Ottoman Sultan)...They are gentlemen of pure religion. And they have little boys who are charming and clever - as in the verse: 'When he walks he is spirit in form in motion - When he talks he breathes life like the words of Jesus.'// The people are well-born, high and mighty individuals. They do not like the Turks who sojourn in Mecca. The Turks (on the other hand) are quite comfortable in Medina, where indeed most of them live and where the sharifs hardly have any influence. The clay of Mecca is so fine and delicate that they fashion from it all sorts of jugs and pitchers which they use for the water of Zamzam. The women here are known for their beauty and grace, with fairy faces and angel looks, like the moon at mid-month or like garden peacocks; and with gaits like skipping partridges...they cover their radiant faces with veils of multicoloured silk so that one sees only their gazelle-like eyes daubed with kohl. They are very covered-up women. But there are also Ethiopian (Habeshi) slavegirls, actually singing-girls, tawny as raw ambergris, who set hearts aflutter. Some dance in public in the coffee houses. They are the pride of Arabia and no cause for shame. They all wear light-blue stockings and blue slippers. If a woman passes by a man of God, his brain is suffused with the perfumes of musk and ambergris and civet. One day as I was going to visit the shrine of Sufyan al-Thawri (scholar of early Islam, d. 778) I ran into a flock of women. It turned out to be a wedding procession. One of the maiden girls was drowned in gold bangles. Even from a distance of ten paces my brain was suffused with fragrances...You never find a Meccan who is prominent for courage. They only put on fine clothes, apply henna to their feet and beards, go from coffeehouse to coffeehouse, then go home with a coffee mug in one hand and a biscuit in the other and fall asleep on their pillow sipping coffee and munching on biscuit.'// \n\n The seventeenth-century Moroccan pilgrim Al-‘Ayyashi entered the city of Mecca on July 21st, 1662 with his companions the day after the Egyptian caravan and the day before the Shami or Syrian caravan reached the city. Safe from the bandits, wind, and heat of the desert, al-‘Ayyashi was greeted in Mecca with different notions of authority which differed from those promulgated during the Friday sermon in Medina when he criticized the prises of the Ottoman sultan declared there. It was here in the holy city of Mecca that al-‘Ayyashi witnessed the grand procession of the Sharif of Mecca, Sharif Zeyd bin Muhsin (r. 1632-1666). He recounts that //'the Emir (Amir) of Mecca, the Sharif Zeyd, passed in his procession'// with his head under a //'large silk parasol,'// carried on horseback next to him by one of his attendants. From the crowd //'common people say in their greeting: ‘May Allah help you oh Zeyd!’ and the people of distinction say: 'Peace be upon you!’// The Sharif responded to these exclamations with //'humbleness and honor...and he signaled with a nod of his head to each of them.'// Al-‘Ayyashi’s impression of Sharif Zeyd bin Muhsin is one of exceeding praise and admiration. He records that the Sharif is //'praised by many who served in the council under him for his conduct and his pure faith...and this Emir is the greatest Emir of his era through his policy and good management.'// Not only does al-‘Ayyashi expound the virtues of Sharif Zeyd bin Muhsin, even citing his noble lineage from the first Sharif of the Ottoman period, Abu Numay, but he also describes the temporal political claims of the Sharif of Mecca. He writes that the Banu Hussein clan of Sharifs were //'the Emirs of Medina and the province of the Hijaz, which now has its boundaries starting from the borders of Yemen to the extreme of Nejd from where it is close to Basra, then to Khaybar which is close to the limits of Sham (Syria), and then to Yanbu.'// This massive territory is all //'for Emir Zeyd bin Muhsin and his predecessors.'// \n\n The seventeenth-century pilgrim Yusuf Nabi describes his visit to the Kaaba in the following way: //'After shedding tears, I rubbed my hand on the al-Hajaru al-Aswad (the black stone of the Kaaba), and performed the tawaf (circumambulation of the kaaba)in compliance with the Prophet's custom. A complete tawaf consists of seven circuits, each of which represents a level of heaven as determined by God. There are four well-established corners (of the Kaaba) known as the rükn of the al-Hajaru al-Aswad, of Iraq, of Sham (Syria), and of Yemen. I tended to complete the tawaf by performing the customary supplications to God on reaching those corners...Having stayed away from Kaaba for three days in order to perform the rites of the stoning, the sacrifice, and the haircut, we hastened to the Kaaba to perform the obligatory tawaf of visitation. O that day the courtyard of the Harem mosque (Mejid al-Haram) was again thronged with the pilgrims who saw the Kaaba with its (new) captivating veil and goldembroided girdle. When its black veil was rippled waived by the breeze, it was as if the holy spirits were scattered at its base. On that day of festival, the pilgrims tried to touch the cloth of the Kaaba. Those who were unable to touch the Kaaba owing to the great crowd, made the tawaf longingly from a distance...On that day the crowded assembly of the pilgrims moved together to see the Kaaba, and gathered enthusiastically like a raging sea around it. The rush caused some pilgrims to lose their consciousness, and some to die. Some hasty persons trampled on other pilgrims. Since powerless and poverty are acceptable to God I viewed the Kaaba in longing and desperation from a distance, avoiding the vast crowd of pilgrims owing to the fact that I was too weak. I completed my visitation easily. However, it would never have been possible for me to visit this sanctuary if God had not helped me. This place which is superior to paradise, and which is revered by angels, would certainly astonish its visitors. It is impossible to make a proper portrayal of it. In that sacred place, some performed prayer, and some rubbed their faces ecstatically to the courtyard or the walls, being not aware of others.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 46>>
<<if $temp.someoneelse is 0>>
<<set _shrine to 7>>
<<elseif $temp.someoneelse is 1>>
<<set _shrine to 8>>
<<endif>>
<<set _water to 50>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi://'(talking with other pilgrims) One should make sure to visit the noble Sharif of Mecca and gain his favor! Any good pious sufi would be wise to make friends with a descendent of the Prophet in Mecca! If you can, you should also buy some holy Zamzam water as it makes the most excellant gift for friends and family back home!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) It is such a wonder to be finally here in the Holy City of Mecca the Noble! I have blessed to have arrived in Mecca just before the hajj so I could see the noble tombs of the Prophet's family at Jannat al-Mu’alla!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to merchants) I recommend heading to Jeddah to buy some imported goods there to sell at the Mina Bazaar after the rituals on Mount Arafat. I even plan on skipping the celebrations of Eid- al-Adha at Mina after the hajj so I can head directly to Jeddah again to sell some more goods to pilgrims upon their departure!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "The Final Rites of the Hajj">>
<<set _time to 36>>
<<elseif $player.speed is "medium">>
<<set _destination to "The Final Rites of the Hajj">>
<<set _time to 36>>
<<elseif $player.speed is "slow">>
<<set _destination to "The Final Rites of the Hajj">>
<<set _time to 36>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Jannat al-Mu’alla">>
<<set _time2 to 1>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Jannat al-Mu’alla">>
<<set _time2 to 1>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Jannat al-Mu’alla">>
<<set _time2 to 1>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination3 to "Jeddah">>
<<set _time3 to 10>>
<<elseif $player.speed is "medium">>
<<set _destination3 to "Jeddah">>
<<set _time3 to 13>>
<<elseif $player.speed is "slow">>
<<set _destination3 to "Jeddah">>
<<set _time3 to 15>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageMecca _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _destination3 _time3 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Hajj Event]]
[[|The Final Rites of the Hajj]]
[[|Jannat al-Mu’alla]]
[[|Jeddah]]
/*------------------------------*/
/*--------- Mecca Check --------*/
/*------------------------------*/
/*--------- Chracter Caravan Check-----------*/
<<if $family[0].trait is "Mughal Merchant" or $family[1].trait is "Mughal Merchant" or $family[2].trait is "Mughal Merchant">>
<<if $player.inventory.turkmencarpet.amount gte 1 and $player.inventory.pipes.amount gte 1 and $player.inventory.coffee.amount gte 5 and $player.inventory.dagger.amount gte 1>>
<<set $player.mughalmerchant to 1>>
<<endif>>
<<endif>>
<<if $family[0].trait is "Hodja" or $family[1].trait is "Hodja" or $family[2].trait is "Hodja">>
<<set $player.hodja to 1>>
<<endif>>
<<if $family[0].trait is "Pauper Pilgrim" or $family[1].trait is "Pauper Pilgrim" or $family[2].trait is "Pauper Pilgrim">>
<<set $player.pauper to 1>>
<<endif>>
<<if $family[0].trait is "Wealthy Hatun" and $family[1].trait is "Sipahi" or $family[2].trait is "Pauper Pilgrim">>
<<set $player.original3 to 1>>
<<endif>>
/*----------Balkan Merchant-----------*/
<<if $player.inventory.wheat.amount gte 5 and $player.inventory.fruitsoap.amount gte 5 and $player.inventory.tulips.amount gte 5 and $player.inventory.candy.amount gte 5 and $player.inventory.horseshoe.amount gt 0 and $player.inventory.pekmez.amount gt 0 and $player.inventory.nail.amount gt 0>>
<<set $player.meccacheckrumelia to 1>>
<<endif>>
/*----------Rumi Merchant-----------*/
<<if $player.inventory.anatoliancarpet.amount gte 5 and $player.inventory.tobacco.amount gte 5 and $player.inventory.anatolianfruits.amount gte 5 and $player.inventory.boza.amount gte 5 and $player.inventory.opium.amount gt 0 and $player.inventory.pipes.amount gt 0 and $player.inventory.izniktile.amount gt 0>>
<<set $player.meccacheckanatolian to 1>>
<<endif>>
/*----------Shami Merchant-----------*/
<<if $player.inventory.turkmencarpet.amount gte 5 and $player.inventory.waterskin.amount gte 5 and $player.inventory.pistachios.amount gte 5 and $player.inventory.levantinesoap.amount gte 5 and $player.inventory.arak.amount gt 0 and $player.inventory.spices.amount gt 0 and $player.inventory.copperware.amount gt 0>>
<<set $player.meccacheckshami to 1>>
<<endif>>
/*----------Levantine Merchant-----------*/
<<if $player.inventory.englishfabric.amount gte 5 and $player.inventory.mastic.amount gte 5 and $player.inventory.malvasiawine.amount gte 5 and $player.inventory.levantinesoap.amount gte 5 and $player.inventory.blownglass.amount gt 0 and $player.inventory.venetianganzi.amount gt 0 and $player.inventory.lace.amount gt 0>>
<<set $player.meccacheckmed to 1>>
<<endif>>
/*----------Palestinian Merchant-----------*/
<<if $player.inventory.olivewood.amount gte 5 and $player.inventory.prayerbeads.amount gte 5 and $player.inventory.carving.amount gte 5 and $player.inventory.gazzatum.amount gte 5 and $player.inventory.fur.amount gt 0 and $player.inventory.menasik.amount gt 0>>
<<set $player.meccacheckpal to 1>>
<<endif>>
/*----------Bedouin Merchant-----------*/
<<if $player.inventory.camelmilk.amount gte 5 and $player.inventory.bedouincarpet.amount gte 5 and $player.inventory.dates.amount gte 5 and $player.inventory.incense.amount gte 5 and $player.inventory.lamp.amount gt 0 and $player.inventory.bedouintribute.amount gt 0>>
<<set $player.meccacheckbed to 1>>
<<endif>>
/*----------Local Merchant-----------*/
<<if $player.inventory.camelmilk.amount gte 5 and $player.inventory.oliveoil.amount gte 5 and $player.inventory.dates.amount gte 5 and $player.inventory.goatbutter.amount gte 5 and $player.inventory.wool.amount gte 5 and $player.inventory.pistachios.amount gte 5 and $player.inventory.anatolianfruits.amount gte 5>>
<<set $player.meccachecklocal to 1>>
<<endif>>
/*----------No Water Warning Check-----------*/
<<if $player.nowarning is 1>>
<<set $player.nowarningfinish to 1>>
<<endif>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Wadi Fatima">>
<<set _desc to "Your caravan makes good speed as you push on towards Mecca with high hopes. You are surrounded by the sounds of drums beating, horns blowing, and celebratory shots firing as excitement grows as you reach the final waystation before Mecca. The Wadi (valley) of Fatima waystation has a village with a sizable market to take advantage of all the pilgrims who pass through here during the hajj season. You make your final camp on the hajj road and prepare yourself for the cumulation of all your hardship over the past months - the hajj pilgrimage in Mecca. ">>
<<set _hist to "In the seventeenth-century pilgrim Kadri mentions that Wadi Fatima was //'a village with pleasant gardens and abundant water.'// While Evliya Çelebi writes that there were 200 Arab houses made of stone here with some 80 shops and a central mosque.The sixteenth-century Meccan emissary al-Nahrawali describes Wadi Fatima upon his departure from Mecca on his journey to Istanbul. He writes that: \n\n //'I had arrived in al-Wadi with seven camels and a couple of mules to carry my baggage and that of my attendants. The rental fee for each camel as far as Damascus was nineteen new gold dinars. Accompanying me were my brother, our lord Muhibb al-Din Habib Allah, and Jawhar, Surur, Yaqut, Kaywan, Ismail al-Kurdi, Jawhar al-Sharifi. Farhan al-Sharifi, and Ahmad al-Shuwaymi...I returned to al-Wadi, much wearied and fearful of robbers. My brother was with me, but part of our suite had become separated from us. Once back in al-Wadi, we loaded up and traveled all day before overtaking the encamped pilgrimage caravan shortly after sunset.'// The eighteenth-century Moroccan pilgrim Ibn al-Tayyib writes the following about Wadi Fatima: //'We reached the peaceful village of Wadi Fatima. It is known among scholars as Mar al-Zahran or Batn Mar...we saw fruits gracing these orchards that amazed us, with many types of dates and melons. The Egyptian convoy preceded us to Mecca and we were late because of trying to avoid the crowds. We rested at the valley until we had our lunch and the crowds went away, then we carried on our journey.//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 40>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 6>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(taking to other merchants) Ha! I was able to sell some the alcohol I have been traveling with here - for some people do not allow it to be openly sold in Mecca.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) This well is of the highest quality, I imagine it will be better than the water in Mecca which will have thousands of pilgrims swarming around the wells.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) Make sure to buy some Zamzam water in Mecca to bring back home! No visit to the holy city would be complete without it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mecca">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mecca">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mecca">>
<<set _time to 12>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Mecca]]<<nobr>>
<<set $temp.loopdest2 to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Jannat al-Mu’alla">>
<<set _desc to "You leave the Majid al-Haram in Mecca and head to the tombs of the Jannat al-Mu’alla (the Most Exhalted Paradise). In this cemetery you find the tombs of the Prophet Muhammad's wife (Khadija), uncle (Abu Talib ibn Abdul-Muttalib), and grandfather (Abdul Mutallib). You find some relief here among the domed tombs from the crowds of pilgrims at the Kaaba nearby, though you know you should get back to the hajj rites soon.\n\n">>
<<set _hist to "Similar to the shrines of al-Baqi in Medina which were demolished by Saudi authorities in the early 20th century so too were these tombs demolished. Other sites that pilgrims would visit in Mecca were the homes where Muhammad was born, where Khadija was born, where Fatima was born, and Abu Bakr al-Sidiq's house. Most of these sites were turned into small mosques where pilgrims //'visted with good intention of glorifying those connected with them.'// (Imam Abu Salim as quoted by Ibn al-Tayyib. Mount Nur, where Muhammad first met the angel Jibril (Gabriel), was also a site that many pilgrims would visit during their stay in Mecca. The seventeenth-century pilgrim Yusuf Nabi describes his visit to Jannat al-Mu’alla writing: //'On seeing the domes of the cemetery of Mu’alla in the shadow of the garden of palms I gave a cry of joy. Since numerous pious persons are buried here, the cemetery is even considered to be a little bit higher than heaven. In particular, Hadice (Khadija), the pious wife of the Prophet, is buried,therem the dome of her tomb is the most exalted of all. Once the buildings of Mecca appeared behind the cemetery, I was amazed and gazed at the city. I focused my attention on Müdde'a, a hill in the middle of Mecca, from which one can see for the first time the wall of the Harem mosque (Mesjid al-Haram). It is beyond any doubt that prayers said at this hill will be acceptable because it is certain that the Prophet used to pray to God whenever he passed by there.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 3>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) I always make sure to make some hajj certificates to sell to pilgrims in the market in Mecca - they are an important written souvenir for some pilgrims to bring home and establish themselves as Hajjis.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I always visit the great domed tomb of Khadija, some of the best views of Mecca are from here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) I was lucky enough to stay at a Gulshani dervish lodge here in Mecca, there are such wonderful endowments which support the housing of pilgrims in this noble city!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mecca">>
<<set _time to 1>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mecca">>
<<set _time to 1>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mecca">>
<<set _time to 1>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Mecca]]<<nobr>>
<<if $player.manuscriptchallenge is 1 and $player.manuscriptchallengevisit is 0>>
<<script>>
Dialog.setup("The Manuscript and the Pasha");
Dialog.wiki(Story.get("The Manuscript and the Pasha").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Jeddah">>
<<set _desc to "You make your way from Mecca to the Port of Jeddah which is flush with pilgrims unloading their baggage from ships which have come from Egypt, India, Iraq, and beyond. The busing port is coupled with a thriving market here as you walk in the shows of the tall buildings which line the streets of Jeddah. You often hear that the Pasha of Jeddah, who is appointed from Egypt, is at odds with the Sharif of Mecca over the customs revenue from this thriving port, especially in recent years because of the booming coffee trade in the Red Sea. During your stay in Jeddah there are several pilgrims who you see heading to the cemetery here which boasts the domed Tomb of Hawwa (Eve) who is said to have died here. From Jeddah you plan to return to Mecca to complete your pilgrimage.\n\n">>
<<set _hist to "The image above is from the //Anis al-Hujjaj// of the Mughal pilgrim Safi ibn Vali, it shows the Pasha of Jeddah meeting the pilgrims in the port and towards the top of the image you can see the silver dome of the Tomb of Eve, a now destroyed pilgrimage site. The seventeenth-century English captive and pilgrim Joseph Pitts arrived in the Port of Jeddah on his way to Mecca. He wrote the following brief description of his experience in the port in his account: \n\n //'Next we come to Jeddah, the nearest seaport town to Mecca, not quite one day's journey from it, where the ships are unloaded. Here we are met by Dilleels, certain persons who come from Mecca for the purpose to instruct the pilgrims in the ceremonies...' \n\n The early seventeenth-century Ottoman chronicler Ibrahim Peçevi explains that for the first few decades of Ottoman control the Sharifs of Mecca collected no revenue from the customs house in Jeddah. However, this changed around 1570 when in a resolution to a dispute between Grand Vizier Sinan Pasha, who was on his return from conquering Yemen, and the Sharif of Mecca, Sharif Abū Numayy b. Barakat, the former agreed to grant the Sharif of Mecca half of the annual custom house revenues in Jeddah. Jeddah was the hajj port for all pilgrims arriving by sea from either Suez, Suakin, Mocha, and from the broader Indian Ocean world. Moreover, all ships passing through the Red Sea were required to stop in Jeddah as non-Ottoman ships were prohibited in the early modern period from traveling north of Jeddah in the Red Sea. The provisioning of food through Jeddah to Mecca and Medina made the holy cities dependent on the safe transport and regular delivery of grain from Egypt. A surviving Ottoman shipping register of foodstuffs sent through Jeddah to Mecca for the period from 1671-1677 reveals both the volume of this trade and the value the customs revenue. These ships would often bring into port thousands of bushels at a time from the pious endowments in Egypt which sourced grain for the holy cities. \n\n In 1670 Hasan Pasha, the Pasha of Jeddah, challenged the Sharif Saʿd bin Zeyd and tried to replace him as Sharif, much of the conflict between the newly appointed governor of Jeddah and the Sharif of Mecca was over the division of the revenue from the customs collected in the port of Jeddah. This conflict over the share of the customs revenue led to Sharif Saʿd bin Zeyd to assassinate Hasan Pasha during the hajj of 1670. In that year the soldiers of the Sharif //'fired bullets upon the pilgrims so that 700 ihram-wearing members of the Islamic community were injured'// and around 200 people were killed according to a nineteenth-century chronicle which mentions the incident.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 44>>
<<set _shrine to 2>>
<<set _water to 60>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) I prefer to buy goods here and bring them to sell at the Mina Bazaar after the hajj to make a hefty profit! You can even make a better profit if you come back to Jeddah right after the hajj festivites to sell goods to the departing pilgrims boarding ships here to India and Egypt!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) I always like coming to the small tomb of Hawwa (Eve) here in Jeddah, it is often a quieter place than what one finds in Mecca during the hajj season!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Symeon the Greek Musician: //'(talking to other travelers) I bought some wine off a merchant here, he cannot sell it in the Harameyn but there are surely some happy customers here in our small Greek and Coptic trading community of Jeddah!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mecca">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mecca">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mecca">>
<<set _time to 15>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabiaPasha _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.jeddahtravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Mecca]]
[[|The Manuscript and the Pasha]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Mina Bazaar">>
<<set _desc to "As the hajj begins to wrap up the pilgrims from all the caravans - the Syrian, the Egyptian, the Yemeni, the Iraqi, and the Iranian, and the Indian caravans - come together to both begin the celebrations of Eid al-Adha and to trade goods with each other establishing the largest annual market in the world. You walk through the market finding a wide variety of goods and even more opportunities to sell your own for a good profit. From here you have a final choice, to join in the caravan celebrations of Eid al-Adha or to head to the Port of Jeddah to find even more profitable trade opportunites.">>
<<set _hist to "The other great meeting place during the hajj was the camp at Mina. The significance of Mina as a center for global trade in the early modern period cannot be understated and even to this day there are markets of mosques across the Islamic world are named for the market at Mina, as the name was synonymous with a variety of goods available. The Safavid widow of Mirza Khalil writes about the festivities at Mina during her hajj at the end of the seventeenth century. She describes the fireworks, cannons firing, and celebrations organized by the Shami caravan. These celebrations at Mina after the completion of the hajj went on for three days with different days and nights organized by the Sharifs of Mecca and the Egyptian caravan. The famed hajj market at Mina and the celebrations which followed provided an important place for pilgrims from across the Islamic world to meet one another. \n\n Evliya Çelebi comments on the //'huge market'// while at Arafat and Mina in which all the people went to it //'as if irregular soldiers.'// The huge markets at Mina and Arafat during the hajj season allowed pilgrims to not only to meet one another but also to exchange goods from Morocco, to the Balkans, to India. Evliya comments that the Mina market was full of shops, craftsmen, coffeehouses with all the pilgrims covered by a canopy as they perused the wares. Amazed at what he sees he writes that //'in this city [Mina], there are exemplary and wonderous things which are not even found one country!'// He goes on to list a range for places, represented by //'merchants of all the countries of Islam,'// which have goods for sale at the Mina bazaar. The long list includes places such as Egypt, Rum (Anatolia and the Balkans), India, China, Bukhara, Sudan and others. Evliya follows this by naming the seemingly endless different types of goods. These wares included valuable items ranging from silk to diamonds, amber to coffee, and flowers to coral. However, some pilgrims felt that some only came to Mecca to trade rather than for more pious reasons. The seventeenth-century pilgrim Safi ibn Vali critiques many of the pilgrims he encountered (in this case the North Africans), explaining that through the //'day and night [they] are preoccupied with the affairs of this world, namely buying gifts and various Indian items and other expensive things.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 43>>
<<set _shrine to 0>>
<<set _water to 35>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) I always skip the celebrations of Eid al-Adha, I cannot resist the market in Jeddah and the profits to be found there!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to pilgrims) I always love the market of the Mina Bazaar, I hear it is world famous for the variety of goods one can find here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The festivites of Eid al-Adha are a always a spectacle with fireworks and celebrations all through the night as pilgrims are full of joy for having completed the pilgrimage.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Celebrations of Eid al-Adha">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Celebrations of Eid al-Adha">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Celebrations of Eid al-Adha">>
<<set _time to 6>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "The Hajj Market of Jeddah">>
<<set _time2 to 16>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "The Hajj Market of Jeddah">>
<<set _time2 to 17>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "The Hajj Market of Jeddah">>
<<set _time2 to 18>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Celebrations of Eid al-Adha]]
[[|The Hajj Market of Jeddah]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Dysentery</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(15,30)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have developed dysentery after drinking tainted water! Your health has declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Rest for Two Days to Recover">>
<<set $player.time to $player.time+24>>
<<goto "Dysentery Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<goto "Dysentery Push">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Rest for Five Days to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Dysentery Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Dysentery Push">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have developed dysentery after drinking tainted water! You have died as a result of your illness.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Dysentery">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<if $family[_randomChoice].death is "Alive">>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has developed dysentery after drinking tainted water! Their health has declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Rest for Two Days to Allow Them to Recover">>
<<set $player.time to $player.time+24>>
<<goto "Dysentery Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.healthcharacter to _randomChoice>>
<<goto "Dysentery Push">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Rest for Five Days to Allow Them to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Dysentery Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Dysentery Push">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
$family[_randomChoice].name has developed dysentery after drinking tainted water! They have died as a result of their illness.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "dysentery">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Dysentery Rest]]
[[|Dysentery Push]]
[[|Player Death Filter]]
[[|Family Death]]<<set $temp.lock to 1>>
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/water_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/water.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
<div style="text-align: center;">
You decide to leave the suspicious looking water at the well.
</div>
<br><br>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+4>>
/*-----------------------------*/
/*----- Set Market Prices -----*/
/*-----------------------------*/
<<if $temp.marketid is 15>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wool: {
name: "Wool",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
oliveoil: {
name: "Olive Oil",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 12,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 7,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 16>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 35,
lo_price: 23,
hi_sell: 23,
lo_sell: 17,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 13,
},
pistachios: {
name: "Pistachios",
hi_price: 13,
lo_price: 5,
hi_sell: 5,
lo_sell: 3,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 17>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 78,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 620,
lo_sell: 465,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 78,
lo_sell: 62,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 99,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 38,
lo_price: 26,
hi_sell: 26,
lo_sell: 18,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 16,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 48,
lo_price: 35,
hi_sell: 35,
lo_sell: 23,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
coffee: {
name: "Coffee",
hi_price: 60,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 432,
lo_sell: 366,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 59,
lo_sell: 45,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 33,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 106,
lo_sell: 100,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 40,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 13,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 198,
lo_sell: 149,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 83,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 413,
lo_sell: 330,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 17,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 10,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 91,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 33,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 495,
lo_sell: 413,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 74,
lo_sell: 58,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 50,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 25,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
Lo_sell: 83,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 206,
lo_sell: 165,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 58,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 310,
lo_sell: 248,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 18>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wool: {
name: "Wool",
hi_price: 10,
lo_price: 7,
hi_sell: 7,
lo_sell: 2,
},
oliveoil: {
name: "Olive Oil",
hi_price: 22,
lo_price: 19,
hi_sell: 19,
lo_sell: 14,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 20,
lo_price: 17,
hi_sell: 17,
lo_sell: 12,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 12,
lo_price: 9,
hi_sell: 9,
lo_sell: 4,
},
pistachios: {
name: "Pistachios",
hi_price: 5,
lo_price: 2,
hi_sell: 2,
lo_sell: 1,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 28,
lo_price: 25,
hi_sell: 25,
lo_sell: 20,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 19>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 78,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 165,
lo_price: 150,
hi_sell: 150,
lo_sell: 130,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 620,
lo_sell: 465,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 78,
lo_sell: 62,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 99,
},
englishfabric: {
name: "English Fabric",
hi_price: 100,
lo_price: 85,
hi_sell: 85,
lo_sell: 65,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 38,
lo_price: 26,
hi_sell: 26,
lo_sell: 18,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 16,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 48,
lo_price: 35,
hi_sell: 35,
lo_sell: 23,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
coffee: {
name: "Coffee",
hi_price: 60,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
jewels: {
name: "Imported Jewels",
hi_price: 425,
lo_price: 325,
hi_sell: 325,
lo_sell: 275,
},
spices: {
name: "Spices",
hi_price: 54,
lo_price: 44,
hi_sell: 44,
lo_sell: 34,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 33,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 106,
lo_sell: 100,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 40,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 13,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 198,
lo_sell: 149,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 83,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 413,
lo_sell: 330,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 17,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 10,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 91,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 33,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 495,
lo_sell: 413,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 74,
lo_sell: 58,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 50,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 25,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
Lo_sell: 83,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 206,
lo_sell: 165,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 58,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 310,
lo_sell: 248,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 20>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 78,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 620,
lo_sell: 465,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 78,
lo_sell: 62,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 99,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 38,
lo_price: 26,
hi_sell: 26,
lo_sell: 18,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 16,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 48,
lo_price: 35,
hi_sell: 35,
lo_sell: 23,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
coffee: {
name: "Coffee",
hi_price: 60,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 432,
lo_sell: 366,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 59,
lo_sell: 45,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 33,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
alaja: {
name: "Alaja Fabric",
hi_price: 90,
lo_price: 80,
hi_sell: 80,
lo_sell: 75,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 30,
lo_price: 20,
hi_sell: 0,
lo_sell: 0,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 40,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 13,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 21>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 7,
lo_price: 5,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 78,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 620,
lo_sell: 465,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 78,
lo_sell: 62,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 99,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 20,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 16,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 48,
lo_price: 35,
hi_sell: 35,
lo_sell: 23,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
coffee: {
name: "Coffee",
hi_price: 45,
lo_price: 35,
hi_sell: 35,
lo_sell: 20,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 432,
lo_sell: 366,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 59,
lo_sell: 45,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 80,
lo_price: 70,
hi_sell: 70,
lo_sell: 50,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 300,
lo_price: 250,
hi_sell: 250,
lo_sell: 200,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 33,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 141,
lo_price: 102,
hi_sell: 0,
lo_sell: 0,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 106,
lo_sell: 100,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 40,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 13,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 39,
lo_price: 26,
hi_sell: 26,
lo_sell: 19,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 198,
lo_sell: 149,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 83,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 413,
lo_sell: 330,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 17,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 10,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 91,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 33,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 495,
lo_sell: 413,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 74,
lo_sell: 58,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 50,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 25,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
Lo_sell: 83,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 206,
lo_sell: 165,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 58,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 310,
lo_sell: 248,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 22>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 78,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 620,
lo_sell: 465,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 78,
lo_sell: 62,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 99,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 38,
lo_price: 26,
hi_sell: 26,
lo_sell: 18,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 16,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 48,
lo_price: 35,
hi_sell: 35,
lo_sell: 23,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
coffee: {
name: "Coffee",
hi_price: 60,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 432,
lo_sell: 366,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 59,
lo_sell: 45,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
copperware: {
name: "Copperware",
hi_price: 40,
lo_price: 35,
hi_sell: 35,
lo_sell: 25,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 106,
lo_sell: 100,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 40,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 13,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 198,
lo_sell: 149,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 83,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 413,
lo_sell: 330,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 17,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 10,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 91,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 33,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 495,
lo_sell: 413,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 74,
lo_sell: 58,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 50,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 25,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
Lo_sell: 83,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 206,
lo_sell: 165,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 58,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 310,
lo_sell: 248,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 23>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 8,
lo_price: 6,
hi_sell: 2,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 13,
},
pistachios: {
name: "Pistachios",
hi_price: 13,
lo_price: 5,
hi_sell: 5,
lo_sell: 3,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
silk: {
name: "Silk",
hi_price: 165,
lo_price: 150,
hi_sell: 150,
lo_sell: 130,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 200,
lo_price: 180,
hi_sell: 0,
lo_sell: 0,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 17,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 24>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 35,
lo_price: 23,
hi_sell: 23,
lo_sell: 17,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 13,
},
pistachios: {
name: "Pistachios",
hi_price: 13,
lo_price: 5,
hi_sell: 5,
lo_sell: 3,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 250,
lo_price: 200,
hi_sell: 200,
lo_sell: 180,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 70,
lo_price: 50,
hi_sell: 50,
lo_sell: 30,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 13,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 25>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wool: {
name: "Wool",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
oliveoil: {
name: "Olive Oil",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 12,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 7,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 26>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wool: {
name: "Wool",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
oliveoil: {
name: "Olive Oil",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 12,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 7,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 110,
lo_price: 80,
hi_sell: 0,
lo_sell: 0,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 28,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 25,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 25,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 27>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 13,
},
pistachios: {
name: "Pistachios",
hi_price: 13,
lo_price: 5,
hi_sell: 5,
lo_sell: 3,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 127,
lo_price: 92,
hi_sell: 0,
lo_sell: 0,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 17,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 28>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 10,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 28,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 78,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 620,
lo_sell: 465,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 78,
lo_sell: 62,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 99,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 20,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 16,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 48,
lo_price: 35,
hi_sell: 35,
lo_sell: 23,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 28,
hi_sell: 28,
lo_sell: 18,
},
coffee: {
name: "Coffee",
hi_price: 60,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 432,
lo_sell: 366,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 59,
lo_sell: 45,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 33,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 141,
lo_price: 102,
hi_sell: 0,
lo_sell: 0,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 106,
lo_sell: 100,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 40,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 13,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 39,
lo_price: 26,
hi_sell: 26,
lo_sell: 19,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 23,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 41,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 83,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 198,
lo_sell: 149,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 116,
lo_sell: 83,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 413,
lo_sell: 330,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 17,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 10,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 107,
lo_sell: 91,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 33,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 495,
lo_sell: 413,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 124,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 8,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 8,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 74,
lo_sell: 58,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 12,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 58,
lo_sell: 50,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 25,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
Lo_sell: 83,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 206,
lo_sell: 165,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 58,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 310,
lo_sell: 248,
}
}>>
<<goto "Market UI">>
<<else>>
This is where players can buy and sell items...
We will also want to include their inventory...
The market type for this location is $temp.marketid...
<<set $temp.from to "market">>
<<link "Return to $cur_passage" "Decay Functions">><</link>>
<<endif>>
[[|Market UI]]
<<nobr>>
<<set $temp.lock to 1>>
/*---------------------------------------------*/
/*----- Set Shrine Name and Piety Amounts -----*/
/*---------------------------------------------*/
<<if $cur_passage is "Antioch">>
<<set _sname to "Shrines of Habib-i Najjar and Shamun Al-Safa">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Hama">>
<<set _sname to "Local Sufi Shrines">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Homs">>
<<set _sname to "Shrines of Bayazid Bastami and Fiddah the Servant of the Prophet">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Kırıkhan">>
<<set _sname to "Dubious Shrine of Bayazid Bastami">>
<<set _spiety to 0>>
<<set $player.shrinefool to 1>>
<<elseif $cur_passage is "Aleppo">>
<<set _sname to "Shrine of the Prophet Zakariya">>
<<set _spiety to 25>>
<<elseif $cur_passage is "Aleppo Bab al-Hadid">>
<<set _sname to "Masjid al-Nuqtah: Drop of the Blood of Imam Husayn">>
<<set _spiety to 15>>
<<elseif $cur_passage is "al-Ma’arra">>
<<set _sname to "Dubious Shrines of Yusha bin Nun and Seth">>
<<set _spiety to 0>>
<<set $player.shrinefool to 1>>
<<elseif $cur_passage is "Kilis">>
<<set _sname to "Shrine of Sheikh Muhammad Bedevi">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Aintab">>
<<set _sname to "Local Sufi Shrines">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Urfa">>
<<set _sname to "Birthplace of the Prophet Ibrahim">>
<<set _spiety to 40>>
<<set $player.shrineurfa to 1>>
<<elseif $cur_passage is "Damascus">>
<<set _sname to "The Umayyad Mosque and the Shrine of John the Baptist">>
<<set _spiety to 35>>
<<set $player.shrinedamascus to 1>>
<<elseif $cur_passage is "Salihiyah">>
<<set _sname to "Tomb of Ibn Arabi">>
<<set _spiety to 25>>
<<set $player.shrineibnarabi to 1>>
<<set $player.ottomansufichallengedone to $player.ottomansufichallengedone+1>>
<<elseif $cur_passage is "Tabut Kurusi">>
<<set _sname to "Grave of a Halveti Sufi">>
<<set _spiety to 5>>
<<endif>>
/*---------------------------*/
/*----- Randomize Piety -----*/
/*---------------------------*/
<<if _spiety > 5>>
<<set _random to random(-5,5)>>
<<elseif _spiety is 0>>
<<set _random to random(-10,-5)>>
<<else>>
<<set _random to random(0,5)>>
<<endif>>
<<set _spiety to _spiety + _random>>
/*------------------------------*/
/*----- Set Display Output -----*/
/*------------------------------*/
<<if $temp.shrine is 4>>
<<set _sdesc to "You arrive at the _sname and find the place packed full of other pilgrims from across the Muslim world! You have long desired to come to _sname and completing this lifelong goal fills you with excitement as you continue on the road to the ultimate goal, the holy cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 3>>
<<set _sdesc to "You arrive at the _sname in a crowd of pilgrims finding it hard to get close to the shrine. The commotion is overwhelming but the peace you find near the shrine makes this journey more than worth it and solidifies your resolve as you continue on to the Holy Cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 2>>
<<set _sdesc to "You arrive at the _sname and find many other pilgrims here from across the region. The solitude and tranquility of the shrine and surrounding garden rejuvenate your spirit as you continue along the hajj road.\n\n">>
<<elseif $temp.shrine is 1>>
<<set _sdesc to "You arrive at the _sname and find it with only a few other pilgrims, the stillness of the scene is a nice break from the trials of the road. \n\n ">>
<<elseif $temp.shrine is 5>>
<<set _sdesc to "You arrive to the _sname and find no other pilgrims here, only a few locals asking for donations for this suspicious shrine. Next time one should ask around before visiting any shrine they come to upon the road, for this place has not brought you much inspiration.\n\n">>
<<endif>>
/*----------------------------------*/
/*----- Add to Shrines Visited -----*/
/*----------------------------------*/
<<if $player.shrines[$cur_passage] is undefined>>
<<print "<<set $player.shrines['"+ $cur_passage +"'] to {}>>">>
<<set _newname = _sname>>
<<print "<<set $player.shrines['"+ $cur_passage +"'].shrine to '" + _newname +"'>>">>
/*-- Increase Player Piety and Time --*/
<<set $player.piety to $player.piety+_spiety>>
<<if $player.piety gt 100>>
<<set $player.piety to 100>>
<<elseif $player.piety lt 0>>
<<set $player.piety to 0>>
<<endif>>
<<set $player.time to $player.time+4>>
<<else>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_sname</td>
</tr>
</table>
</div>
<<if $temp.shrine gte 2>>
<<set _h to setup.ImagePath+'hub/shrine.jpg';>>
<<elseif $temp.shrine is 1>>
<<set _h to setup.ImagePath+'hub/smalltomb.jpg';>>
<<endif>>
<</nobr>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
_sdesc
<<if $temp.shrine is 1>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 2>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 3>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 4>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 5>>
You regret your decision to visit this shrine!
<<endif>>
<<set $player.shrinecountsyria to $player.shrinecountsyria+1>>
<<set $temp.from to "shrine">>
<br><br>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Shrine Visited]]
Make it so having camels - new stables buy option, make you now the fast speed and horses can only get you to med speed (except for Palestine) from here on)<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Wadi Musa and the Ruins of Petra">>
<<set _desc to "You travel south as large canyons and cliffs dot the desert landscape around you. Your caravan reaches the Wadi Musa (the valley of Moses) and the ruins of the ancient city of Petra hidden in the canyons nearby where you set up camp with some local Bedouin tribesmen. Some pilgrims in your caravan have also gone off to visit the tomb of Harun (Aaron), the brother of the Prophet Ibrahim (Abraham), which sits on top of a mountain nearby. The ruins of the ancient city of Petra strike fear into your heart as you have always heard stories that such places are cursed and haunted by the Djinn. Some from among you ignore these stories and begin to explore the old ruins as the sun begins to set, though you are unsure if you want to join them.\n\n ">>
<<set _hist to "Yaqut al-Hamawi, the thirteenth-century Arab geographer described Wadi Musa in the following manner: \n\n//'This Wadi is called after Musa (Moses) the son of 'Amran. It lies to the south of Jerusalem, between the Holy City and the Hijaz. It is a fine Wadi, full of olive-trees, and is so called in memory of Moses, who came out of the desert of the Tih, leading the children of Israel with him. And Moses had with him the rock mentioned by Allah in the Quran in the verse, 'And when Moses asked drink for his people, we said, Strike the Rock with thy rod, and from it there gushed twelve fountains,'...'// \n\n The nineteenth-century European orientalist traveler John Lewis Burckhardt, the first European to visit Petra, described his 1812 visit to Petra in the following quote: \n\n//'I was particularly desirous of visiting Wadi Musa, of the antiquities of which I had heard the country people speak in terms of great admiration...I hired a guide...to conduct me to Haroun's tomb...I was without protection in the midst of a desert where no traveler had ever before been see...Future travellers may visit the spot under the protection of an armed force,... An excavated mausoleum came in view, the situation and beauty of which are calculated to make an extraordinary impression upon the traveler, after having traversed for nearly half an hour such a gloomy and almost subterraneous passage as I have described. The natives call this monument Kaszr Faraoun, or Pharaoh's castle, and pretend that it was the residence of a prince. But it was rather the sepulchre of a prince, and great must have been the opulence of a city, which could dedicate such monuments to the memory of its rulers...'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 36>>
<<set _shrine to 1>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) The desolate journey to the Tomb of Harun is a sombering one and the peace I found there was well worth it!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'(talking to other pilgrims) Be wary of places like Petra, the Djinn do not like to be disturbed and will trap you in that forsaken place! That is why I always carry a talismanic scroll with me, to protect me from such dangers!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her uncle) The water of the springs in this Wadi are quite refreshing, we should make sure to fill up on water here while we can!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ma’an">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ma’an">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ma’an">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.petratravel to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Ma’an]] Double-click this passage to edit it.<<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 11>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Muratpaşa Bridge">>
<<set _desc to "You come to the long Muratpaşa Bridge bridge which crosses a large marshland by which merchants must cross in order to make it to Aleppo. You see a few small baths along the road but beyond that the landscape seems desolate.\n\n ">>
<<set _hist to "The image above is of a typical Ottoman bridge, this one is specifically from the Ottoman Balkans. The Muratpaşa Bridge was built in the early seventeenth century by Kuyucu Murat Pasha after he supressed a local rebellion in the region. The bridge was built in two long sections with a large intermediate island in the middle of the marshland. The seventeenth-century Ottoman pilgrim Kadri writes the following about this brdige:\n\n//'The bridge is so long that it takes half an hour for the caravan to cross it. Both sides of it are marshes or reed beds with mosquitoes. Many thieves are around, it is dangerous for small groups of travellers to follow this road owing to the presence of robbers around. There are a few spas, called Hammamat on the road.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 60>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(speaking to Emine Hatun) My Hatun, we have no time to discuss how your mother once knew Murat Pasha! We have to move carefully through these marshlands for there are bandits all around!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s daughter: //'(speaking to uncle) The water in these marshlands gives off quite the smell uncle! I sure hope other pilgrims do not take water from there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Selim the Drunk: //'(talking to anyone who will listen) My brother said there were magical talismans that keep scorpians, ants, and hornets away in Syria, he swore to me that they work! Maybe I can find some when I get that magical talismanic shirt in Urfa!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Artah">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Artah">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Artah">>
<<set _time to 6>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Artah]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Kadi Court Dispute</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/kadicourtnew.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(100,150)>>
<<set $player.money = $player.money+_random>>
<<set _caseamount to _random-50>>
<<set _caseend to _random+_caseamount>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomcase to random(1,3)>>
<div style="text-align: center;">
<<if _randomcase is 1>>
You rented your extra mules to the pilgrim Yunus the Merchant for _caseamount <img @src=_coinimage style="height: 1.5ex;"> akçe so that he could transport more goods to sell at $temp.destination. However, he never paid you and claimed that there are his someone elses mules! You bring the case the local kadi court. The kadi (judge) hears both sides and since you brought three witnessess who overheard the transaction the kadi rules in your favor and orders Yunus to pay _caseend <img @src=_coinimage style="height: 1.5ex;"> akçe to you which restores to you the money you loaned and some for your trouble! You profited _random <img @src=_coinimage style="height: 1.5ex;"> from the decision.
<<elseif _randomcase is 2>>
Your old aunt who was traveling with you in the pilgrimage caravan had passed away from an illness on the way to $temp.destination. You were set to inherit _random <img @src=_coinimage style="height: 1.5ex;"> akçe from her possessions after she passed but a caravan official kept all of her possessions for himself! You bring the case the local kadi court. The kadi (judge) hears both sides and since you brought five witnessess who overheard your aunt's wishes for what to do with her possessions he rules in your favor! You gained _random <img @src=_coinimage style="height: 1.5ex;"> from the decision.
<<elseif _randomcase is 3>>
You claim that Selim the Drunk stole _caseamount <img @src=_coinimage style="height: 1.5ex;"> akçe from you the previous night in the coffeehouse. He claims that you gave the coins to him as a loan to pay for some new camels while you are on your way to $temp.destination but has no witnesses to support his claim. You bring the case the local kadi court. The kadi (judge) hears both sides and since you brought two witnessess and he has none the kadi rules in your favor granting your _caseamount <img @src=_coinimage style="height: 1.5ex;"> akçe back and awarding you _random <img @src=_coinimage style="height: 1.5ex;"> from Selim the Drunk for your trouble!
<<endif>>
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
An Ottoman Kadi (judge) was someone who would either hear legal cases as a local judges for a town or as a traveling judge with the pilgrimage caravan in order to find resolutions to disputes between pilgrims along the hajj road. The judge would hear the case and consult the three major branches of Ottoman law: Kanun (state/sultanic law), Sharia Law usually interpreted via the Hanafi //mazhab// (school of jurisprudence), and 'Urf (customary law). Below are two examples of Ottoman legal cases from the seventeenth century found in the //Sicil// Records - the court records of the Ottoman Empire.
<br>
<br>
//'Çinar daughter of Bagadasar of Talas village sets forth a claim in the presence of Sefer father of Firoz: <br>'He struck me, pulled my hair saying, 'I'll make use of you' and again struck me. I demand that he be punished according to the sharia.' Sinan father of Kavan and Sunbul father of Yunus confirm that Sefer knocked Çinar to the ground, pulled her hair, and struck her, and they rescued her from him. Heard in the presence of Husam Beg, Kethüda (deputy) of the Kayseri brigade (mir liva)' <br><br> 'Melek, Sofya, and Sultana daughters of Kara Beg of Talas set forth a claim in the presence of the court of the high office against Haci Huseyn son of Mehmed:<br> 'Haci Huseyn has in his possession two shares (hisse) of the seven shares of a field, a garden, and two vineyards that we inherited from our late father. Haci Huseyn claims he bought the fields from their brother Mihail five years earlier, but he has no witnesses and so is restrained. The property is ordered to the sisters.'//
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "court">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<<if $family[0].trait is "Kadi" or $family[1].trait is "Kadi" or $family[2].trait is "Kadi">>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Kadi Court Dispute</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/court_2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _loss to Math.floor($player.money*0.15)>>
<<set $player.money = $player.money-_loss>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _losscase to Math.floor(_loss*0.50)>>
<<set _randomcase to random(1,3)>>
<div style="text-align: center;">
<<if _randomcase is 1>>
You paid _loss <img @src=_coinimage style="height: 1.5ex;"> akçe to Yunus the Merchant for a plot of land he claimed he held the title to while on your way to $temp.destination. There were no witnesses to this sale and you find out that the land title was fake and that Yunus swindled you! You bring the case the local kadi court. The kadi (judge) hears both sides and but since you have no witnesses and Yunus has a few merchant friends who claim he was not even at the coffeehouse when you claim this happened the kadi rules against you and Yunus keeps the _loss <img @src=_coinimage style="height: 1.5ex;"> akçe you paid!
<<elseif _randomcase is 2>>
On your way to $temp.destination a villager brings a case to the local kadi court against you and claims that you sold him olive oil for _losscase <img @src=_coinimage style="height: 1.5ex;"> akçe which was actually water! You claim that this was not you but the villager has three witnesses that assure the judge it was indeed you! The kadi (judge) rules in the villager's favor and orders you to pay both the price you supposedly charged, _losscase <img @src=_coinimage style="height: 1.5ex;"> akçe, and extra for the trouble you caused this villager bringing your total loss to _loss <img @src=_coinimage style="height: 1.5ex;"> akçe!
<<elseif _randomcase is 3>>
A old //hajji// has died along the road to $temp.destination and you keep some of his possessions after he passes totaling _losscase <img @src=_coinimage style="height: 1.5ex;"> akçe. His son, Abdullah, arrives to the caravan camp and takes you to the kadi court claiming that those goods rightfully belong to him according to a written document he holds in his hand! The kadi (judge) hears the case and once Abdullah brings with him several witnesses which support his claim that his father wished that all his goods go to him once he passes the kadi rules against you! The judge rules that you must pay back the _losscase <img @src=_coinimage style="height: 1.5ex;"> akçe and some extra funds for the son's trouble, amounting to a total of loss of _loss <img @src=_coinimage style="height: 1.5ex;"> akçe!
<<endif>>
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
An Ottoman Kadi (judge) was someone who would either hear legal cases as a local judges for a town or as a traveling judge with the pilgrimage caravan in order to find resolutions to disputes between pilgrims along the hajj road. The judge would hear the case and consult the three major branches of Ottoman law: Kanun (state/sultanic law), Sharia Law usually interpreted via the Hanafi //mazhab// (school of jurisprudence), and 'Urf (customary law). Below are two examples of Ottoman legal cases from the seventeenth century found in the //Sicil// Records - the court records of the Ottoman Empire.
<br>
<br>
//'Çinar daughter of Bagadasar of Talas village sets forth a claim in the presence of Sefer father of Firoz: <br>'He struck me, pulled my hair saying, 'I'll make use of you' and again struck me. I demand that he be punished according to the sharia.' Sinan father of Kavan and Sunbul father of Yunus confirm that Sefer knocked Çinar to the ground, pulled her hair, and struck her, and they rescued her from him. Heard in the presence of Husam Beg, Kethüda (deputy) of the Kayseri brigade (mir liva)' <br><br> 'Melek, Sofya, and Sultana daughters of Kara Beg of Talas set forth a claim in the presence of the court of the high office against Haci Huseyn son of Mehmed:<br> 'Haci Huseyn has in his possession two shares (hisse) of the seven shares of a field, a garden, and two vineyards that we inherited from our late father. Haci Huseyn claims he bought the fields from their brother Mihail five years earlier, but he has no witnesses and so is restrained. The property is ordered to the sisters.'//
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "court">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $player.luck to $player.luck+1>>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Benevolent Traveling Pasha</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/chance_encounter_gift.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(200,250)>>
<<set $player.money = $player.money+_random>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomplace to random(1,5)>>
<div style="text-align: center;">
As you and your party come to a crossroads on your way to $temp.destination you see a well-guarded opulent caravan on the road ahead. The fine cloths and glistening armor tell you that it must be a traveling Ottoman Pasha and his entourage. Moving to talk to them you hear that he is on his way to his new imperial posting as
<<if _randomplace is 1>>
the governor of the Ottoman Eyalet (province) of Yanova.
<<elseif _randomplace is 2>>
the new Ottoman Beylerbeyi (lord of lords) of Rumelia.
<<elseif _randomplace is 3>>
the new Ottoman governor of the Eyalet (province) of Halab (Aleppo).
<<elseif _randomplace is 4>>
the new Ottoman governor of the Eyalet (province) of Budin (Budapest).
<<elseif _randomplace is 5>>
the new Ottoman governor of the Habesh Eyalet (the Ottoman Red Sea Province).
<<endif>>
You tell him that you are pilgrims on your way to the holy city of Mecca and he bestows on you a gift of _random <img @src=_coinimage style="height: 1.5ex;">! You thank him for his kindness!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "gift">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Turkmen Raid</td>
</tr>
</table>
</div>
<<set _randomWounded to random(1,100)>>
<<set _h to setup.ImagePath+'events/turkmen_tribe_ambush.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
Two ominous clouds of dust approach your traveling party from two hillsides which overshadow the road! You hear the heavy sounds of hoofs stomping the dirt as the clouds get closer and closer! It appears that you and your companions have been ambushed on your way to $temp.destination by a band of Turkmen tribesmen. These fierce horsemen surely do not mean to merely trade and their glistening arrowheads kept in the quivers on their backs confirm your suspicion of their ill intentions!
<br>
<br>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<set _protect to 0>>
<<if $player.inventory.talismanicring.amount > 0>>
<br>
<<set _protect to 1>>
As you ready yourself to fight off the Turkmen raiders you notice that their horses begin to turn uncontrollably as if spooked by something. As the Turkmen give up their attack, having lost the moment of opportunity, you and your fellow pilgrims celebrate your escape from danger! However, you notice that your talismanic ring has fallen off your finger during the commotion, lost and unfound! Maybe it was chance or maybe the talismanic ring protected you this time from danger - only God knows!
<br>
<br>
For an example of a talismanic ring see this example from the Metropolitan Museum of Art [[here|https://www.metmuseum.org/art/collection/search/446273]]
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount-1>>
<br>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Janissary Agha----------*/
<<if $family[0].trait is "Janissary Agha" or $family[1].trait is "Janissary Agha" or $family[2].trait is "Janissary Agha">>
<<if $family[0].trait is "Janissary Agha">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary Agha">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary Agha">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,9)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Janissary Agha you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set $family.fled to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended - they seemed to have some agreement with those that attacked you.
<<elseif $temp.killed is 0>>
<<set $family.killed to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Bandit----------*/
<<elseif $family[0].trait is "Bandit" or $family[1].trait is "Bandit" or $family[2].trait is "Bandit">>
<<if $family[0].trait is "Bandit">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Bandit">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Bandit">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The former bandit you hired, <b>$temp.eventname</b>, was able to negotiate with the highwaymen on your behalf. It seems $temp.eventname knew them and they immediately began to apologize, speaking to $temp.eventname with great respect - they gift you 200 //akçe// and wish you well on your way!
<<set $player.money to $player.money+200>>
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The former bandit you hired, <b>$temp.eventname</b>, seems to know them and suddenly it seems that your protector is now your adversary and after the raid $temp.eventname flees into the countryside with the bandits!
<<endif>>
<br>
/*---------Aleppan Janissary----------*/
<<elseif $family[0].trait is "Aleppan Janissary" or $family[1].trait is "Aleppan Janissary" or $family[2].trait is "Aleppan Janissary">>
<<if $family[0].trait is "Aleppan Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Aleppan Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Aleppan Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Janissary----------*/
<<elseif $family[0].trait is "Janissary" or $family[1].trait is "Janissary" or $family[2].trait is "Janissary">>
<<if $family[0].trait is "Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 3>>
The Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
<<set $family.killed to 1>>
The Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Eunuch----------*/
<<elseif $family[0].trait is "Eunuch" or $family[1].trait is "Eunuch" or $family[2].trait is "Eunuch">>
<<if $family[0].trait is "Eunuch">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Eunuch">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Eunuch">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,5)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Turkman----------*/
<<elseif $family[0].trait is "Turkman" or $family[1].trait is "Turkman" or $family[2].trait is "Turkman">>
<<if $family[0].trait is "Turkman">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Turkman">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Turkman">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Turkman guide you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 2 or $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Turkman guide you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended. They seemed to have had some agreement with the Turkmen tribe which ambushed you here!
<<endif>>
<br>
/*---------Sekban----------*/
<<elseif $family[0].trait is "Sekban" or $family[1].trait is "Sekban" or $family[2].trait is "Sekban">>
<<if $family[0].trait is "Sekban">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sekban">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sekban">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Sekban you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sekban you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended. They seemed to have some agreement with those that assaulted you!
<<endif>>
<br>
/*---------Sipahi----------*/
<<elseif $family[0].trait is "Sipahi" or $family[1].trait is "Sipahi" or $family[2].trait is "Sipahi">>
<<if $family[0].trait is "Sipahi">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sipahi">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sipahi">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Sipahi you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 2>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 3>>
<<set $family.killed to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Azep----------*/
<<elseif $family[0].trait is "Azep" or $family[1].trait is "Azep" or $family[2].trait is "Azep">>
<<if $family[0].trait is "Azep">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Azep">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Azep">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,2)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0>>
The irregular soldier you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 2>>
<<set $family.killed to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.75))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water" and Object.keys($player.inventory)[_x]!="soldiers" and Object.keys($player.inventory)[_x]!="greeksailors" and Object.keys($player.inventory)[_x]!="albanian">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Turkmen tribes could be found throughout many parts of the Ottoman Empire. They could either be nomads or pastoralists and the Ottoman dynasty itself traced its lineage back to Oghuz Turkic tribe of the middle ages. While often serving as auxiliaries to the Ottoman army on campaigns many tribes were given a large amount of autonomy in the early modern Ottoman Empire, usually only being required to pay an annual tribute to the Ottoman Sultan. In many cases they also would demand gifts and tribute from local Ottoman officals and if they did not recieve these, espcially in times of famine and drought, they would make up for their financial losses by raiding travelers and Ottoman outposts. Many pilgrims discuss their encounter with Turkmen tribes as they traveled through Anatolia and Syria, espcially in mountain regions where many pastoralist tribes spend the summer months with their flocks in mountain pastures called //yaylas//. Most Ottomans who were elite figures and from the major cities of the empire looked down upon Turkmen, calling them 'Turks' which generally was a derogatory term implying a lack of education and sophistication (Most Ottoman elites preferred to call themselves 'Rumis' meaning 'Roman'). This discriminatory opinion of Turkmen was due to the unsettled lifestyle of pastoralists, their oftentimes heterodox religious beliefs, and the suspect loyalty to the Ottoman state in the context of the Ottoman-Safavid conflict.<br><br>
The seventeenth-century Ottoman Traveler Evliya Çelebi stayed in a Turkmen village during his journey through the Taurus Mountains in Southern Aantolia writing that:
<br>
<br>
//'Exhausted and bewildered, we traveled for nine hours and at last we became guests in a village of dull-witted Turks of seventy or eighty houses located at the foot of a cliff known as the village of Yonmataş. We procured fodder for our horses and food for ourselves with a hundred thousand difficulties. Halting there we climbed to the rock named Yonmataş in one hour and took in the view. It is a red, burnished rock shaped by divine decree like a horse's saddle on the towering summit of a tall, rocky outcropping situated in a plain. The false belief of the inhabitants of that region (The Turkmen) that three thousand Yürük (nomads) came to this rock and mounted it as if it were a horse is frequently mentioned by the common people. But it is nonsense. However, it is a remarkably high mountain worthy of a visit.'//
<br><br> </div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pirate Attack</td>
</tr>
</table>
</div>
<<set _randomWounded to random(1,100)>>
<<set _h to setup.ImagePath+'events/pirates.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
On your way to $temp.destination you see a group of three galleys on the horizon. Your ship captain pulls alongside the unknown ships to see if he can trade any goods with the fellow seafarers. Disaster strikes! The three galleys are a collection of renegades and pirates who quickly attempt to board your ship. They are led by their broad shouldered captain who his crew has given the moniker 'Barbaros,' no doubt in reference to his red beard and as homage to the legendary sixteenth-century Ottoman pirate and admiral!
<br>
<br>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<set _protect to 0>>
<<if $player.inventory.talismanicring.amount > 0>>
<br>
<<set _protect to 1>>
As you ready yourself to fight off the pirates you notice that their ship suddenly begins to turn away towards the coast! What a blessing! As you and your fellow pilgrims celebrate on board the ship you suddenly notice that your talismanic ring has fallen off your finger and into the sea, disappearing beneath the waves! Maybe it was chance or maybe it protected you this time from danger - only God knows!
<br>
<br>
For an example of a talismanic ring see this example from the Metropolitan Museum of Art [[here|https://www.metmuseum.org/art/collection/search/446273]]
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount-1>>
<br>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Corsair----------*/
<<if $family[0].trait is "Corsair" or $family[1].trait is "Corsair" or $family[2].trait is "Corsair">>
<<if $family[0].trait is "Corsair">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Corsair">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Corsair">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The corsair you hired, <b>$temp.eventname</b>, was able to negotiate with the pirates on your behalf. It seems $temp.eventname knew them and they immediately began to apologize, speaking to $temp.eventname with great respect - they gift you 250 //akçe// and wish you well on your way!
<<set $player.money to $player.money+250>>
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The corsair you hired, <b>$temp.eventname</b>, seems to know them and suddenly it seems that your protector is now your adversary and after the raid $temp.eventname flees with the pirates leaving you and your party adrift at sea!
<<endif>>
<br>
/*---------Levantine----------*/
<<elseif $family[0].trait is "Levantine" or $family[1].trait is "Levantine" or $family[2].trait is "Levantine">>
<<if $family[0].trait is "Levantine">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Levantine">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Levantine">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Levantine sailor you hired, <b>$temp.eventname</b>, was able to hold them off and you all rowed away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Levantine sailor you hired, <b>$temp.eventname</b>, was nowhere to be found during the battle and you were left undefended. As the pirate galley rowed away you saw $temp.eventname on board, either a hostage or as a collaborator fleeing the scene. Perhaps they had some agreement with those that attacked your ship?
<<endif>>
<br>
/*---------Albanian Sailor----------*/
<<elseif $family[0].trait is "Albanian Sailor" or $family[1].trait is "Albanian Sailor" or $family[2].trait is "Albanian Sailor">>
<<if $family[0].trait is "Albanian Sailor">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Albanian Sailor">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Albanian Sailor">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Albanian sailor you hired, <b>$temp.eventname</b>, had previously served in the janissary order was able to hold them off the pirates easily and you all got away safely.
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Albanian sailor you hired, <b>$temp.eventname</b>, was nowhere to be found during the battle and you were left undefended. As the pirate galley rowed away you saw $temp.eventname on board, either a hostage or as a collaborator fleeing the scene. Perhaps they had some agreement with those that attacked your ship?
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.75))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The waters of the Mediterranean were full of pirates during the early modern period, groups like the Barbary Corsairs, the Crusader Knights of Saint John, and local fishermen turned pirate preyed on stray ships moving through their waters. Galleys with their oars provided a distinct advantage to these Mediterranean pirates over sailing vessels. The oars made the ships more maneuverable and able to seize large sailing ships stranded without wind, since the oars allowed galleys to move with their own power. There was a thriving early modern ransom-captive economy on all sides of the Mediterranean. If one was captured by pirates you could spend up to a few months to years as a captive or enslaved in a foreign land if you and your family could not pay the ransom fee. Generally, the main aim of pirates in the Mediterranean was not the capture of gold but of bodies, though they didn't mind taking gold and silver. The seventeenth-century Engish captive, Joseph Pitts, described his capture by North African Barbary Corsairs in the following manner:
<br>
<br>
//'About mid-day, being almost overtaken by them (the enemy being about a mile distance from us) our master said, it will be in vain for us to make our flight any longer, seeing it will be an hour or two e're we shall be taken, and then, provably, fare the worse if we continue our flight. I may leave any person to judge what an heartless condition we were in; but yet still we could not forbear kenning the ship. That unwelcome object, which, devil-like, was eager in the pursuit of us. All hope now failing, there being no place for refuge, we hauled up our sails, and waited for them. As soon as the pirate came up with us, the (pirate)captain being a Dutch renegade, and able to speak English, bid us hoist out our boat...I being but young, the enemy seemed to me as monstrous ravenous creatures, which made me cry out: 'O Master! I am afraid they will kill us and eat us!,' 'No, no, Child' said my Master, 'they will carry us to Algiers, and sell us.'//
<br> </div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Attack by the Knights of Saint John</td>
</tr>
</table>
</div>
<<set _randomWounded to random(1,100)>>
<<set _h to setup.ImagePath+'events/knights.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
As you pass a hidden cove on your way to $temp.destination you see a group of ships with the red and white cross banners of the Crusader Knights of Saint John flying high on their masts. Fear stikes everyone on board your ship and you all fear capture by the crusader knights from Malta where you would be sold into captivity! After a short and futile chase the knights' galleys are fast and quickly overtake your ship where they begin to board.
<br>
<br>
/*------------------------------*/
/*----- Safe Conduct Check -----*/
/*------------------------------*/
<<set _protect to 0>>
<<if $player.inventory.knightsconduct.amount > 0>>
Your letter of safe conduct protects you from the Knights of Saint John and their desire to plunder your ship! However, the knights confiscated all the letters on board your ship - apparently their captain claimed that the ones in your ship's possession were forgeries, though others persuaded him to relsease you this time from their clutches.
<<set $player.inventory.knightsconduct.amount to 0>>
<<set _protect to 1>>
<<endif>>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<if $player.inventory.talismanicring.amount > 0 and _protect is 0>>
<br>
<<set _protect to 1>>
As you ready yourself to ward off the knights you notice that their ship suddenly begins to turn away! What a blessing! As you and your fellow pilgrims celebrate on board the ship you suddenly notice that your talismanic ring has fallen off your finger and into the sea! Maybe it was chance or maybe it protected you this time from danger - only God knows!
<br>
<br>
For an example of a talismanic ring see this example from the Metropolitan Museum of Art [[here|https://www.metmuseum.org/art/collection/search/446273]]
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount-1>>
<br>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Levantine----------*/
<<if $family[0].trait is "Levantine" or $family[1].trait is "Levantine" or $family[2].trait is "Levantine">>
<<if $family[0].trait is "Levantine">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Levantine">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Levantine">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<br>
The Levantine sailor you hired, <b>$temp.eventname</b>, has on their person a Letter of Safe Conduct issued by the Knights of Saint John. The Knights examine the letter and agree to let your ship depart unharmed.
<br>
/*---------Corsair----------*/
<<elseif $family[0].trait is "Corsair" or $family[1].trait is "Corsair" or $family[2].trait is "Corsair">>
<<if $family[0].trait is "Corsair">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Corsair">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Corsair">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The corsair you hired, <b>$temp.eventname</b>, skillfully navigated your ship away from the Knights of Saint John and you all escaped the dangerous encounter!
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.killed to 1>>
The corsair you hired, <b>$temp.eventname</b>, was killed early on in your encounter with the Knights of Saint John, leaving your ship at their mercy. You have little time to mourn your fallen companion.
<<endif>>
<br>
/*---------Albanian Sailor----------*/
<<elseif $family[0].trait is "Albanian Sailor" or $family[1].trait is "Albanian Sailor" or $family[2].trait is "Albanian Sailor">>
<<if $family[0].trait is "Albanian Sailor">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Albanian Sailor">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Albanian Sailor">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Albanian sailor you hired, <b>$temp.eventname</b>, had previously served in the janissary order was able to hold them off the Knights of Saint John easily and you all got away safely.
<<elseif $temp.killed is 2 or $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.killed to 1>>
The Albanian sailor you hired, <b>$temp.eventname</b>, was killed early on in your encounter with the Knights of Saint John, leaving your ship at their mercy. You have little time to mourn your fallen companion.
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.75))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The Crusader Knights of Saint John were a common sight in the early modern Mediterranean. They had been based in the Eastern Mediterranean in the 15th and 16th centuries whith their fortress at Rhodes until it was captured by the Ottomans. After that their main base of operations was from their fortress on the Island of Malta where they would send out ship to raid Muslim shipping along the North African coast and in the Eastern Mediterranean. The knights were heavily involved in the early modern ransom-captive economy which functioned on all sides of the Mediterranean. If one was captured by the Knights of Saint John you could spend up to a few months to years as a captive or slave in Malta or elsewhere if you and your family could not pay the ransom fee. However, the Knights of Saint John also sold safe conduct papers which granted the owner and his ship safe passage. An Ottoman captive, Macuncuzade Mustafa Efendi, in Malta wrote a poem which describes the different people found in the dungeons of Malta brought there by the Knights of Saint John:
<br>
<br>
//'There are people of every class in the snare of evil<br>
Some are pilgrims, some kadis, some nobles <br>
It is contrary to the justice of the padişah (sultan) of the age<br> For the ruffians to lord over the noble ones'//
<br> <br> </div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Storm at Sea</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/storm_at_sea.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(6,18)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
Your ship is caught in a terrifying storm at sea as water pours into all quarters of the ship you hope you can make it through alive! The boat is thrown off course but the captain soon finds a safe harbor to wait out the heavy rain and unforgiving winds. In the end you were delayed _random hours on your way to $temp.destination.
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
In 1641 the Ottoman traveler Evliya Çelebi recounts his experience of a storm at sea while traveling in the Black Sea:
<br>
<br>
//'By God’s decree, black clouds appeared in the eastern sky. A whirlwind arose, squalls with thunder and lightning, and huge waves. All the mariners turned pale and began to rub their hands. They looked at the compass in the stern and at their mariners’ compasses, then looked at one another and began to think how to save their skins. One of them, an old salt named Dede Dayı, spoke up: <br>‘Avast, my hearties! What are you afeared of? God is generous. Look, a storm is brewing. Lower the topmast with the sail.’ <br>
They all jumped to and lowered the sheets and brought down the mainsail mast. But the tossing of the sea did not calm down, it only grew stronger. With the passengers assisting, the crew began to heave cargo overboard – sacks of wool, reed mats, barrels of pickled fish, ship’s timbers. The 200 captives who were aboard, young and old, were put in the hold, with the cover tightly shut. God be praised, the ship ligthened a bit. Still the waves reached to the sky, the hurly-burly
increased and the wind grew stronger, as in the verse: <br><br>
If the boat of my heart, when we are apart, <br>
Is tossed in a whirlpool of grief, <br>
What can I do? The winds of time <br>
Offer us no relief. <br><br>
...The sailors could no longer stand up; each one cowered in a corner.
As for the passengers, God bless them, some threw up, others threwtheir hands up seeking God’s forgiveness, some made sacrifices, others made vows to give alms. <br>
‘Fellow worshippers,’ I cried, ‘let us join together in continuous recital of the Surah of Deliverance which God may be pleased to grant us.’ <br>
All those present immediately began to repeat the al-Ikhlas from the depth of their hearts. At that moment, by God’s decree, the darkness lifted, the sky became clear, the thunder and lightning ceased.'// <br><br> The Surah of Deliverance, //Surah al-Ikhlas// (112, 1-4) can be found [[here|https://quran.com/112]].
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Lost at Sea</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/lost_at_sea.JPG';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(4,12)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
While your ship is at sea your captain suddenly looks confused and concern spreads amongst you and your fellow passengers. You appear to be lost at sea with no clear sense of where to go. In the end your captain finds his bearings and you were only delayed _random hours on your way to $temp.destination. You wonder if this misfortune wouldn't have befallen you if you had been more generous with your charity to the poor?
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
In 1641 the Ottoman traveler Evliya Çelebi recounts his experience of a being on a ship lost at sea while traveling in the Black Sea:
<br>
<br>
//'Along with 350 other passengers, I boarded a şayka (a kind of boat used in the Black Sea) belonging to a certain Captain Ucalı Sefer. Sleeping on board that night I had some frightful dreams, and in the morning went ashore to give alms to the poor in order to ward off calamity. I reboarded and we weighed anchor. A small boat guided us out of the harbour. Because we gave no heed to whether the hour was auspicious – in accordance with the Koranic verses 'On a day of unremitting woe' (54:19) and 'Over a few ill-omened days' (41:16) – and made no prayers for saintly intercession, we hoisted sail with a north wind and, putting our trust in God, sailed for one day and one night with a favourable wind at our stern until we reached approximately the middle of the Black Sea...The Anapa mountains to the north and the Suluyar mountains near Balıklava (where he left) behind us were not visible, nor was there any sign of the Sinop and Amasra mountains in front of us. For another day and another night we were tossed about in a whirlpool of grief, the wind now before us, now behind us, not knowing in which direction we should go. In that inauspicious open sea, where neither road nor guide was evident and the sun rose in the sea and set in the sea, we sailed aimlessly, tossed about by the waves.'//<br>
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Lost en Route</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'events/lost_land.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'events/lost2.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $family[0].trait is "Caravan Leader" or $family[1].trait is "Caravan Leader" or $family[2].trait is "Caravan Leader" or $family[0].trait is "Hodja" or $family[1].trait is "Hodja" or $family[2].trait is "Hodja" or $family[0].trait is "Teacher" or $family[1].trait is "Teacher" or $family[2].trait is "Teacher" or $family[0].trait is "Widow" or $family[1].trait is "Widow" or $family[2].trait is "Widow">>
<<if $family[0].trait is "Caravan Leader" or $family[0].trait is "Teacher" or $family[0].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon <b>$family[0].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[1].trait is "Caravan Leader" or $family[1].trait is "Teacher" or $family[1].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon <b>$family[1].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[2].trait is "Caravan Leader" or $family[2].trait is "Teacher" or $family[2].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon <b>$family[2].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[0].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon while you get back on track you notice that <b>$family[0].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[0].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon while you get back on track you notice that <b>$family[1].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[1].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon while you get back on track you notice that <b>$family[2].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[2].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<else>>
<<set _random to random(6,14)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
While traveling to $temp.destination your caravan leader suddenly looks confused, looking around in all directions. Worry and concern spreads amongst you and your fellow travelers as you fear that you are lost. You recite the Surah of Deliverance, //[[Surah al-Ikhlas (112, 1-4)|https://quran.com/112]]// to calm your nerves and ask God to bring you out of the wilderness. After _random hours of searching for the main road again to $temp.destination your caravan leader finds it while you and your companions breathe in a deep sigh of relief.
<br>
<br>
</div>
<<endif>>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Being separated from the main caravan and then getting lost was a common occurrence for many pilgrims, even experienced ones. In 1661 the Moroccan pilgrim, Abu Salim al-'Ayyashi, while on his third hajj hajj wrote in his pilgrimage narrative how he and his fellow travelers got separated from the main caravan as they were crossing the Sinai Peninsula in Egypt. He mentions that they wandered for days in the desert heat without water, unable to find the main Egyptian caravan or their way to the next hajj caravan stop of the oasis of al-Nekhel in the heart of the Sinai Peninsula. Several of his friends died during this experience and they were forced to slaugther their camels and drink the water pressed from the dung held in the bowels in a desperate effort to stay alive. Eventually, they made it to al-Nekhel and the water of that oasis but his expereince being lost in the desert demonstrates the trails that pilgrims traveling towards Mecca had to conquer in order to make it to Islam’s holy cities in order to perform the hajj. Sticking with the caravan and local guides would be more and more neccessary as pilgrims got closer and closer to Mecca as the environment became harsher and harsher.<br>
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if $temp.lost is 1>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.lost to 0>>
<<set $temp.from to "delay">>
<<goto "Lost en Route">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Lost en Route]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Heavy Rainstorm</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/flood.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(6,18)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
Your are caught in a tremendous rainstorm on your way to $temp.destination making the dirt roads turn to mud and drenching all the pilgrims as they struggle to keep all the animals together and tied down as lightning strikes left and right. The small creek nearby nearly overflows as some pilgrims climb into tress to avoid the torrent flood forming at their feet! This whole ordeal delays you and your fellow travelers _random hours on your way to $temp.destination, a difficult and tiresome slog through the mud.
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The sixteenth-century Meccan emissary, al-Nahrawali describes his own encounter with torrential rain while traveling along the hajj road:
<br>
<br>
//'we set out from al-Mafraq under a gentle rain. We passed on by Adra'at, which is the (usual) halting place for the pilgrims. They didn't stop there for fear of flooding. We (instead) remained on the backs of (our) camels, driving them on through the slippery mud until after the time of the evening prayer. We passed through several villages and hamlets...we stopped in a place named al-Kutaybah camels and men alike having become night-blinded with the rain continuing to fall.'//
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set $player.luck to $player.luck+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Moment of Inspiration</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,3)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'events/moment_of_inspiration.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'events/moment_of_inspiration2.jpg';>>
<<else>>
<<set _h to setup.ImagePath+'events/moment_of_inspiration3.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(10,30)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<div style="text-align: center;">
While sitting alone with your thoughts while on the way to $temp.destination you begin to reflect on your place in this world, the friends you have made along the way, and the spiritual fulfillment you feel while taking part in this once in a lifetime pilgrimage journey. While not at a shrine or a place of worship, the beauty of the world around you and your thankfulness that God has brought you to this moment. In the morning light in the distance you see what could be a //malak// (angel) in a spot of earth so beautiful you feel as if this place could be the garden of Eden (//jannāt ʿadni//). You feel blessed and this experience inspires you to continue your hajj journey with new meaning, purpose, and vigor!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "inspiration">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set $player.luck to $player.luck+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Benevolent Port Official</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/benevolent_official.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(200,250)>>
<<set $player.money = $player.money+_random>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomplace to random(1,3)>>
<div style="text-align: center;">
As your ship enters into the harbor $temp.destination you see a suprising amount of fanfare and commotion on the shore. Looking closer you see a group of men and imperial officials dressed in fine furs, silk turbans, and gold embroidered cloths. All these signs tell you that it must be a traveling Ottoman Pasha and his entourage. Moving to talk to them you hear that he is on his way to his new imperial posting as
<<if _randomplace is 1>>
the Kapudan Pasha (Grand Admiral) and Governor of the Eyalet of the Islands of the White Sea (the province of the Aegean Islands, Cyprus, and the Peloponnesian peninsula).
<<elseif _randomplace is 2>>
the new Ottoman governor of Candia on the Island of Crete.
<<elseif _randomplace is 3>>
the new Ottoman Pasha of Algiers in North Africa.
<<endif>>
Making your way through the crowd you tell him that you are pilgrims on your way to the holy city of Mecca and he bestows on you a gift of _random <img @src=_coinimage style="height: 1.5ex;">! You thank him for his benevolence!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "gift">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Successful Hunt</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'events/hunt.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'events/hunt3.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(25,75)>>
<<set $player.inventory.food.amount = $player.inventory.food.amount+_random>>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<div style="text-align: center;">
You and your traveling party have a successful hunt on your way to $temp.destination. You added _random <img @src=_foodimage style="height: 1.5ex;"> food to your supplies. This was truly a blessed day!
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman traveler Evliya Çelebi recounts some of his experiences hunting in Crimea in the following passage:
<br>
<br>
//'That night, in this place called Cibilli, we hunted down several wild buffaloes and turned them into fat buffalo kebabs. Until this time we did not dare to light fires in fear of the Kalmyks (Mongol tribe in southern Russia); but this night we made bonfires with reeds and rushes to cook the buffalo meat. We also, using our axes, cut to pieces the frozen mutton and bread that we had taken with us from Azov. Some of that meat we reboiled in cauldrons, some we re-roasted in the fire, and the bread we rebaked by burying it in ashes...Here we again saw two wild animals, this time horses, and gave chase. When we caught up, I shot one of them with seven arrows but still could not bring it down – the arrows seemed to sink in the horse’s body as though shot into a skin of butter. The horses reared up and ran off into the plain. I headed off the same horse that I had hit before and shot a Rumi arrow right into its eye. It planted its head on the ground and broke the arrow. As it was doing this I hamstrung its hind legs with my sword, which finally immobilised it. My companions caught up with me and cut both horses to pieces without skinning them. We shared the pieces out among several hundred men and that night feasted on horse meat kebabs. This was in addition to the cooked meat and bread that we had brought out of Azov, that had frozen and that we re-cooked; because ever since leaving Azov, our provisions consisted of nothing but rabbits.'//
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "hunt">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>RATS!</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/rats.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.inventory.food.amount is 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "skip">>
<<goto "Decay Functions">>
<<else>>
<<set _random to random(10,20)>>
<<set $player.inventory.food.amount = $player.inventory.food.amount-_random>>
<<if $player.inventory.food.amount < 0>>
<<set $player.inventory.food.amount to 0>>
<<endif>>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<div style="text-align: center;">
While traveling to $temp.destination, you awake one morning to find your food supplies infested with rats. They managed to eat some of your food before you got to them, resulting in a loss of _random <img @src=_foodimage style="height: 1.5ex;"> food.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rats">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<endif>><<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>LEAKS!</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/leak.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.inventory.water.amount is 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "skip">>
<<goto "Decay Functions">>
<<else>>
<<set _random to random(10,20)>>
<<set $player.inventory.water.amount = $player.inventory.water.amount-_random>>
<<if $player.inventory.water.amount < 0>>
<<set $player.inventory.water.amount to 0>>
<<endif>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align: center;">
While traveling to $temp.destination, you awake one morning to find the waterskins holding your water supply had developed a leak. As a result, you lost _random <img @src=_waterimage style="height: 1.5ex;"> water.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "leaks">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<endif>><<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Legends</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,3)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'events/local_legend_delay_1.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'events/local_legend_delay_2.jpg';>>
<<else>>
<<set _h to setup.ImagePath+'events/local_legend_delay_3.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $family[0].trait is "Caravan Leader" or $family[1].trait is "Caravan Leader" or $family[2].trait is "Caravan Leader" or $family[0].trait is "Hodja" or $family[1].trait is "Hodja" or $family[2].trait is "Hodja" or $family[0].trait is "Teacher" or $family[1].trait is "Teacher" or $family[2].trait is "Teacher">>
<<if $family[0].trait is "Caravan Leader" or $family[0].trait is "Teacher" or $family[0].trait is "Hodja">>
Locals on the road to $temp.destination tell tales about a mythical beast that haunts the nearby area. These stories strike terror into the hearts of some of your fellow travelers and sound like those monsters described in stories you have heard since your youth from the [[Shahnama|https://www.metmuseum.org/toah/hd/shnm/hd_shnm.htm]].However, <b>$family[0].name</b> steps forward and calms the hearts of the concerned pilgrims with some soothing words - you continue on your journey without delay!
<<elseif $family[1].trait is "Caravan Leader" or $family[1].trait is "Teacher" or $family[1].trait is "Hodja">>
Locals on the road to $temp.destination tell tales about a mythical beast that haunts the nearby area. These stories strike terror into the hearts of some of your fellow travelers and sound like those monsters described in stories you have heard since your youth from the [[Shahnama|https://www.metmuseum.org/toah/hd/shnm/hd_shnm.htm]].However, <b>$family[1].name</b> steps forward and calms the hearts of the concerned pilgrims with some soothing words - you continue on your journey without delay!
<<elseif $family[2].trait is "Caravan Leader" or $family[2].trait is "Teacher" or $family[2].trait is "Hodja">>
Locals on the road to $temp.destination tell tales about a mythical beast that haunts the nearby area. These stories strike terror into the hearts of some of your fellow travelers and sound like those monsters described in stories you have heard since your youth from the [[Shahnama|https://www.metmuseum.org/toah/hd/shnm/hd_shnm.htm]].However, <b>$family[2].name</b> steps forward and calms the hearts of the concerned pilgrims with some soothing words - you continue on your journey without delay!
<<endif>>
<<else>>
<<set _random to random(4,8)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
Locals on the road to $temp.destination tell tales about a mythical beast that haunts the nearby area. These stories strike terror into the hearts of some of your fellow travelers and sound like those monsters described in stories you have heard since your youth from the [[Shahnama|https://www.metmuseum.org/toah/hd/shnm/hd_shnm.htm]]. Out of an abundance of caution, you decide to avoid the area and travel around it on your way into $temp.destination. As a result, you added _random hours to your journey but at least you did not have to fear for any beast that lurks in the shadows.
</div>
<<endif>>
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Traveling in the early modern Ottoman world brought with it many different legends, stories, and myths, both comical and serious, of creatures and supernatural beings told to pass the time as one went from caravanserai to caravanserai. These included stories of dragons, jinn (spirits or demons), devs (ogre-like creatures) witches, vampires, peris (fallen angels), and the simurgh (similar to a phoenix). Often times many fervently believed these legends as seen in this 1701 Ottoman report by a kadi (judge) in the city of Edirne with the case of the deceased rising from the grave:
<br>
<br>
//'The inhabitants of the Maraş village, district of Edirne, declared before the religious court that some signs of evil spirits were observed upon the grave of the previously deceased Bıyıklı Ali, in the graveyard of the aforementioned village; the inhabitants were filled with fear. Indeed, in the province of Rumili, when such signs are observed in some unbeliever’s grave, his body has to be nailed with a stake through his navel; if (the signs) persist, i.e. when the grave is opened the corpse is found in a different position and with its color changed to reddish, then it must be beheaded and his head put next to his feet. If the signs still are not prevented (thus), let them take the corpse out and burn it. Such was the fetva (religious opinion) of the late Ebussuud Efendi concerning unbelievers; however, we cannot find such instructions in Arabic books.'//
<br>
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Traveler</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/stranded_traveller.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomperson to random(1,3)>>
<div style="text-align: center;">
<<if _randomperson is 1>>
You come across a father named Murad and his daughter Fatima along the road to $temp.destination. They tell you that they lost all their water and supplies when some highwaymen rode off with their horses and mules in the middle of the night. Murad begs for you and your traveling companions to stop and help him get him and his daughter to $temp.destination where he will ask some local officials to seek out those thieves that robbed him. Do you want to stop and help them?
<<elseif _randomperson is 2>>
You come across a pair of two brothers, Mustafa and Ibrahim, along the road to $temp.destination who tells you that they lost all of their supplies when a flash flood came through the previous night and scared away all their horses! The older one, Mustafa, pleads with you for help, they want to go to $temp.destination where they can find their uncle who can buy them some new horses. Do you want to stop and help Mustafa and Ibrahim?
<<elseif _randomperson is 3>>
You come across an injured traveler named Yano along the road to $temp.destination who tells you that he broke his leg when he fell off his horse while trying to ride to $temp.destination last night. He calls to you and your companions for help from under a tree just off the road. He wishes to get to $temp.destination where he will find his cousin who can help tend to his leg. Do you want to stop and help him?
<<endif>>
</div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<goto "Stranded Traveler Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Stranded Traveler Outcome No">>
<</button>>
</span>
</div>
[[|Stranded Traveler Outcome Yes]]
[[|Stranded Traveler Outcome No]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Traveler</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/stranded_traveller2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.trust to $player.trust+1>>
<<set _random to random(0,100)>>
<<if _random lte 25>>
<<goto "Bandit Attack">>
<<endif>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100>>
<<set $player.piety to 100>>
<<endif>>
<div style="text-align: center;">
After helping them to $temp.destination, you thank God for giving you this opportunity to help a soul in need. You begin the realize the spiritual reward for the hajj is not only to be found in Mecca but through the journey getting there, helping a stranger in need.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<set $player.luck to $player.luck+1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Bandit Attack]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Traveler</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/stranded_traveller.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.fear to $player.fear+1>>
<<set $player.piety to $player.piety-5>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<div style="text-align: center;">
You decide to be cautious and continue on towards $temp.destination. It is best to be safe for there are highwaymen and bandits in these hills who like to entrap naive travelers. As a result though you feel less pious because you turned your back on someone who called out to you in need.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Abandoned Tent</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/abandoned_tent.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While on your way to $temp.destination you come across what looks like an abandoned campsite in some secluded woods off the main road. Do you want to stop and search for any useful items that might have been left there?
</div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<goto "Abandoned Tent Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Abandoned Tent Outcome No">>
<</button>>
</span>
</div>
[[|Abandoned Tent Outcome Yes]]
[[|Abandoned Tent Outcome No]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Abandoned Tent</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/found_food.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.trust to $player.trust+1>>
<<set _randomAttack to random(0,100)>>
<<if _randomAttack lte 35>>
<<goto "Bandit Attack">>
<<else>>
/*----- Find Money -----*/
<br>
<<set _randomMoney to random(25,70)>>
<<set $player.money to $player.money+_randomMoney>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
While rummaging through the campsite you find _randomMoney <img @src=_coinimage style="height: 1.5ex;"> . Hopefully, the travelers who left this here are okay, you wonder what would have made them abandon this good camp?<br><br>
/*----- Finding Goods -----*/
<<set _trip to 0>>
<<set _goods to ["oliveoil", "anatoliancarpet", "tobacco", "silk", "malvasiawine", "opium", "pipes"]>>
<<for _i=0; _i < _goods.length; _i++>>
<<set _randomFind to random(0,100)>>
<<if _randomFind lte 10>>
<<set _randomAmount to random(1,5)>>
<<if _trip is 0>>
You also found the following goods: <br>
<<set _trip to 1>>
<<endif>>
<<set _item to _goods[_i]>>
<<set $player.inventory[_item].amount to $player.inventory[_item].amount+_randomAmount>>
• $player.inventory[_item].name || _randomAmount <br>
<<endif>>
<</for>>
<<set _randomFindFood to random(0,100)>>
<<if _randomFindFood lte 80>>
<<set _randomAmountFood to random(20,50)>>
<<if _trip is 0>>
You also found the following goods: <br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomAmountFood>>
• Food || _randomAmountFood <br>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<set $player.luck to $player.luck+1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Bandit Attack]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Abandoned Tent</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/found_food.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.fear to $player.fear+1>>
<div style="text-align: center;">
You decide to be cautious with bandits and highwaymen lurking in the surrounding hills. You do not feel comfortable straying from the main road as you have heard that tempting camps like this can mean trouble. You move on quickly towards $temp.destination.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
/*---------------------*/
/*-- Title and Image --*/
/*---------------------*/
<<set _markettitle to $temp.individualmarkettitle>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_markettitle</td>
</tr>
</table>
<br>
<<set _h to $temp.individualmarketimage>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-------------------*/
/*-- Money Display --*/
/*-------------------*/
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">Current Akçe: <span id="money">$player.money</span> <img @src=_coinimage style="height: 1.5ex;"></div>
/*<div style="text-align: center;" id="money">Current Akçe: $player.money </div>*/
<br>
/*------------------*/
/*-- Buying Table --*/
/*------------------*/
<table id="buyTable"><tr><th>Good</th><th colspan="2">Transcations</th><th># in<br>Inventory</th></tr></table>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
/*-------------------*/
/*-- Generate Rows --*/
/*-------------------*/
/* IN PASSAGEDONE */<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Armenian Merchant</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/armenian_merchant.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While heading to $temp.destination, you come across a young traveling Armenian merchant named Yeprem who is showcasing a number of goods he is selling. He says that he is making his way from New Julfa in the Safavid Empire to Istanbul where he says he plans to work with his cousin's family who has trade connections in Venice and Amsterdam. Meeting such a well-connected merchant who is not in a major market would be a difficult opportunity to pass up! Would you like to stop and trade?
</div>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
silk: {
name: "Silk",
hi_price: 165,
lo_price: 150,
hi_sell: 150,
lo_sell: 130,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 220,
lo_price: 180,
hi_sell: 180,
lo_sell: 160,
},
cotton: {
name: "Cotton",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 106,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 86,
}
}>>
<<set $temp.individualmarkettitle to "Armenian Merchant">>
<<set $temp.individualmarketimage to setup.ImagePath+'events/armenian_merchant.jpg';>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes- Stop and Trade">>
<<set $player.time to $player.time+4>>
<<goto "Individual Market UI">>
<</button>>
</span>
<span id="initialDestination">
<<button "No- Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Individual Market UI]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Levant Company Merchant</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/levant_company.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While heading to $temp.destination, you come across a ship of the English Levant Company, a large European trading company in the region. The Levant Company merchant, named Thomas, says that he is making his way back to England with a cargo of goods he picked up here in the Ottoman Empire. Meeting such a well-connected merchant might get you some good prices while you look for markets along the coast. Would you like to stop and trade?
</div>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
englishfabric: {
name: "English Fabric",
hi_price: 90,
lo_price: 75,
hi_sell: 75,
lo_sell: 55,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 140,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
mastic: {
name: "Tears of Chios",
hi_price: 85,
lo_price: 70,
hi_sell: 70,
lo_sell: 60,
},
cotton: {
name: "Cotton",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 226,
}
}>>
<<set $temp.individualmarkettitle to "Levant Company Merchant">>
<<set $temp.individualmarketimage to setup.ImagePath+'events/levant_company.jpg';>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes- Stop and Trade">>
<<set $player.time to $player.time+4>>
<<goto "Individual Market UI">>
<</button>>
</span>
<span id="initialDestination">
<<button "No- Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Individual Market UI]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<<if $family[0].trait is "Kadi" or $family[1].trait is "Kadi" or $family[2].trait is "Kadi">>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pompous Official</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomBribe to random(20,100)>>
<div style="text-align: center;">
A pompous Ottoman official, wearing some of the finest clothes you have seen over the course of your travels, confronts you outside the gates of $temp.destination and demands payment for his protection for you and your traveling companions. He stipulates that his protection costs _randomBribe <img @src=_coinimage style="height: 1.5ex;">.
<br>
<br>
</div>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay Bribe">>
<<goto "Extortion Pay Bribe">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Bribe">><</button>></span>
<<endif>>
<<if $player.piety >= 75>>
<span id="initialDestination">
<<button "Explain You are on Hajj">>
<<goto "Extortion Piety Out">>
<</button>>
</span>
<<endif>>
<<if $player.job is "Ottoman Merchant" and $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Negotiate a Lower Fee">>
<<goto "Extortion Negotiate Bribe">>
<</button>>
</span>
<<endif>>
<<if $player.job is "Ottoman Princess">>
<span id="initialDestination">
<<button "Explain You are a Princess">>
<<goto "Extortion Princess Out">>
<</button>>
</span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay Bribe">>
<<goto "Extortion Refuse Bribe">>
<</button>>
</span>
</div>
<<endif>>
[[|Extortion Pay Bribe]]
[[|Extortion Refuse Bribe]]
[[|Extortion Piety Out]]
[[|Extortion Negotiate Bribe]]
[[|Extortion Princess Out]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pompous Official</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.money to $player.money-$temp.bribe>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You pay the corrupt official his bribe of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. Despite his promise of protection, you doubt you will ever see him again.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pompous Official</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.time to $player.time+24>>
<div style="text-align: center;">
You refuse to pay the corrupt official his bribe of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. His soldiers prevent you from entering $temp.destination for two days.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pompous Official</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.piety to $player.piety-5>>
<div style="text-align: center;">
You explain to the corrupt official that you are a pious pilgrim on hajj and are unable to pay his fee of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. He is moved by the story of your pious journey and lets you enter $temp.destination without any further delays. However, seeing this corruption makes you feel less pious.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pompous Official</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.money to $player.money-Math.floor($temp.bribe/2)>>
<<set $player.time to $player.time+1>>
<<set _bribenew to Math.floor($temp.bribe/2)>>
<div style="text-align: center;">
Using your skills as a merchant, you are able to negotiate the corrupt official's "fee" down to _bribenew <img @src=_coinimage style="height: 1.5ex;">. After haggling for an hour, you pay this new fee and enter $temp.destination.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Thief in the Night</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/thief.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.25))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
While on your way to $temp.destination it appears that a thief has snuck into your camp and stole _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from your saddle while you were off inquring about which path to take with your fellow pilgrims. This is not the first time you have heard of this after you confer with the others in your party and you all agree to be more vigilant! You just wonder who would steal from pilgrims on their way to Mecca, what a disgrace!
</div>
<br><br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<set _stolenItems to ["malvasiawine", "opium", "tobacco", "pipes", "venetianganzi", "silk", "knightsconduct", "englishfabric", "mastic", "talisman", "illuminated", "coffee", "rakija", "pocketwatch", "writingbox", "mohair", "fur", "pearls", "diamonds", "dagger"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 2>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set $player.luck to $player.luck+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Recepient of Zakat</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/zakat.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.money > 50 or $player.piety < 60>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
<<set _randomMoney to random(50,100)>>
<<set $player.money to $player.money+_randomMoney>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
While on the road to $temp.destination, a wealthy lord passes you by and notices your poor clothes while you make your prayers in the direction of Mecca. The wealthy lord comes to you and after hearing of your intent to complete the hajj, he gifts you _randomMoney <img @src=_coinimage style="height: 1.5ex;"> as an act of //zakat// (charity). You wonder if this blessing would have come to you if you had not been performing your prayers when he passed by?
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "money">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<endif>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Drought</td>
</tr>
</table>
</div>
/*---------------------------*/
/*----- Change Image --------*/
/*---------------------------*/
<<set _h to setup.ImagePath+'events/drought_famine_temp.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.inventory.water.amount is 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "skip">>
<<goto "Decay Functions">>
<<else>>
<<set _random to random(25,40)>>
<<set $player.inventory.water.amount = $player.inventory.water.amount-_random>>
<<if $player.inventory.water.amount < 0>>
<<set $player.inventory.water.amount to 0>>
<<endif>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align: center;">
While traveling to $temp.destination, you find along the way that locals are suffering from a major drought. You give some of your water to dying local villagers along the way but also you find that you need to provide more water to your animals as the local sources of water have all dried up. As a result of the drought, you lose _random <img @src=_waterimage style="height: 1.5ex;"> water.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "leaks">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<endif>><<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Famine</td>
</tr>
</table>
</div>
/*---------------------------*/
/*----- Change Image --------*/
/*---------------------------*/
<<set _h to setup.ImagePath+'events/drought_famine_temp.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.inventory.food.amount is 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "skip">>
<<goto "Decay Functions">>
<<else>>
<<set _random to random(30,70)>>
<<set $player.inventory.food.amount = $player.inventory.food.amount-_random>>
<<if $player.inventory.food.amount < 0>>
<<set $player.inventory.food.amount to 0>>
<<endif>>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<div style="text-align: center;">
While traveling to $temp.destination, you find along the way that locals are suffering from a major famine due to swarms of locusts. You give some of your food to dying local villagers along the way some of your foodstores have also been hit by the locust swarm. As a result of the famine and locusts, you lose _random <img @src=_foodimage style="height: 1.5ex;"> food.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rats">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<endif>>Double-click this passage to edit it.<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Imposter Pilgrimage Guide</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/fake_pilgrim_guide_delay.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $family[0].trait is "Caravan Leader" or $family[1].trait is "Caravan Leader" or $family[2].trait is "Caravan Leader" or $family[0].trait is "Hodja" or $family[1].trait is "Hodja" or $family[2].trait is "Hodja" or $family[0].trait is "Teacher" or $family[1].trait is "Teacher" or $family[2].trait is "Teacher" or $family[0].trait is "Widow" or $family[1].trait is "Widow" or $family[2].trait is "Widow">>
<<if $family[0].trait is "Caravan Leader" or $family[0].trait is "Teacher" or $family[0].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused,it seems that one of the pilgrimage guides is an impostor and does not know the way! However, soon <b>$family[0].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[1].trait is "Caravan Leader" or $family[1].trait is "Teacher" or $family[1].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, it seems that one of the pilgrimage guides is an impostor and does not know the way! However, soon <b>$family[1].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[2].trait is "Caravan Leader" or $family[2].trait is "Teacher" or $family[2].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, it seems that one of the pilgrimage guides is an impostor and does not know the way! However, soon <b>$family[2].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[0].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, it seems that one of the pilgrimage guides is an impostor and does not know the way! Someone else in the caravan takes over and you continue on your way. However, soon while you get back on track you notice that <b>$family[0].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[0].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, it seems that one of the pilgrimage guides is an impostor and does not know the way! Someone else in the caravan takes over and you continue on your way. However, soon while you get back on track you notice that <b>$family[1].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[1].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, it seems that one of the pilgrimage guides is an impostor and does not know the way! Someone else in the caravan takes over and you continue on your way. However, soon while you get back on track you notice that <b>$family[2].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[2].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<else>>
<<set _random to random(3,10)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
The pilgrimage guide that you and your companions have hired seems to have not been much help. While on your way to $temp.destination one of the other pilgrims asks the guide if Medina will be before or after Mecca, the guide responds that it will be after. Hearing this you and the other experienced pilgrims with you have finally had enough. It is clear that this guide has never been on hajj before and that you are all paying him for nothing! The argument with the guide and the road he led you astray on adds _random hours to your journey. Next time, you plan to ask a few more questions to vet the pilgrimage guide and make sure he has traveled on hajj before!
</div>
<br>
<br>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if $temp.lost is 1>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.lost to 0>>
<<set $temp.from to "delay">>
<<goto "Lost en Route">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Lost en Route]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Ship's Captain Found in the Meyhane</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/drunken_sea_captain.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(3,10)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
It is late morning and one of the other pilgrims asks one of the crew why we haven't left the harbor for $temp.destination yet. You send some of the crew ashore to look for the missing captain. One crewmemeber returns to report that the captain of the ship was found drunk in the local //meyhane// (wine bar). It appears that your ship captain might have a drinking problem and has led to a delay in your departure from here. By the time the captain stumbles back, held up by his loyal crew, to the helm of the ship you have already lost _random hours from today's journey.
<br>
<br>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Legends of a Sea Monster</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sea_creature_delay.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $family[0].trait is "Caravan Leader" or $family[1].trait is "Caravan Leader" or $family[2].trait is "Caravan Leader" or $family[0].trait is "Hodja" or $family[1].trait is "Hodja" or $family[2].trait is "Hodja" or $family[0].trait is "Teacher" or $family[1].trait is "Teacher" or $family[2].trait is "Teacher">>
<<if $family[0].trait is "Caravan Leader" or $family[0].trait is "Teacher" or $family[0].trait is "Hodja">>
Locals on the road to $temp.destination tell tales about a mythical beast that haunts the seas here. These stories strike terror into the hearts of some of your fellow travelers and sound like those monsters described in stories you have heard since your youth from the [[Shahnama|https://www.metmuseum.org/toah/hd/shnm/hd_shnm.htm]].However, <b>$family[0].name</b> steps forward and calms the hearts of the concerned pilgrims with some soothing words - you continue on your journey without delay!
<<elseif $family[1].trait is "Caravan Leader" or $family[1].trait is "Teacher" or $family[1].trait is "Hodja">>
Locals on the road to $temp.destination tell tales about a mythical beast that haunts the seas here. These stories strike terror into the hearts of some of your fellow travelers and sound like those monsters described in stories you have heard since your youth from the [[Shahnama|https://www.metmuseum.org/toah/hd/shnm/hd_shnm.htm]].However, <b>$family[1].name</b> steps forward and calms the hearts of the concerned pilgrims with some soothing words - you continue on your journey without delay!
<<elseif $family[2].trait is "Caravan Leader" or $family[2].trait is "Teacher" or $family[2].trait is "Hodja">>
Locals on the road to $temp.destination tell tales about a mythical beast that haunts the seas here. These stories strike terror into the hearts of some of your fellow travelers and sound like those monsters described in stories you have heard since your youth from the [[Shahnama|https://www.metmuseum.org/toah/hd/shnm/hd_shnm.htm]].However, <b>$family[2].name</b> steps forward and calms the hearts of the concerned pilgrims with some soothing words - you continue on your journey without delay
<<endif>>
<<else>>
<<set _random to random(4,12)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
While at sea on the way to $temp.destination the sailors on your ship begin to tell stories about a terrifying creatures of the deep together with inauspicious omens they have seen in stars. You have heard stories of huge whales as big as ships from some of the more experienced sailors and you do fear encountering one of those beasts. While you do not believe the more far-fetched stories, they strike terror into the hearts of the crew who refuse to move ahead to $temp.destination until they see a divine sign that it would be safe to go ahead. After _random hours of waiting the crew sees the right signs and agrees to move ahead with caution through these waters.
</div>
<br>
<br>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] Double-click this passage to edit it.<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Abandoned Ship</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/abandoned_ship.JPG';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While on your way to $temp.destination you come across what looks like an abandoned ship, no crew in sight, slight damages to the haul and some goods on deck. It is a tempting target for you because it could give you some valuable supplies. It is possible that the crew was washed off the ship in a storm or some had contracted the plague aboard and left it abandoned. However, something tells you that this also might be too good to be true and that danger could be near! Do you want to stop and search the eerie vessel for any useful items that might have been left there?
</div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<goto "Abandoned Ship Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Abandoned Ship Outcome No">>
<</button>>
</span>
</div>
[[|Abandoned Ship Outcome Yes]]
[[|Abandoned Ship Outcome No]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Abandoned Ship</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/abandoned_ship.JPG';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.trust to $player.trust+1>>
<<set _randomAttack to random(0,100)>>
<<if _randomAttack lte 35>>
<<goto "Pirate Attack">>
<<endif>>
/*----- Find Money -----*/
<br>
<<set _randomMoney to random(25,70)>>
<<set $player.money to $player.money+_randomMoney>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
While searching the empty ship you find its haul severely damaged with water filling the lower deck, though the ship itself is afloat because it is lodged on a reef. It seems that the crew must have been thrown off the ship during a terrible storm. On board you find _randomMoney <img @src=_coinimage style="height: 1.5ex;"> and several goods! Hopefully, the former crew is okay and you thank God for granting you this blessing of a find!<br><br>
/*----- Finding Goods -----*/
<<set _trip to 0>>
<<set _goods to ["oliveoil", "mastic", "goatbutter", "malvasiawine", "cotton", "wool", "tobacco", "venetianganzi"]>>
<<for _i=0; _i < _goods.length; _i++>>
<<set _randomFind to random(0,100)>>
<<if _randomFind lte 10>>
<<set _randomAmount to random(1,5)>>
<<if _trip is 0>>
You also found the following goods: <br>
<<set _trip to 1>>
<<endif>>
<<set _item to _goods[_i]>>
<<set $player.inventory[_item].amount to $player.inventory[_item].amount+_randomAmount>>
• $player.inventory[_item].name || _randomAmount <br>
<<endif>>
<</for>>
<<set _randomFindFood to random(0,100)>>
<<if _randomFindFood lte 80>>
<<set _randomAmountFood to random(20,50)>>
<<if _trip is 0>>
You also found the following goods: <br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomAmountFood>>
• Food || _randomAmountFood <br>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<set $player.luck to $player.luck+1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pirate Attack]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Abandoned Ship</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/abandoned_ship.JPG';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.fear to $player.fear+1>>
<div style="text-align: center;">
You decide to be cautious with pirates lurking in the waters nearby as this prize in front of you could be a trap. You tell the captain to set a course towards $temp.destination with haste for fear that whoever put this ship here is lying in wait nearby!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Travelers at Sea</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/rescued_at_sea.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomperson to random(1,3)>>
<div style="text-align: center;">
<<if _randomperson is 1>>
On your way to $temp.destination you come across two figures on a small boat who are asking for help. They say their names are Giannis and Mehmed and that their ship was sunk in a battle with pirates and they were the only ones to escape unseen on this small boat! They are asking for passage to $temp.destination so that they can find thier way home to their families. Do you want to stop and help them?
<<elseif _randomperson is 2>>
You come across a pair of two brothers, Khizr and Oruç, while you are coming near to $temp.destination. They say that their ship was sunk in a storm and all they managed to salvage was this small vessel they are in now. The plead with you, asking that you help them get to $temp.destination where they can procure a new ship. The older one, Oruç, seems threatening but you are not sure what these two could really do since it seems that there are no pirate ships nearby. Do you want to stop and help Khizr and Oruç?
<<elseif _randomperson is 3>>
While on your way to $temp.destination you see two men in a small boat adrift at sea. The men, named Yano and Dimitrios, claim that they were put to sea by thier ship when the captain thought they have plague. They look fine to you and they claim that they are healthy themselves. They ask if they can come aboard and join you on your voyage to $temp.destination. With no other ships seemingly around, this might be their one chance today to catch a ride on a faster ship. Do you want to stop and help him?
<<endif>>
</div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<goto "Stranded at Sea Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Stranded at Sea Outcome No">>
<</button>>
</span>
</div>
[[|Stranded at Sea Outcome Yes]]
[[|Stranded at Sea Outcome No]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Travelers at Sea</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/rescued_at_sea.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.trust to $player.trust+1>>
<<set _random to random(0,100)>>
<<if _random lte 25>>
<<goto "Pirate Attack">>
<<endif>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100>>
<<set $player.piety to 100>>
<<endif>>
<div style="text-align: center;">
After helping them to $temp.destination, you thank God for giving you this opportunity to help a soul in need. You begin the realize the spiritual reward for the hajj is not only to be found in Mecca but through the journey getting there, helping a stranger in need.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<set $player.luck to $player.luck+1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pirate Attack]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Travelers at Sea</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/rescued_at_sea.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.piety to $player.piety-5>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<set $player.fear to $player.fear+1>>
<div style="text-align: center;">
You decide to be cautious and continue on towards $temp.destination. It is best to be safe for there are pirates in these waters who like to entrap foolish captains who let anyone they find onboard. However, as a result though you feel less pious because you turned your back on someone who called out to you in need.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pompous Official</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You explain to the corrupt official that you are a member of the House of Osman and part of the Sultan's family. You tell him that you are on hajj and refuse to pay his fee of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. He immediately asks for forgiveness and lets you enter $temp.destination without any further delays. You vow to inform the royal court of these activites when you return to Istanbul.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]Double-click this passage to edit it./*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Dysentery</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.healthcharacter is 0>>
<<set _name to $family[0].name>>
<<elseif $temp.healthcharacter is 1>>
<<set _name to $family[1].name>>
<<elseif $temp.healthcharacter is 2>>
<<set _name to $family[2].name>>
<<endif>>
<div style="text-align: center;">
<<if $temp.healthcharacter is 3>>
You decide to rest in order to recover from your dysentery. While this delays your journey, you take comfort in the knowledge that your health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your health.
<<else>>
You decide to rest in order to give _name time to recover from their dysentery. While this delays your journey, you take comfort in the knowledge that their health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your party's health.
<<endif>>
</div>
<br><br>
/*----------------------------*/
/*----- Continue Buttons -----*/
/*----------------------------*/
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
[[|Decay Functions]] /*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Dysentery</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------*/
/*----- Add Damage -----*/
/*----------------------*/
<<set _randomHit to random(15,30)>>
<<set _randomChoice to $temp.healthcharacter>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have decided to press on despite coming down with dysentery. While you ultimately recover from your illness, your health has further declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have decided to press on despite coming down with dysentery. As a result, your health continues to decline, leading to your death.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Dysentery">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
You have decided to press on despite $family[_randomChoice].name coming down with dysentery. While they ultimately recover from their illness, their health has further declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have decided to press on despite $family[_randomChoice].name coming down with dysentery. As a result, their health continues to decline, leading to their death.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.healthcharacter to _randomChoice>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "dysentery">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Decay Functions]]
[[|Player Death Filter]]
[[|Family Death]] /*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>You Died While on Hajj</td>
</tr>
</table>
<br>
Death while on hajj was considered to be akin to martyrdom and one was assured that they were destined for paradise. When Evliya Çelebi was in Medina he wrote the following line about death: //'In truth this world is like a caravanserai: whoever alights there must decamp. Even the Prophet could not live forever.'//
<br><br>
Thanks for playing the beta of <i>Hajj Trail</i>. We will be adding more features to the simulation soon and we would love to hear your feedback. If you have the time, please fill out <a href="https://forms.gle/VfCJewfwMXmHJNka9" target="_blank">this Google Form</a>.
<br><br>
/*---------------*/
/*----- Map -----*/
/*---------------*/
<div id="mapid"></div>
<<makeMap>>
/*-------------------------*/
/*----- Death Summary -----*/
/*-------------------------*/
<b>Cause of Death</b>: $player.death <br>
<<set _day to Math.floor($player.time/12)>>
<b>Days Into Journey</b>: _day <br>
/*-------------------------*/
/*----- Score on the Pilgrim's Path Summary -----*/
/*-------------------------*/
<br>
<b>Ending Score on the Pilgrim's Path</b>: <<print '<progress class="piety" id="piety" value="' + $player.piety + '" max="100"></progress>'>> <br>
<b>Shrines Visited</b>: <br>
<<set $tmpKeys to Object.keys($player.shrines)>>
<<if $tmpKeys.length is 0>>
• You did not visit any Religious Sites!<br>
<<else>>
<<for _i to 0; _i lt $tmpKeys.length; _i++>>
• <<print $tmpKeys[_i]>> - <<print $player.shrines[$tmpKeys[_i]].shrine>><br>
<</for>>
<<endif>>
/*----------------------------*/
/*----- Merchant Summary -----*/
/*----------------------------*/
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<b>Ending Akçe</b>: $player.money <img @src=_coinimage style="height: 1.5ex;"> <br>
/*----------------------------*/
/*----- Party Summary -----*/
/*----------------------------*/
<b>Traveling Party Status:</b><br>
<table>
<<if $family[0].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[0].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[0].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
<<if $family[1].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[1].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[1].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
<<if $family[2].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[2].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[2].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
<br><br>
</table>
<b>Traveling Party History:</b>
<br><br>
<<print $deathslot>>
<br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Restart Simulation">>
<<script>>
SimpleAudio.tracks.clear();
Save.autosave.delete();
<</script>>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<goto "A moment of inspiration...">>
<<script>>SimpleAudio.stop();<</script>>
<</button>>
</span>
<span id="initialDestination">
<<button "Final Score: Breakdown">>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<goto "Final Score">>
<</button>>
</span>
</div>
[[|Final Score]]/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Death of a Traveling Companion</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<elseif $temp.from is "fled">>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Departure of a Traveling Companion</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/lost_land.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<else>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Death of a Traveling Companion</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<endif>>
<<set _character to $temp.healthcharacter>>
/*-------------------------*/
/*----- Process Death -----*/
/*-------------------------*/
<<set _day to Math.floor($player.time/12)>>
<<if $temp.healthcharacter is 0>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<<if $temp.destination is $cur_passage>>
<<set _name to $family[0].name>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company due to "+$family[0].death+" on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "None">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set _name to $family[0].name>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company due to "+$family[0].death+" on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "None">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<elseif $temp.healthcharacter is 1>>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<<if $temp.destination is $cur_passage>>
<<set _name to $family[1].name>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company due to "+$family[1].death+" on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "None">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set _name to $family[1].name>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company due to "+$family[1].death+" on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "None">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<elseif $temp.healthcharacter is 2>>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<<if $temp.destination is $cur_passage>>
<<set _name to $family[2].name>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company due to "+$family[2].death+" on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "None">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set _name to $family[2].name>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company due to "+$family[2].death+" on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "None">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
<<if $temp.from is "fled">>
You search for _name but cannot find them in the nearby wilderness, you continue on to Mecca knowing you have one less traveler.
<<else>>
You mourn the loss of _name and ensure they receive a proper burial. While you will continue to feel their loss, you take comfort that they are in paradise having died on the road to Mecca.
<<endif>>
</div>
/*------------------*/
/*----- Button -----*/
/*------------------*/
<br><br>
<div align="center">
<<if $temp.from is "decay">>
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto $temp.destination>>
<</button>>
</span>
<<endif>>
<<else>>
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
<<endif>>
</div>/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Death</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*------------------------*/
/*----- Set Location -----*/
/*------------------------*/
<<if $cur_passage is $temp.destination>>
<<set _location to "while in "+$temp.destination>>
<<else>>
<<set _location to "while traveling to "+$temp.destination>>
<<endif>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
<<if $player.death is "Hunger and Thirst">>
Your hunger and thirst finally overtake you _location. You die with paradise on your mind knowing you perish while pursuing your religious duty.<br>
<<elseif $player.death is "Hunger">>
Your hunger finally overtakes you _location. You die with paradise on your mind knowing you perish while pursuing your religious duty.<br>
<<elseif $player.death is "Thirst">>
Your thirst finally overtakes you _location. You die with paradise on your mind knowing you perish while pursuing your religious duty.<br>
<<else>>
You are killed _location. You die with paradise on your mind knowing you perish while pursuing your religious duty.<br>
<<endif>>
</div>
/*------------------*/
/*----- Button -----*/
/*------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<goto "Player Death">>
<</button>>
</span>
</div>
[[|Player Death]] /*---------------------------*/
/*---------- Skip -----------*/
/*---------------------------*/
<<if $temp.healthcharacter is 0 and $family[0].death is "Alive">>
<<elseif $temp.healthcharacter is 1 and $family[1].death is "Alive">>
<<elseif $temp.healthcharacter is 2 and $family[2].death is "Alive">>
<<else>>
<<set $temp.lock to 0>>
<<goto $temp.destination>>
<<endif>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Death of a Traveling Companion</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------------*/
/*----- Capture Character -----*/
/*-----------------------------*/
<<set _character to $temp.healthcharacter>>
/*------------------------*/
/*----- Set Location -----*/
/*------------------------*/
<<if $cur_passage is $temp.destination>>
<<set _location to "while in "+$temp.destination>>
<<else>>
<<set _location to "while traveling to "+$temp.destination>>
<<endif>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
The $family[_character].death of $family[_character].name finally overtakes them in _location.<br>
</div>
/*------------------*/
/*----- Button -----*/
/*------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "decay">>
<<goto "Family Death">>
<</button>>
</span>
</div>
[[|Family Death]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Snowstorm</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/snowstorm.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While on your way to $temp.destination you see storm clouds gathering. It seems that a snowstorm might be coming into the mountain pass. The sight of this makes the leader of your caravan nervous. The decision to wait out the storm or risk going through the pass comes down to you as the deciding vote. Do you forge ahead and save valuable time or do you wait just to be safe?
</div>
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The sixteenth-century Meccan emissary, al-Nahrawali describes his own encounter with a snowstorm while traveling along the hajj road through Anatolia in the winter:
<br>
<br>
//We left Buzuk amid rain, abundant mud, and harsh cold. In the afternoon we reached the small town of
Ilgın and lodged in a caravansary built by one Haci Hizr…We remained Sunday, the 22nd of the month, in Ilgın owing to severe cold, much snow, and frigid wind (driving against the body) like pins. The paths became obscured by the quantity of snow.’//
<br> <br> </div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Yes, onwards through the storm!">>
<<goto "Snowstorm Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "No, wait out the storm.">>
<<goto "Snowstorm Outcome No">>
<</button>>
</span>
</div>
[[|Snowstorm Outcome Yes]]
[[|Snowstorm Outcome No]]
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Forging through the Snowstorm</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/snowstorm_push.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(2,6)>>
<<set $player.time to $player.time+_random>>
<<set _randomcold to random(0,100)>>
<<if _randomcold lte 50>>
<<goto "Hypothermia">>
<<endif>>
<div style="text-align: center;">
You push through the storm to $temp.destination and only add _random hours to your journey. It seems that your risk has paid off and those other pilgrims who waited out the storm will be long behind you and your fellow travelers on the road! You thank the lord for getting you and your companions through the storm safely!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Hypothermia]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Waiting out the Snowstorm</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/snowstorm.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(12,18)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
You decide to be cautious and wait out the storm, the last thing you want is for one of your fellow pilgrims to get sick from the cold if you were all caught outside in the blizzard. However, waiting for the storm to pass, warm by the fire inside in your tied down tent has cost you _random hours on your journey to $temp.destination.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Hypothermia</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(15,30)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have developed hypothermia after being exposed too long to the cold weather! Your health has declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Rest for Two Days to Recover">>
<<set $player.time to $player.time+24>>
<<goto "Hypothermia Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<goto "Hypothermia Push">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Rest for Five Days to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Hypothermia Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Hypothermia Push">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have developed hypothermia after spending too much time out in the cold. You have died as a result of your poor health.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Hypothermia">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has developed hypothermia after being exposed too long to the cold weather! Their health has declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Rest for Two Days to Allow Them to Recover">>
<<set $player.time to $player.time+24>>
<<goto "Hypothermia Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.healthcharacter to _randomChoice>>
<<goto "Hypothermia Push">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Rest for Five Days to Allow Them to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Hypothermia Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Hypothermia Push">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
$family[_randomChoice].name has developed hypothermia after spending too much time out in the cold. They have died as a result of their illness.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "hypothermia">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Hypothermia Rest]]
[[|Hypothermia Push]]
[[|Player Death Filter]]
[[|Family Death]]/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Fire</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.healthcharacter is 0>>
<<set _name to $family[0].name>>
<<elseif $temp.healthcharacter is 1>>
<<set _name to $family[1].name>>
<<elseif $temp.healthcharacter is 2>>
<<set _name to $family[2].name>>
<<endif>>
<div style="text-align: center;">
<<if $temp.healthcharacter is 3>>
You decide to rest and stay in a warm place in order to recover from your hypothermia. While this delays your journey, you take comfort in the knowledge that your health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your health.
<<else>>
You decide to rest in order to give _name time to recover from their hypothermia. A warm fire and the inside of a tent will surely give them comfort! While this delays your journey, you take solace in the knowledge that their health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your party's health.
<<endif>>
</div>
<br><br>
/*----------------------------*/
/*----- Continue Buttons -----*/
/*----------------------------*/
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
[[|Decay Functions]] /*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>No Rest for the Weary</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------*/
/*----- Add Damage -----*/
/*----------------------*/
<<set _randomHit to random(15,30)>>
<<set _randomChoice to $temp.healthcharacter>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have decided to press on despite coming down with hypothermia, getting to $temp.destination on schedule is too important! While you ultimately recover from your illness, your health has further declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have decided to press on despite coming down with hypothermia. As a result, your health continues to decline, leading to your death.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Hypothermia">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
You have decided to press on ahead to $temp.destination despite $family[_randomChoice].name coming down with hypothermia. While they ultimately recover from their illness, their health has further declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have decided to press on to $temp.destination despite $family[_randomChoice].name coming down with hypothermia. As a result, their health continues to decline, leading to their death.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.healthcharacter to _randomChoice>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "hypothermia">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Decay Functions]]
[[|Player Death Filter]]
[[|Family Death]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Anatolian Leopard Attack</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/animal_attack.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
While traveling to $temp.destination you sit by the side of the road to make a campfire for lunch next to a large boulder. While the smell of food wafts up overhead and into the nearby forest you start to hear some rustling in the bushes but you think it must be your imagination. Suddenly, a large Anatolian leopard jumps out and pounces on you and your fellow pilgrims. The large leopard hisses at you before it runs back into the woods! Do you let the leopard be and continue with your lunch or do you chase after to hunt the ferocious cat?
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman traveler Evliya Çelebi came through the region outside of Manavgat and recounted the story of his encounter with what he calls a tiger, though it was likely an Anatolian Leopard (last spotted in the wild in the early 1990s, though some trap cameras have spotted them as recently as 2013 in eastern Anatolia):
<br>
<br>
//’There are many tigers in these mountains. But they are very inaccessible, rocky, and forested mountains. So much that as this humble one wandered about like a vagabond saying, 'I wonder where we will halt this night?,' came upon a tiger hunting a water buffalo in a valley, about to take out its heart and eat it. (The tiger) immediately abandoned its prey and climbed to a high place the valley. While it looked at us and roared, the water buffalo rose to its feet with the life force, but while fleeing (the tiger) again seized it. Immediately the tiger roared like thunder and attacked us. On its approaching, this humble one's slaves at once fired several handguns and the tiger fled over a hill. While this humble servant watched from a distance an uproar broke out in mountains. As a (second) tiger more enormous than a Kastamonu mule tore apart the first tiger's prey began to eat it, the first tiger arrived. They fought a fearful battle (to the death) with each other and this humble servant, seeing this state of affairs, made thanks to and approached the tigers. While removing their hides, three Turks came by. They helped and at once I became the owner of two tiger skins. Seeing (this) wonderful spectacle, we were bewildered. These people of Manavgat are cursed with tigers.’//
<br> <br> </div>
<br>
<br>
<div align="center">
<span id="initialDestination">
<<button "Follow the Leopard!">>
<<goto "Animal Attack Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "Stay where you are.">>
<<goto "Animal Attack Outcome No">>
<</button>>
</span>
</div>
[[|Animal Attack Outcome Yes]]
[[|Animal Attack Outcome No]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Anatolian Leopard Hunt</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/animal_attack.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------------------------------------------------*/
/*-----Hurt Damage –med amount of health---------*/
/*----------random you and your party members --*/
/*----------------------------------------------------------------*/
<<set _randomtime to random(4,8)>>
<<set $player.time to $player.time+_randomtime>>
<<set _random to random(0,100)>>
<<if _random lte 50>>
<<goto "Mauled">>
<<else>>
<br>
<<set _randomMoney to random(40,80)>>
<<set $player.money to $player.money+_randomMoney>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You successfully find the leopard and after fighting with it one more time you successfully kill it and sell its hide to locals for _randomMoney <img @src=_coinimage style="height: 1.5ex;"> . While it saddens you to take such a majestic creature from the world you remind yourself that God provided you with this opportunity and the coin from her hide will help you on your way to Mecca. You continue on your journey to $temp.destination with a few extra coins in your pocket and some scars to impress your friends, a well spent extra _randomtime hours along the road.
<br>
<br>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Mauled]]
<<endif>><div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Anatolian Leopard Cubs</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/leopard.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomtime to random(2,5)>>
<<set $player.time to $player.time+_randomtime>>
<<set _random to random(0,100)>>
<<set _randompiety to random(5,10)>>
<<set $player.piety to $player.piety+_randompiety>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<div style="text-align: center;">
After waiting and eating your lunch by the fire you hear soft cries from behind the boulder you were sitting on. It appears that your camp was next the den of the leopard that attacked you and you were attacked because the mother thought you were threatening her young. You give food to the hungry young cubs and leave the area slowly so that the mother will be comfortable enough to return to her young and her den. You continue on your journey to $temp.destination with a better understanding of the world and the wonders of nature around you! However, this whole encounter cost you extra _randomtime hours.
<br>
<br>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Mauled by a Leopard</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_by_animal.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(40,60)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You were mauled by the leopard and have run away bearly holding on to your life in the process! Your wounds have severely hurt you but at least you are still able to walk!
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
[[|Decay Functions]]
<<else>>
The mauling by the leopard has led to your tragic death!
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Leopard Attack">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has been mauled by the leopard but they escape with their life after being severely injured.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
$family[_randomChoice].name has been severely mauled by the leopard and has died as a result of the incident!
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "a leopard attack">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Player Death Filter]]
[[|Family Death]]Double-click this passage to edit it.<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Animal Exhaustion</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/animal_exhaustion.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------------*/
/*----- Check for Animals -----*/
/*-----------------------------*/
<<if $player.stable.horses.amount is 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
While traveling to $temp.destination, one of your horses trips on a stone and breaks its leg. As a result, you are forced to put it down. You butcher it for its meat in order to ensure it doesn't go to waste.<br><br>
<<set $player.inventory.food.amount to $player.inventory.food.amount+30>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
That leaves you with $player.stable.horses.amount horses. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.horses.amount gte 1>>
<<set $player.speed to "medium">>
<<if $player.stable.horses.amount is 1>>
That leaves you with $player.stable.horses.amount horse. You are still traveling at a medium speed.<br>
<<else>>
That leaves you with $player.stable.horses.amount horses. You are now traveling at a medium speed.<br>
<<endif>>
<<else>>
<<set $player.speed to "slow">>
That leaves you with no horses. You are now traveling at a slow speed with a caravan of fellow pilgrims.<br>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>><<set $temp.lock to 1>>
<<set $player.luck to $player.luck+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Wandering Dervish</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/wandering_dervish.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _type to "">>
<<if $player.health is 100>>
<<set _randomPiety to random(25,50)>>
<<set $player.piety to $player.piety+_randomPiety>>
<<if $player.piety > 100>>
<<set $player.piety to 100>>
<<endif>>
<<set _type to "piety">>
<<else>>
<<set _randomHealth to random(25,50)>>
<<set $player.health to $player.health+_randomHealth>>
<<if $player.health > 100>>
<<set $player.health to 100>>
<<endif>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to $family[_i].health+_randomHealth>>
<<if $family[_i].health > 100>>
<<set $family[_i].health to 100>>
<<endif>>
<</for>>
<<set _type to "health">>
<<endif>>
<div style="text-align: center;">
<<if _type is "piety">>
While on the road to $temp.destination, a wandering dervish passes your party. He notices you are on hajj, and blesses your journey, making you feel more pious.
<<else>>
While on the road to $temp.destination, a wandering dervish passes your party. He notices that members of your traveling party are in ill health, and provides you with some healing remedies.
<<endif>>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "dervish">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Plague Outbreak Ahead</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/plague.JPG';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While traveling to $temp.destination you hear that there is an outbreak of the plague just before $temp.destination. You can either proceed with caution and take a long detour around the outbreak or continue onwards and risk contracting the horrid disease.
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Plague, the black death, often followed the major trade, military, and pilgrimage roads across the Ottoman Empire, making it a likely encounter in most major cities along the hajj route and in the major ports of the Mediterranean. An eigtheenth-century Levant Company physician, Mordach Mackenzie, remarked on the frequency of plague outbreaks in Smyrna (Izmir):
<br>
<br>
//’During the twenty long years I have lived in this country, here and at Smyrna, there has scarcely been a year, excepting three, in which the plague did not threaten more or less.’//
<br> <br> </div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Push On">>
<<goto "Plague Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "Take the Long Way Around">>
<<goto "Plague Outcome No">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Plague Outcome Yes]]
[[|Plague Outcome No]]
<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Plague Outbreak Outside $temp.destination</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/plague.JPG';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Chance and Hit Damage -----*/
/*---------------------------------*/
<div style="text-align: center;">
<<set _randomChance to random(0,100)>>
<<set _randomChoice to random(0,3)>>
<<if _randomChance gte 25>>
<<set _randomHit to random(15,35)>>
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have decided to press on despite knowing about the outbreak of plague outside $temp.destination. As a result, you have contracted plague. While you ultimately recover from your illness, your health has declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "disease">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
You have decided to press on despite knowing about the outbreak of plague outside $temp.destination. As a result, you have contracted plague. You die from your disease.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Plague">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health lte 0>>
You have decided to press on despite knowing about the outbreak of plague outside $temp.destination. As a result, $family[_randomChoice].name has contracted plague. They die from their disease.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.healthcharacter to _randomChoice>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "the plague">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<else>>
You have decided to press on despite knowing about the outbreak of plague outside $temp.destination. As a result, $family[_randomChoice].name has contracted plague. While they ultimately recover from their illness, their health has declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "disease">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
You have decided to press on despite knowing about the outbreak of plague outside $temp.destination. While you witness the horror of the disease ravaging those around you, the members of your traveling party get through the experience unscathed. You thank God for his blessing and view the experience as his approval for your journey.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "disease">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
<<endif>>
<<else>>
You have decided to press on despite knowing about the outbreak of plague outside $temp.destination. While you witness the horror of the disease ravaging those around you, the members of your traveling party get through the experience unscathed. You thank God for his blessing and view the experience as his approval for your journey.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "disease">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Player Death Filter]]
[[|Decay Functions]]
[[|Family Death]]
<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Avoiding Plague Outbreak Outside $temp.destination</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/plague.JPG';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*------------------------------*/
/*----- Apply Time Penalty -----*/
/*------------------------------*/
<<set _randomDelay to random(3,9)>>
<<set $player.time to $player.time+_randomDelay>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
You decide to take the long way to $temp.destination in order to avoid the outbreak of plague. While you lose _randomDelay hours as a result, no one in your party contracts the disease.
</div>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Malaria</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(15,30)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have developed malaria after camping out in the wetland swamps. Your health has declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Rest for Two Days to Recover">>
<<set $player.time to $player.time+24>>
<<goto "Malaria Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<goto "Malaria Push">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Rest for Five Days to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Malaria Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Malaria Push">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have developed malaria after camping in the wetlands. You have died as a result of your poor health.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Malaria">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has developed malaria after camping out in the wetlands amongst the mosquitoes! Their health has declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Rest for Two Days to Allow Them to Recover">>
<<set $player.time to $player.time+24>>
<<goto "Malaria Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.healthcharacter to _randomChoice>>
<<goto "Malaria Push">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Rest for Five Days to Allow Them to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Malaria Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Malaria Push">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
$family[_randomChoice].name has developed malaria after camping out in the wetlands. They have died as a result of their illness.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "malaria">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Player Death Filter]]
[[|Family Death]]
[[|Malaria Rest]]
[[|Malaria Push]]/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Rest and Recover</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.healthcharacter is 0>>
<<set _name to $family[0].name>>
<<elseif $temp.healthcharacter is 1>>
<<set _name to $family[1].name>>
<<elseif $temp.healthcharacter is 2>>
<<set _name to $family[2].name>>
<<endif>>
<div style="text-align: center;">
<<if $temp.healthcharacter is 3>>
You decide to rest in a warm dry place in order to recover from your bout of malaria. While this delays your journey, you take comfort in the knowledge that your health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your health.
<<else>>
You decide to rest in order to give _name time to recover from their malaria. The dry and bug free surroundings will give _name the respite they need from this disease and the hard journey. You take solace in the knowledge that their health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your party's health.
<<endif>>
</div>
<br><br>
/*----------------------------*/
/*----- Continue Buttons -----*/
/*----------------------------*/
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
[[|Decay Functions]] /*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>No Rest for the Weary</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------*/
/*----- Add Damage -----*/
/*----------------------*/
<<set _randomHit to random(15,30)>>
<<set _randomChoice to $temp.healthcharacter>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have decided to press on despite coming down with malaria, getting to $temp.destination on schedule is too important! While you ultimately recover from your illness, your health has further declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have decided to press on despite coming down with malaria. As a result, your health continues to decline, leading to your death.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Malaria">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
You have decided to press on ahead to $temp.destination despite $family[_randomChoice].name coming down with malaria. While they ultimately recover from their illness, their health has further declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have decided to press on to $temp.destination despite $family[_randomChoice].name coming down with malaria. As a result, their health continues to decline, leading to their death.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.healthcharacter to _randomChoice>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "malaria">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Decay Functions]]
[[|Player Death Filter]]
[[|Family Death]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Injury on the Trail</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/injured.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(15,30)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You slip and break your leg while traveling to $temp.destination! Your health has declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Rest for Five Days to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Injured Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Injured Push">>
<</button>>
</span>
</div>
<<else>>
You slip and break your leg while traveling to $temp.destination! Your injuries prove too much to bear, and you have died as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Injury">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has slipped and broken their leg while traveling to $temp.destination! Their health has declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Rest for Five Days to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Injured Rest">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Injured Push">>
<</button>>
</span>
</div>
<<else>>
$family[_randomChoice].name has slipped and broken their leg while traveling to $temp.destination! Their injuries prove too much to bear, and they have died as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "an injury">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Injured Rest]]
[[|Injured Push]]
[[|Player Death Filter]]
[[|Family Death]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Battle Wounds</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/wounded.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<if $player.job is "Ottoman Janissary Ağa">>
<<set _randomHit to random(10,20)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomHit to random(50,60)>>
<<else>>
<<set _randomHit to random(30,50)>>
<<endif>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You were struck by a stolen Ottoman Yagatan (sword) in the scuffle and have been wounded in your right arm. However, you thank God that you were able to escape the incident with your life!
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "wounded">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "wounded">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
[[|Decay Functions]]
<<else>>
In a scuffle to protect your personal possessions you were shot and struck by a musket ball, dying as a result!
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Battle Wound">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has been severely injured after being struck in the leg by an arrow! Thankfully they escaped with their life!
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "wounded">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "wounded">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
$family[_randomChoice].name has been severely injured after they were struck by a musket ball! They have died as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "a battle wound">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "wounded">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Player Death Filter]]
[[|Family Death]]/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Injury on the Trail</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/injured.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.healthcharacter is 0>>
<<set _name to $family[0].name>>
<<elseif $temp.healthcharacter is 1>>
<<set _name to $family[1].name>>
<<elseif $temp.healthcharacter is 2>>
<<set _name to $family[2].name>>
<<endif>>
<div style="text-align: center;">
<<if $temp.healthcharacter is 3>>
You decide to rest in order to recover from your injury. While this delays your journey, you take comfort in the knowledge that your health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your health.
<<else>>
You decide to rest in order to give _name time to recover from their injury. While this delays your journey, you take comfort in the knowledge that their health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your party's health.
<<endif>>
</div>
<br><br>
/*----------------------------*/
/*----- Continue Buttons -----*/
/*----------------------------*/
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Decay Functions]] /*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Injury on the Trail</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/injured.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------*/
/*----- Add Damage -----*/
/*----------------------*/
<<set _randomHit to random(15,30)>>
<<set _randomChoice to $temp.healthcharacter>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have decided to press on despite your injury. As a result, you develop gangrene around your injury. Your health has further declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
You have decided to press on despite your injury. As a result, you develop gangrene around your injury, leading to your death.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Gangrene">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
You have decided to press on despite $family[_randomChoice].name's injury. As a result, they develop gangrene around their injury. Their health has further declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
You have decided to press on despite $family[_randomChoice].name's injury. As a result, they develop gangrene around their injury, leading to their death.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.healthcharacter to _randomChoice>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "gangrene">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Decay Functions]]
[[|Player Death Filter]]
[[|Family Death]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Healing Bath in $cur_passage</td>
</tr>
</table>
<br>
<<if $temp.bath is 6>>
<<set _h to setup.ImagePath+'hub/bath_stream.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<else>>
<<set _h to setup.ImagePath+'hub/bath.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
/*-----------------------*/
/*----- Set Healing -----*/
/*-----------------------*/
<<if $temp.bath is 3 or $temp.bath is 4>>
<<set _randomHeal to random(75,100)>>
<<elseif $temp.bath is 2>>
<<set _randomHeal to random(50,75)>>
<<elseif $temp.bath is 1>>
<<set _randomHeal to random(25,50)>>
<<else>>
<<set _randomHeal to random(0,25)>>
<<endif>>
<<set $player.health to $player.health+_randomHeal>>
<<if $player.health > 100>>
<<set $player.health to 100>>
<<endif>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to $family[_i].health+_randomHeal>>
<<if $family[_i].health > 100>>
<<set $family[_i].health to 100>>
<<endif>>
<</for>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.bath is 6>>
You find a secluded spot along the shore of the stream here and try to relax and restore your mind and body before you continue on the hajj road. You fall asleep exhausted from your journey and dream of a proper bath house.
<<else>>
You have arrived at a Turkish Bath (//Hamam//) and the waters help you heal and recooperate from your journey.
<<endif>>
<br><br>
<<if $temp.bath is 3 or $temp.bath is 4>>
<b>You feel a deep sense of healing while in the bath!</b>
<<elseif $temp.bath is 2>>
<b>You feel a strong sense of healing while in the bath!</b>
<<elseif $temp.bath is 1>>
<b>You feel a sense of healing while in the bath.</b>
<<elseif $temp.bath is 6>>
<b>You wish you had found a bath instead of this stream but the flowing waters bring you some comfort!</b>
<<else>>
You come to the local baths and find them in a state of disrepair dispite the fact that you have paid a substantial sum to use them. Who knows what these //hamam// attendants are doing with this money!
<<endif>>
<br><br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
Evlyia Çelebi in the seventeenth century described is experience in the thermal baths in the Ottoman city of Bursa in his //Book of Travels// as follows: <br>
//'The hamam of Eski Kaplıca, built by Murad I, has a great cupola covering a large basin ten feet square, on the four sides of which are washing tubs...and all uncleanliness is boiled as it were from the body. To drink the water is a good remedy for palpitation and throbbing of the heart; but a certain method is prescrived to those using the baths, which if neglected brings on pleurisy. The following are the rules to be observed:<br>
First, take a common ablution at the edge of the basin, then wash the head with warm water, throwing some over the body preparatory to walking into the bath, till the whole body is covered, do not remain too long, and dress quickly upon coming out, in order to avoid catching a cold; this precaution is necessary, and if neglected causes many ailments.'//<br>
In an expanded bath added in the sixteenth century Evliya notes that an enscription was placed above the door in the bath which said: //'In life on your apparel lay no stress As everybody must his body here undress'//<br>
Evliya further write that this bath was:
<br>//'was a pleasant place, where lovers delight with their beloved, especially in the long winter nights; when these baths are ligthed with candles, are a thousand tricks played by the bathers, some diving, some swimming, some wrestling in the water, some swelling their aprons into sails, others spouting water from their mouths, some lying dead flat on the water, other joining hands and imitating the cries of boatmen, 'Tira Mola,' drive the water round like a whirlpool, which forces all those who are in the water to follow the quick rotation of it!'//<br> <br> </div>
<br>
/*--------------------------------*/
/*----- Button -----*/
/*--------------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.from to "bath">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+4>>
[[|Decay Functions]] <<set $temp.lock to 1>>
<<if $temp.imaret is 0>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td><i>Imaret</i> in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/imaretnew2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*----------------------------*/
/*----- Give Player Food -----*/
/*----------------------------*/
<<if $cur_passage is "Kartal">>
<<set _randomFood to random(10, 20)>>
<<else>>
<<set _randomFood to random(20, 55)>>
<<endif>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomFood>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<set _foodimage to setup.ImagePath+"ui/food.png">>
You visit the <i>imaret</i> (Ottoman soup kitchen) in $cur_passage. A local <i>waqf</i> has set it up to provide passing pilgrims free food. You get _randomFood <img @src=_foodimage style='height: 1.5ex;'> for your travels!<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "market">>
<<set $temp.imaret to 1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
<<goto "Free Food Visited">>
<<endif>>
[[|Free Food Visited]]
[[|Decay Functions]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td><i>Imaret</i> in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/imaret.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
You have already visited this <i>imaret</i>, so they refuse to give you more food.
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "market">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Decay Functions]] <<set $temp.lock to 1>>
/*------------------------*/
/*----- Check Visits -----*/
/*------------------------*/
<<set $temp.well to $temp.well+1>>
<<if $temp.well gte 2>>
<<goto "Well Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<set _h to setup.ImagePath+'hub/water_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
/*------------------------*/
/*------ Slider ----------*/
/*------------------------*/
<div align="left">
<br><br>
<<set $wateramount = 1>><label for="slidetest">''Water Amount:''</label> <br><br>
<<if $temp.water lte 33>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 33 and $temp.water lte 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="10"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<endif>>
<br><br>
''Water Taken from Well:'' <span id="slideval"></span>
<<script>>
$(document).one(":passagerender", function (event) { $(event.content).find("#slideval").text(State.variables.wateramount);
$(event.content).find("#slidetest").on("input", function () {
$("#slideval").empty().text(State.variables.wateramount);
});
});
<</script>>
<br><br>
<i><b>The more water you take from the well, the higher risk of collecting tainted water!</b></i>
<br><br>
</div>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/water.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/hocafountain.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
/*------------------------*/
/*------ Slider ----------*/
/*------------------------*/
<div align="left">
<br><br>
<<set $wateramount = 1>><label for="slidetest">''Water Amount:''</label> <br><br>
<<if $temp.water lte 33>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="60"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 33 and $temp.water lte 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<endif>>
<br><br>
''Water Taken from Well:'' <span id="slideval"></span>
<<script>>
$(document).one(":passagerender", function (event) { $(event.content).find("#slideval").text(State.variables.wateramount);
$(event.content).find("#slidetest").on("input", function () {
$("#slideval").empty().text(State.variables.wateramount);
});
});
<</script>>
<br><br>
<i><b>The more water you take from the well, the higher risk of collecting tainted water!</b></i>
<br><br>
</div>
<<endif>>
/*--------------------------*/
/*----- Nomad Ability ---------*/
/*--------------------------*/
<div align="left">
<<if $family[0].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[0].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[1].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[1].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[2].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[2].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
</div>
<br><br>
<<endif>>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+2>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Leave without Water">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Take Water from this Well">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<set _Gained to $wateramount>>
<<set $wateramount to _Gained>>
<<goto "Water from the Well">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Well Visited]]
[[|Water from the Well]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<<if $temp.bath is 6>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Peaceful Stream in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/bath_stream.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<else>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Healing Bath in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/bath.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.bath is 6>>
You have arrived at a secluded stream, you hope that the waters may help revive your spirit and your energy. <br>
<<else>>
You have arrived at a Turkish Bath (//Hamam//), whose waters are said to help you heal and recooperate from your journey.<br>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $temp.bath is 1 or $temp.bath is 4 or $temp.bath is 6>>
<<set $temp.bathprice to 0>>
The bath in $cur_passage is free!<br><br>
<<elseif $temp.bath is 2>>
<<set $temp.bathprice to random(10,30)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<else>>
<<set $temp.bathprice to random(30,50)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<endif>>
Would you like to enter the bath?<br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<br>
<<set $temp.from to "bath">>
<div align="center">
<<if $player.money gte $temp.bathprice>>
<span id="initialDestination">
<<button "Yes">>
<<set $player.money to $player.money-$temp.bathprice>>
<<goto "Bath Visited">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Yes">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "No">>
<<set $temp.lock to 0>>
<<goto $cur_passage>>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Bath Visited]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<<if $temp.region is "Syria Desert">>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Camel Bazaar in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/camel_market.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $temp.region is "Syria North" or $temp.region is "Urfa Route" or $temp.region is "Aleppo Route" or $temp.region is "Syria South">>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stables in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/stables.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
/*----------------------------*/
/*-----------Camel------------*/
/*----- Stable Interface -----*/
/*----------------------------*/
<<if $temp.region is "Syria Desert">>
Here is where you can buy camels and sell your horses to increase and decrease your travel speed.<br><br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount+$player.stable.camels.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount gte 2>>
With these animals, you will be moving at the fastest speed!
<br>
• Horses || $player.stable.horses.amount <br>
• Camels || $player.stable.camels.amount <br>
<<elseif $player.stable.horses.amount is 0 and $player.stable.camels.amount is 1>>
With this camel, you will be moving at medium speed.<br>
• Camels || $player.stable.camels.amount <br>
<<elseif $player.stable.horses.amount is 1 and $player.stable.camels.amount is 0>>
With this horse, you will be moving at medium speed.<br>
• Horses || $player.stable.horses.amount <br>
<<endif>>
<br>
<div style="text-align: left;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Current Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;"><br>
</div>
<br><br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<div align="center">
<<if $player.money gte 30>>
<span id="initialDestination">
<<button "Buy Camel (30<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money-30>>
<<set $player.stable.camels.amount to $player.stable.camels.amount+1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<else>>
<<set $player.speed to "medium">>
<<endif>>
<<goto "Stables Syria">>
<</button>>
</span>
<<else>>
<span id="initialDestination"><<button "Buy (30<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
<<if $player.stable.camels.amount gte 1>>
<span id="initialDestination"><<button "Sell Camel (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+25>>
<<set $player.stable.camels.amount to $player.stable.camels.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Syria">>
<</button>>
</span>
<<else>>
<span id="initialDestination"><<button "Sell Camel (25<img @src=_coinimage style='height: 1.5ex;'>)">></span>
<</button>>
<<endif>>
</div>
/*---------------------------*/
/*----- Sell Horses ---------*/
/*---------------------------*/
<br><br>
<div align="center">
<<if $player.stable.horses.amount gte 1>>
<span id="initialDestination"><<button "Sell Horse(30<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+30>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Syria">>
<</button>></span>
<<else>>
<span id="initialDestination"><<button "Sell Horse (30<img @src=_coinimage style='height: 1.5ex;'>)">>
<</button>></span>
<<endif>>
</div>
/*---------------------------*/
/*----- Normal Stables ------*/
/*---------------------------*/
<<elseif $temp.region is "Syria North" or $temp.region is "Urfa Route" or $temp.region is "Aleppo Route" or $temp.region is "Syria South">>
/*----------------------------*/
/*----- Stable Interface -----*/
/*----------------------------*/
Here is where you can buy and sell horses to increase and decrease your travel speed.<br><br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<else>>
• Horses || $player.stable.horses.amount <br>
<<if $player.stable.horses.amount > 2>>
With these animals, you will be moving at the fastest speed!<br>
<<else>>
With these animals, you will be moving at medium speed.<br>
<<endif>>
<<endif>>
<br><br>
<div style="text-align: center;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Current Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;"><br>
</div>
<br><br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<div align="center">
<<if $player.money gte 25>>
<span id="initialDestination">
<<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money-25>>
<<set $player.stable.horses.amount to $player.stable.horses.amount+1>>
<<if $player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<else>>
<<set $player.speed to "medium">>
<<endif>>
<<goto "Stables Syria">>
<</button>>
</span>
<<else>>
<span id="initialDestination"><<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
<<if $player.stable.horses.amount gte 1>>
<span id="initialDestination"><<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+20>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.horses.amount+$player.stable.camels.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Syria">>
<</button>>
</span>
<<else>>
<span id="initialDestination"><<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
</div>
<<endif>>
/*---------------------------*/
/*----- Weight Calc ---------*/
/*---------------------------*/
<<set $temp.foodweightcheck to 120+$player.classcarryfood+($player.stable.horses.amount*33)+($player.stable.camels.amount*40)>>
<br><br><u>Max Food Carry Amount</u>: $temp.foodweightcheck <br><br>
<<set $temp.waterweightcheck to 120+$player.classcarrywater+($player.stable.horses.amount*43)+($player.stable.camels.amount*50)>>
<u>Max Water Carry Amount</u>: $temp.waterweightcheck <br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.from to "stables">>
<<set $player.time to $player.time+2>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Coffeehouse in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,3)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/coffeehouse.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/coffeehouse2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 3>>
<<set _h to setup.ImagePath+'hub/coffeehouse3.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
While passing by local //Kahvehane// (Coffeehouse) you step inside and find a crowd of people and fellow travelers talking. The warm glow of the fire flickers around the room, the aroma of coffee surrounds you, and the room is full of people who each come from different walks of life. While sitting on your stool with a cup of hot coffee you overhear the following:
<br><br>
<div align="center">
<table class="advicetable" style="width:100%" align="center">
<tr>
<td>$temp.advice</td>
</tr>
</table>
</div>
<br><br>
<<set $temp.adviceprice to random(20,35)>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
The local //kahveci//, the keeper of the Coffeehouse, tells you that he will search for a new traveling companion for you and your caravan if you just lend him $temp.adviceprice <img @src=_coinimage style="height: 1.5ex;"> //akçe// for his trouble.
<<set _randomfind to random(1,5)>>
<br><br>
<div align="center">
<<if $player.money gte $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination">
<<button "Search for New Traveling Companion">>
<<set $temp.caravanfind to _randomfind>>
<<set $temp.coffeefind to 1>>
<<set $temp.from to "advice">>
<<set $player.money to $player.money-$temp.adviceprice>>
<<goto "Change Party Check Syria">>
<</button>></span>
<<elseif $player.money lt $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination"><<button "Not Enough Funds">><</button>></span>
<<elseif $temp.coffeefind is 1>>
//It seems that you have already paid the local kahveci for his services here in this place, you must continue on your way//
<<endif>>
</div>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
Yusuf Nabi, a late seventeenth-century Ottoman pilgrim descibes his experiences in coffeehouses in Damascus: <br> <br>
//'Coffeehouses are like home for those who are away from their homes. The coffeehouses in Damascus have separate areas for winter and summer. The winter rooms have colorful carpets, a fountain, and painted ceilings. The summer courtyards have şadırvan fountains under shady trees. Waiters are constantly moving around serving coffee. When musicians played on the ney (an Arab flute) the audience joined in, old and young Arabs beating out the rhythm, and Iraqis and Persians lamenting as if it was the Nowruz (Persian New Year). The mournful beat of the def (tambourine) brought forth dervish like cries; the mournful plucking of the tanbur (a large lute) inspired the opium-takers...While storytellers were telling heroic tales, opium addicts raised their twisted bodies with difficulty to listen, the collars of many were stained with juices from the drug. Two vagrants of unknown origin, Bedi and Kasim, spread terror in the coffee-house with their airs and challenges. Many troubled persons were taking opium. In another corner were heedless dervishes of the Kalendari type, with heavy halters round their waists, the dreadful notion of death in their heads, leather cloths round their shoulders, jade earrings in their ears, and ebony sticks laid across their knees. In accordance with their maxim 'senseless farce and chaotic mingling' they turned the place into a madhouse. Having been distracted into describing the coffeehouses, I have neglected my main aim, that of describing the mosques and shrines...'//
<br> <br> </div>
<br><br><br>
/*------------------------*/
/*-----Return Button -----*/
/*------------------------*/
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+1>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Change Party Check Syria]]<<set $temp.lock to 1>>
<<if $temp.imaret is 0>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td><i>Imaret</i> in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/imaretnew2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*----------------------------*/
/*----- Give Player Food -----*/
/*----------------------------*/
<<set _randomFood to random(20, 45)>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomFood>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<set _foodimage to setup.ImagePath+"ui/food.png">>
You visit the <i>imaret</i> (Ottoman soup kitchen) in $cur_passage. A local <i>waqf</i> has set it up to provide passing pilgrims free food. You get _randomFood <img @src=_foodimage style='height: 1.5ex;'> for your travels!<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "market">>
<<set $temp.imaret to 1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
<<goto "Free Food Visited">>
<<endif>>
[[|Free Food Visited]]
[[|Decay Functions]]<<nobr>>
/%-----------------------------------%/
/%-----Pasha Petition Reset ---------%/
/%-----------------------------------%/
<<set $temp.pasha to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Sarmin">>
<<set _desc to "Traveling through the lush countryside of northwestern Syria you come to the bountiful village of Sarmin. You notice that the well in the village is of fair quality, especially compared to what you saw in Aleppo. The village provides the pilgrims with a small market and some supplies for their journey ahead.\n\n">>
<<set _hist to "The seventeenth-century Ottoman pilgrim Kadri explains that pilgrims would either go to Sarmin or Saraqib on their way to al-Ma'arra. He wrote that: \n\n//'After Khan Tuman the route divides into two, one of which passes through Saraqib village, which has a caravanserai, and provides travelers with other necessary things. The other road goes through Sarmin, which is eight hours away from Khan Tuman, and a cultivated village having a mosque, a public bath, and gardens of grapes and watermelons.'// Sarmin itself was also known for its production of levantine soap, which has a long history in Syria even before its mass production in the 19th century. The famed 14th-century traveler Ibn Battuta also visited Sarmin explaining that:\n\n//'We traveled from there to the town of Sarmin, a pretty place with a great quantity of orchards, their principle tree being the olive. Brick soap is manufactured there and exported to Cairo and Damascus; they manufacture also perfumed soap, for washing hands, and this they dye with red and yellow.'//\n\n He also describes a strange story and legend about the people in 14th-century Sarmin: \n\n//'Its population are revilers, who hate 'the Ten' (ten companions of the Prophet Muhammad) and - an extraordinary thing - never mention the word 'ten'. When their brokers are selling goods by auction in their bazaars and come to ten, they say 'nine and one'. One day a Turk happened to be there, and hearing the broker cry 'nine and one,' he laid his club about his head saying, 'say ten', whereupon quoth he, 'Ten for the sake of the club.' There is a congregational mosque there with nine domes, and they avoided making them ten, in accordance with their detestable doctrine.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 18>>
<<set _shrine to 0>>
<<set _water to 15>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Selim the Drunk: //'(talking loudly and slurring his speech in the direction of a merchant who was stung by a scorpion) If only you had that Scorpion talisman to protect you from that scorpion sting! I know you said it does not work but my cousin swears that it does wonders! Just go to Homs and you can find one so you do not have worry about scorpions ever again!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'(speaking loud enough to be overheard by others but talking to her friend) Praise our great benevolent Padishah for providing these lowly peasants with such a wonderful bath as part of an imperial waqf! You know my late husband gave calligraphy lessons to a young Prince Mustafa and he told him during those sessions on how important it was to shower the poor reaya (peasants or flock) with the munificent bounty of the House of Osman in endowments like these! (friend rolls eyes)'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Judah Gabbai the Sephardic Merchant: //'(talking to other merchants) The local market here is a wonder! Let's hope that these locals do not figure out what they could sell their goods for in the markets of Aleppo or the other great cities of Syria!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Ma’arra">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "al-Ma’arra">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "al-Ma’arra">>
<<set _time to 7>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|al-Ma’arra]]<<nobr>>
/%-----------------------------------%/
/%-----Pasha Petition Reset ---------%/
/%-----------------------------------%/
<<set $temp.pasha to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Khan Tuman Caravanserai">>
<<set _desc to "Upon leaving the city of Aleppo you come to the small village and old caravanserai of Khan Tuman. The village and old structure sit near to the Queiq river which supplies fresh water to those that stop here.\n\n">>
<<set _hist to "The seventeenth-century Ottoman pilgrim Kadri writes the following about Khan Tuman in his hajj account: \n\n//'This station is a small fortress in the vicinity of a village. The fortress is guarded by a few soldiers and an ağa (Janissary Officer) appointed from Aleppo. These soldiers, with those assigned from Aleppo, accompany the caravan until al-Ma'arra.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Selim the Drunk: //'(talking loudly to another traveler) I heard that there is a scorpion talisman one can find in Homs which will protect you from all harm if a scorpion finds its way into your packs, my cousing Abdullah swears it's true!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bakhos the Maronite Musician: //'(speaking to a fellow traveler) I hear there is soap to buy in the small village of Sarmin - you can buy it for better prices for it there than in large cities like Damascus!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Lale the Shepherd’s daughter: //'(talking to her uncle) I talked to the local villagers and they said the river Queiq here is usually clean enough for pilgrims to drink from!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Ma’arra">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sarmin">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Sarmin">>
<<set _time to 8>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Sarmin]]Bedouin Dynamics<<nobr>>
<<set $temp.loopdest2 to 1>>
<<set $player.skipdecaysyria to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Salihiyah and the Tomb of Ibn Arabi">>
<<set _desc to "You head to the mountainside just outside of Damascus to the town of Salihiyah which contains the tomb of the famed sufi Ibn Arabi. This tomb and restful view from this mountainside bring you some calm in the midst of your frantic preparations for the journey into the desert south to Mecca.\n\n ">>
<<set _hist to "The image above show the view of Damascus from the quarter of Salihiyah. The main attraction in Salihiyah were the tombs located around a large mosque here on the mountainside with a view over the city of Damascus. The most prominent person buried here was Ibn Arabi the important 12th-13th century CE sufi scholar, poet, mystic, and philosopher. His most important influential work was the //Al-Futūḥāt al-Makkiyya// (the Meccan Revelations) which is considered one of the core classics of sufism, Islamic philosophy, and theology. The fame of Ibn Arabi, especially in sufi circles, meant that many pilgrims opeted to visit his tomb here while they passed through Damascus. The seventeenth-century Ottoman pilgrim Yusuf Nabi describes Salihiyah during his visit in the following manner: //'At the foot of a high mountain to the north-west of Damascus the small town of Salihiyah is situated. Between Damascus and Salihiyah is a picturesque landscape created by trees and rivers on a green land. Salihiyye is located a little bit higher than Damascus. On the western and eastem sides of Salihiyah are located two villages called Erze and Berze, between which, according to tradition, are found the graves of seventy prophets...We visited in particular the tomb of Sheikh Muhyiddin ibn al-Arabi (Ibn Arabi), the author of the 'Füthat-i Mekkiye' and an exponent of the philosophy of 'the unity of being' and that of Sheikh Fahreddin Ibrahim Iraki, which are both located in the mosque built by Sultan Selim.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 3>>
<<set _water to 5>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) Long have I desired to come here and see the tomb of Ibn Arabi! His teachings have guided me through the best and worst to time!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) It is truely a blessing that the water at the wells here are so clean compared to what one can find in the crowded city of Damascus! Ibn Arabi has truely interceeded for us and brought us this clean life-giving water!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(talking to other European travelers) The views of Damascus from up here are awe-inspiring! To think in just a few days from now at the stop of Müzeyrib we will be splitting from these Muslim pilgrims we have been traveling with and heading out on our own on the road to Jerusalem!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Damascus">>
<<set _time to 1>>
<<elseif $player.speed is "medium">>
<<set _destination to "Damascus">>
<<set _time to 1>>
<<elseif $player.speed is "slow">>
<<set _destination to "Damascus">>
<<set _time to 1>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyria _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Damascus]] Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it./*----------------------------------*/
/*------ Syria Widgets ----------*/
/*----------------------------------*/
<<widget DisplayPassageSyria>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageSyria2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageSyriaToll>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _toll to $args[12]>>
<<set _hist to $args[13]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination: <br> _time Hours(Long Way Around)">>
<<set $player.time = $player.time+_time+12>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<if $player.money gte _toll>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageSyriaToll2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _toll1 to $args[14]>>
<<set _toll2 to $args[15]>>
<<set _hist to $args[16]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.money gte _toll2>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll2>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageSyriaFood>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food Syria]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageSyriaFood2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food Syria]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageSyriaPasha>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Petition the Pasha|Pasha Petition Syria]]</td>
</tr>
<tr>
<td></td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageSyriaPasha2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Petition the Pasha|Pasha Petition Syria]]</td>
</tr>
<tr>
<td></td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageSyria4>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _destination3 to $args[14]>>
<<set _time3 to $args[15]>>
<<set _destination4 to $args[16]>>
<<set _time4 to $args[17]>>
<<set _hist to $args[18]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Syria][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Syria][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Syria][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Syria][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Syria][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Syria][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
<br><br>
<<if $temp.loopdest3 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination3: <br> _time3 Hours">>
<<set $player.time = $player.time+_time3>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination3>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination3">>
<</button>>
</span>
<<endif>>
<<if $temp.loopdest4 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination4: <br> _time4 Hours">>
<<set $player.time = $player.time+_time4>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination4>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<elseif $temp.loopdest4 is 1>>
<span id="alternateDestination">
<<button "Already Visited _destination4">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
[[|Set Temp Region]] /*------------------- NOTE -------------------*/
/* Currently only the talismanic ring saves */
/* and it saves from all death. This is the */
/* basic format for other talismanic saves */
/* which can save from specific deaths. */
/*--------------------------------------------*/
<<if $player.inventory.talisman.amount > 0>>
<<goto "Talismanic Shirt Save">>
<<else>>
<<goto "Player Death Warning">>
<<endif>>
[[|Talismanic Shirt Save]]
[[|Player Death Warning]]/*------------------- NOTE -------------------*/
/* Currently the talisman only saves the */
/* player from dying. If we want it to save */
/* traveling companions, this is where we */
/* would do that. */
/*--------------------------------------------*/
<<goto "Family Death Warning">>
[[|Family Death Warning]] /*------------------- NOTE -------------------*/
/* Currently only the talismanic ring saves */
/* and it saves from all death. This is the */
/* basic format for other talismanic saves */
/* which can save from specific deaths. */
/*--------------------------------------------*/
<<if $player.inventory.talisman.amount > 0>>
<<goto "Talismanic Shirt Save">>
<<else>>
<<goto "Player Death">>
<<endif>>
[[|Talismanic Shirt Save]]
[[|Player Death]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Wandering Sufi Merchant</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/wandering_sufi_merchant.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While heading to $temp.destination, you come across a strange disheveled wandering sufi dervish who claims he has blessed wares to sell to deserving pilgrims. You have heard stories of talismans protecting travelers from harm but they have always sounded like far-fetched stories. If you feel like you can trust this wandering sufi you can purchase some of his wares.
</div>
<<set $temp.market to {
talisman: {
name: "Talismanic Shirt",
hi_price: 250,
lo_price: 200,
hi_sell: 200,
lo_sell: 180,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 70,
lo_price: 50,
hi_sell: 50,
lo_sell: 30,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
}
}>>
<<set $temp.individualmarkettitle to "Wandering Sufi Merchant">>
<<set $temp.individualmarketimage to setup.ImagePath+'events/wandering_sufi_merchant.jpg';>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes- Trade with Him">>
<<set $player.time to $player.time+4>>
<<goto "Individual Market UI">>
<</button>>
</span>
<span id="initialDestination">
<<button "No- Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Individual Market UI]]
[[|Decay Functions]] <<set $temp.lock to 1>>
/*------------------------*/
/*---- Character Skip ----*/
/*------------------------*/
<<if $family[0].trait is "Caravan Leader" or $family[1].trait is "Caravan Leader" or $family[2].trait is "Caravan Leader" or $family[0].trait is "Bedouin Guide" or $family[1].trait is "Bedouin Guide" or $family[2].trait is "Bedouin Guide">>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
<<set $player.bandit to $player.bandit+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bedouin Raid!</td>
</tr>
</table>
</div>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomBribe to random(300,550)>>
<<set _randomimage to random(0,1)>>
<<if _randomimage is 1>>
<<set _h to setup.ImagePath+'events/bedouin_raid.jpg';>>
<<else>>
<<set _h to setup.ImagePath+'events/bedouin_raid2.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
As you cross the desert your caravan is suddenly surrounded by a group of Bedouin tribesmen. Their threatening demeanor is not a good sign for you and your fellow pilgrims and you hope that you are able to get out of this situation safely. The leader of the group of Bedouin demand that you pay a fee for the honor of their protection amounting to _randomBribe <img @src=_coinimage style="height: 1.5ex;"> akçe. You feat what will happen if you refuse!
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Bedouin raids were common on pilgrimage caravans, as many Bedouin tribes were dependent on the trade and protection bribes they received during the hajj season. Therefore, if there was a famine or if the Ottomans did not provide sufficient enough payment, via the //surre//, some tribes would target the hajj caravan to pillage for supplies and treasure. The most famous incident of this occured in 1757 when outside Qatrana the Bani Sakhr tribe attacked the Ottoman caravan on its return to Damascus killing an Ottoman princess and some 20,000 pilgrims in the process - who mainly died lost in the desert after their supplies and water had been taken during the raid. The Ottoman //surre// stipend system was meant to provide yearly funds to these tribes along the hajj road in order to ensure the safety of the caravan but corruption and the inconsistency of these payments often led to moments of crisis. Qutb al-Din al-Nahrawali, a sixteenth-century Meccan emissary, described his fear of Bedouin tribesmen and Ottoman treatment of the Bedouin as he traveled through Arabia with an Ottoman caravan under the command of a certain Yunus Pasha, writing that:
<br>
<br>
//'Along the way the pilgrimage caravan commander (amir al-hajj), the Amir Yunus, passed some grazing camels belonging to the 'Anazah (tribe). So he herded them along, together with some donkeys, while those tending them ran away. The camels numbered about sixty, and the donkeys about ten. The Amir sold them among the Bedouins who were with him (thereby stealing them). That night the 'Anazah seized any pilgrims who were wandering about. It was a perilous evening. The [supply of] water here was in a narrow ditch on the right as one proceeds in the direction of Damascus (forcing pilgrims to wander out at night to find water with the 'Anazah in wait). A number of the Amir al-Hajj’s troops were wounded that night.'//
<br> <br> </div>
<br>
<br>
<br>
<br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay Bribe">>
<<goto "Bedouin Pay Bribe">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Bribe">><</button>></span>
<<endif>>
<<if $player.piety gte 75>>
<span id="initialDestination">
<<button "Explain You are on Hajj">>
<<goto "Bedouin Piety Out">>
<</button>>
</span>
<<endif>>
<<if $player.job is "Ottoman Merchant" and $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Negotiate a Lower Bribe">>
<<goto "Bedouin Negotiate Bribe">>
<</button>>
</span>
<<endif>>
<<if $player.job is "Ottoman Princess">>
<span id="initialDestination">
<<button "Explain You are a Princess">>
<<goto "Bedouin Princess Out">>
<</button>>
</span>
<<endif>>
<<if $player.inventory.bedouintribute.amount gt 0>>
<span id="initialDestination">
<<button "Show Evidence of Tribute Paid">>
<<goto "Bedouin Tribute Out">>
<</button>>
</span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay Bribe">>
<<goto "Bedouin Refuse to Pay">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Bedouin Pay Bribe]]
[[|Bedouin Piety Out]]
[[|Bedouin Negotiate Bribe]]
[[|Bedouin Princess Out]]
[[|Bedouin Tribute Out]]
[[|Bedouin Refuse to Pay]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pay Protection Bribe</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_tribute.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.money to $player.money-$temp.bribe>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You pay the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> to the threatening Bedouin tribesmen and are happy to see them on their way.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Impoverished Pilgrim</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_tribute.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.piety to $player.piety-10>>
<div style="text-align: center;">
You explain to the Bedouin leader that you are a pious pilgrim on hajj and are unable to pay his fee of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. He is moved by the story of your pious journey and lets you enter $temp.destination without any further delays. However, seeing this attempt by fellow Muslims to steal from pious pilgrims makes you lose some of your faith, the shame of this experience leaves a mark on you!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Negotiation</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_tribute.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.money to $player.money-($temp.bribe/2)>>
<<set $player.time to $player.time+1>>
<<set _newbribe to Math.floor($temp.bribe/2)>>
<div style="text-align: center;">
Using your skills as a merchant, you are able to negotiate with the Bedouin leader and lower the fee to _newbribe <img @src=_coinimage style="height: 1.5ex;">. After haggling for an hour, you pay this is the new fee in order to make it to $temp.destination.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Wealthy Princess</td>
</tr>
</table>
</div>
<<set _randomimage to random(0,1)>>
<<if _randomimage is 1>>
<<set _h to setup.ImagePath+'events/bedouin_raid.jpg';>>
<<else>>
<<set _h to setup.ImagePath+'events/bedouin_raid2.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randombribe2 to random(600,750)>>
<div style="text-align: center;">
You declare to the Bedouin that you are an Ottoman princess and the empire will not stand for this type of extortion. However, this information only intrigues the leader of group more. He now demands that the price to protect such a noble princess will cost a bit more. He now demands that you pay _randombribe2 <img @src=_coinimage style="height: 1.5ex;"> akçe, or something unfortunate might happen! You can pay this new fee and move on to $temp.destination or refuse and see what happens.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<set $temp.bribe to _randombribe2>>
<<if $player.money gte _randombribe2>>
<span id="initialDestination">
<<button "Pay Bribe">>
<<goto "Bedouin Pay Bribe">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Bribe">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay Bribe">>
<<goto "Bedouin Refuse to Pay">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Bedouin Pay Bribe]]
[[|Bedouin Refuse to Pay]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bedouin Tribute!</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_tribute.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<set _randomwater to random(5,20)>>
<<set _randomfood to random(15,35)>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_randomwater>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomfood>>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount-1>>
<br>
<div style="text-align: center;">
The local Bedouin sheikh thanks you for your respect and welcomes you into their camp! As thanks they give you a gift of _randomfood <img @src=_foodimage style='height: 1.5ex;'> sacks of food and _randomwater <img @src=_waterimage style="height: 1.5ex;"> jugs of water!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "pasha">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bedouin Attack!</td>
</tr>
</table>
</div>
<<set _randomimage to random(0,1)>>
<<if _randomimage is 1>>
<<set _h to setup.ImagePath+'events/bedouin_raid.jpg';>>
<<else>>
<<set _h to setup.ImagePath+'events/bedouin_raid2.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
Your refusal to pay has led the group of Bedouin to challenge you and charge your position! You pray to God that this will not be your final moments!
</div>
<<set _randomWounded to random(1,100)>>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<set _protect to 0>>
<<if $player.inventory.talismanicring.amount > 0>>
<br>
<<set _protect to 1>>
As you ready yourself to fight off the Bedouins you notice that their swift Arabian horses and towering Arabian camels begin to become spooked by something nearby. As the confused bedouins give up their attack, having lost the moment of opportunity, you and your fellow pilgrims celebrate your escape from this danger! However, you notice that your talismanic ring has fallen off your finger during the commotion into the sand! You are unable to find it but losing it pales in comparison to being overrun by Bedouin tribesmen. Maybe it was chance or maybe the talismanic ring protected you this time from danger - only God knows!
<br>
<br>
For an example of a talismanic ring see this example from the Metropolitan Museum of Art [[here|https://www.metmuseum.org/art/collection/search/446273]]
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount-1>>
<br>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Janissary Agha----------*/
<<if $family[0].trait is "Janissary Agha" or $family[1].trait is "Janissary Agha" or $family[2].trait is "Janissary Agha">>
<<if $family[0].trait is "Janissary Agha">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary Agha">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary Agha">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,9)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Janissary Agha you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set $family.fled to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended - they seemed to have some agreement with those that attacked you.
<<elseif $temp.killed is 0>>
<<set $family.killed to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Bandit----------*/
<<elseif $family[0].trait is "Bandit" or $family[1].trait is "Bandit" or $family[2].trait is "Bandit">>
<<if $family[0].trait is "Bandit">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Bandit">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Bandit">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The former bandit you hired, <b>$temp.eventname</b>, was able to negotiate with the highwaymen on your behalf. It seems $temp.eventname knew them and they immediately began to apologize, speaking to $temp.eventname with great respect - they gift you 200 //akçe// and wish you well on your way!
<<set $player.money to $player.money+200>>
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The former bandit you hired, <b>$temp.eventname</b>, seems to know them and suddenly it seems that your protector is now your adversary and after the raid $temp.eventname flees into the countryside with the bandits!
<<endif>>
<br>
/*---------Aleppan Janissary----------*/
<<elseif $family[0].trait is "Aleppan Janissary" or $family[1].trait is "Aleppan Janissary" or $family[2].trait is "Aleppan Janissary">>
<<if $family[0].trait is "Aleppan Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Aleppan Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Aleppan Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Janissary----------*/
<<elseif $family[0].trait is "Janissary" or $family[1].trait is "Janissary" or $family[2].trait is "Janissary">>
<<if $family[0].trait is "Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 3>>
The Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
<<set $family.killed to 1>>
The Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Eunuch----------*/
<<elseif $family[0].trait is "Eunuch" or $family[1].trait is "Eunuch" or $family[2].trait is "Eunuch">>
<<if $family[0].trait is "Eunuch">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Eunuch">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Eunuch">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,5)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Turkman----------*/
<<elseif $family[0].trait is "Turkman" or $family[1].trait is "Turkman" or $family[2].trait is "Turkman">>
<<if $family[0].trait is "Turkman">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Turkman">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Turkman">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Turkman guide you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set $family.killed to 1>>
The Turkman guide you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Sekban----------*/
<<elseif $family[0].trait is "Sekban" or $family[1].trait is "Sekban" or $family[2].trait is "Sekban">>
<<if $family[0].trait is "Sekban">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sekban">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sekban">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Sekban you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sekban you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended. They seemed to have some agreement with those that assaulted you!
<<endif>>
<br>
/*---------Sipahi----------*/
<<elseif $family[0].trait is "Sipahi" or $family[1].trait is "Sipahi" or $family[2].trait is "Sipahi">>
<<if $family[0].trait is "Sipahi">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sipahi">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sipahi">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Sipahi you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 2>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 3>>
<<set $family.killed to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Azep----------*/
<<elseif $family[0].trait is "Azep" or $family[1].trait is "Azep" or $family[2].trait is "Azep">>
<<if $family[0].trait is "Azep">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Azep">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Azep">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,2)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0>>
The irregular soldier you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 2>>
<<set $family.killed to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.75))>>
<<set $player.money to $player.money-_random>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="bedouintribute" and Object.keys($player.inventory)[_x]!="soldiers" and Object.keys($player.inventory)[_x]!="greeksailors">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<set $temp.lock to 1>>
/*-- Title and Image --*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Miracle</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/talisman_save.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-- Set Variables --*/
<<set $player.inventory.talisman.amount = $player.inventory.talisman.amount-1>>
<<if $player.inventory.talisman.amount < 0>> <<set $player.inventory.talisman.amount to 0>> <<endif>>
<<set $player.health to 100>>
<<set $player.hunger to 0>>
<<set $player.thirst to 0>>
<<set $player.occult to 1>>
/*-- Output Text --*/
Just as you begin to draw what feels like your last breath, you suddenly feel as if you have new life! You open your eyes and look around as your fellow pilgrims proclaim it a miracle! However, you suddenly realize that the talismanic shirt you wore underneath your clothing is gone, nowhere to be found! Maybe it restored your health with the help of God or maybe one of your fellow pilgrims stole it from you when they thought you were on your dying breath. You are not sure which one it is but you are overjoyed to be alive!
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
<br>
To see an example of a talismanic shirt from the Metropolitan Museum of Art click [[here|https://www.metmuseum.org/art/collection/search/453498]]
/*-- Continue Button --*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto $temp.destination>>
<</button>>
</span>
</div><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "City of Aleppo: The Bab al-Hadid Gate">>
<<set _desc to "You arrive to the great trading city of Aleppo from the east through the Bab al-Hadid Gate (the Iron Gate). Moving through the crowded streets near the souq you find the spiritual heart of the city, the huge Great Mosque of Aleppo which is marked by its large square minaret. You hear from other pilgrims that they plan to visit the shrine of the Prophet Zakariyya (Zechariah),the father of John the Baptist, which is located inside the Great Mosque but the crowd seems too large so you consider going to the Masjid al-Nuqtah connected to the Imam Huseyn on the other side of the city which other pilgrims from Iran told you about as you followed a Safavid pilgrimage caravan into the city from the east. Local guides inform you that the road to the north to Kilis connects to the trading city of Aintab and on to the shrine site of Abraham at Urfa. The leader of your caravan informs you that they will be heading south soon on the road to al-Ma'arra via Khan Tuman and Sarmin which joins the main hajj road at Hama on the way to Damascus.\n\n ">>
<<set _hist to "Early modern Aleppo was arguably the most significant Ottoman city only after Istanbul and possibly Cairo. The Muslim Ottoman city was also home to large Jewish and Christian (Syriacs and Maronites) populations as well as newly settled Turkmen and Bedouin tribal communites on the fringes of the city. The Ottomans had a large force of Janissaries stationed here who had significant sway in the local politics of the city. The huge market served merchants from India bringing goods to the Mediterranean region and thus many European merchant companies had a signficant presence in the trading entrepôt. Religiously, the medieval Ummayid Great Mosque contained the tomb of the Prophet Zakariyya (Zechariah), who was venerated in both Christian and Muslim traditions as the father of John the Baptist. The city also included an important shrine in Shia Islam, the Masjid al-Nuqtah. The site, accoring to tradtion, reportedly contained stone with the blood of Imam Husayn's stillborn son whose wife had a miscarriage on the site after the martyrdom of Huseyn at Karbala. The city of Aleppo was not on the main pilgrimage route by the seventeenth century, the pilgrimage caravans were too large to stop at the city - as any stop in Aleppo demanded several days and that would delay the main caravan too much on the journey to Mecca. However, many pilgrims would deviate from the main caravan route to go to Aleppo as it was a major center to trade and learning. Some images of the main historical sites in Aleppo can be found [[here|https://whc.unesco.org/en/list/21/]]\n\n A seventeenth-century Safavid widow, one of the only early modern pilgrimage narratives written by a woman, passed through Aleppo on her way to Mecca and described the city in glowing terms. The city of Aleppo during her hajj journey is compared to her home city of Isfahan which shared resemblances to the Safavid capital in //'its stores, its bazar, and its square, all of the things arranged like Isfahan.'// The Ottoman city of Aleppo is described as a needed respite after their difficult journey through the rocky terrain of Anatolia, a city mentioned by her as //'paradise-like Aleppo.'// \n\nThe Venetian nobleman, Ambrosio Bembo passed through Aleppo in 1672 and discussed the city in great detail: \n\n//'The city is situated on a low place and is surrounded by some mountains and some hills...it is surrounded by a wall made of rough-hewn stone. The wall is not very high and in some places it is in ruins...One of the principle suburbs is called Jedeideh, where all the Christians live, and is near the Bab (gate) al-Feraj. The buildings in the city are for the most part of stone. They are the best in all of Turkey and more like European buildings. Instead of tiles on their roofs, there are terraces where one sleeps at night, since the air is perfect. Most of the streets are paved in stone, and the walls of the houses are high without windows on the streetm, not displaying from the outside what they are like inside. There are three hundred mosques, seven of which - the principal ones - have great domes covered with lead. There are also several well-constructed baths and bazaars, which are covered streets with shops on either side. \n\n In the center of the city is a castle built on a rather high, round, and craggy hill. The castle is encrusted on all sides with stones, all of the same shape, and surrounded by a deep moat full of water in which live many aquatic birds, such as ducks, coots, and the like...This city is very populous. Besides the European merchants, an infinite number of Greeks, Armenians, Arabs, and Persians go there with merchandise. There are more than 300,000 Turks and Arabs and 50,000 Christians (exaggerated numbers) - some Greek, Armenian, Syrian or Jacobite, Nestorian, and Maronite schismatics, who number 6,000 souls. The Maronites are Catholics, since their prelates render obedience to the Roman Pontiff. There are also one thousand Jewish families that live all together in one place in the city. The city is governed by a pasha who is a vizier.\n\nThere are five curious things in that city and in almost all of Turkey: iron gates, wooden keys, iron-shod men, women in trousers, and bells that speak (minarets).'//\n\n The image of Aleppo above is from the sixteenth-century manuscript of Matrakçı Nasuh's //Beyan-ı Menazil-i Sefer-ul Irakeyn// (Chronicle of the Stages of the Campaign of the Two Iraqs). To see a seventeenth-century European panorama print of the city click the link [[here|https://umedia.lib.umn.edu/item/p16022coll251:6353?q=aleppo]] or to see Bembo's drawings of Aleppo and its people click the link [[here|https://umedia.lib.umn.edu/item/p16022coll184:2491/p16022coll184:2446?child_index=4&q=bembo&query=&sidebar_page=2&sort=&utf8=%E2%9C%93]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 19>>
<<set _shrine to 2>>
<<set _water to 70>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-------------------------------------------%/
/%---------------Time in Aleppo--------------%/
/%-------------------------------------------%/
<<set $player.time to $player.time+24>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,6)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) I think if luck is on our side we might be able to buy some of those imported Indian spices in the souq for 48 akçe! With that price we would be sure to make a profit!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to fellow pilgrim) It is definately well worth it to visit the Shrine of the Prophet Zakariyya in the Great Mosque of Aleppo! It was a very spiritual experience for an old sufi like myself!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Arakel the Armenian Silk Merchant: //'(to fellow merchant) My cousin just had a new load of of rare jewels brought from India to his shop in the Souq here in Aleppo, he might be able to sell you them for a deal, I think for the good price of 360 akçe coins?!'//">>
<<elseif _randomadvice is 4>>
<<set _advice to "Bakhos the Maronite Musician: //'(to fellow traveler) You would think the wells here would provide travelers with quality water, but it seems that the imperial baths keep all the good water to themselves. This is why I prefer the countryside to the squalor of the city!'//">>
<<elseif _randomadvice is 5>>
<<set _advice to "Selim the Drunk: //'(yelling as he gets thrown out of the coffeehouse for being too rowdy) Stop calling me a liar! My brother's life was saved by a talismanic shirt! He bought it from a wandering sufi who travels the roads of Syria, find him if you do not believe me!'//">>
<<elseif _randomadvice is 6>>
<<set _advice to "Judah Gabbai the Sephardic Merchant: //'(talking to fellow merchant) I hear that along the road south there is a small village named Sarmin which has great cheap prices for goods here that are sold for a fortune! Just make sure not to ride right past it if you are on your way to al-Ma'arra!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Ma’arra">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sarmin">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Khan Tuman">>
<<set _time to 3>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageSyriaPasha _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|al-Ma’arra]]
[[|Sarmin]]
[[|Khan Tuman]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Sunstroke</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/sunstroke.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(15,30)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have developed sunstroke after being exposed too long to the hot desert sun! Your health has declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
You have developed sunstroke after spending too much time out in the hot desert sun without enough water. You have died as a result of your poor health.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Sunstroke">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has developed sunstroke after being exposed too long to the hot desert sun! Their health has declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
$family[_randomChoice].name has developed sunstroke after spending too much time out in the hot desert sun without enough water. They have died as a result of their illness.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "sunstroke">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
[[|Player Death Filter]]
[[|Family Death]]
[[|Decay Functions]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Scorpion Sting!</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/scorpion.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomHit to random(10,20)>>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<set _protect to 0>>
<<if $player.inventory.scorpiontalisman.amount > 0>>
<br>
<<set _protect to 1>>
As you rummaged through your bag you come face to face with a menacing scorpion, its stinger raised and facing you. However, it appears that the scorpion talisman you have with you did its job and the scorpion turns away leaving you in peace! Though in the process of telling your companions the story, a jealous pilgrim has stolen your scorpion talisman.
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The Meccan emissary, al-Nahrawali, described his time in Homs during his journey to Istanbul in the mid-sixteenth century:<br>
<br>//'Although Homs is quite a large town, most of it is in a dilapidated state. It possesses an imposing fortress with an inner fastness. The Orontes River flows through Homs which, its present crumbling state notwithstanding, was one of the beauties of Syria...Homs is protected by a talisman: no snake or scorpion can enter it without perishing...When I stood at the southern wall of this talisman, I saw people taking clay, rolling it in a ball, and striking it with a stone in the southern wall of this building. Whenever it drops they leave, but whenever it adheres to the stone they take it (with the stone) to their various lands as gifts. It is a proven remedy for scorpions, which they feed to the one who has been stung and apply to the sting, so that he recovers. They as well dissolve it in water and bespatter the sides of the house containing scorpions, so that they die. I brought away a quantity of it with me. I have also seen at Homs, in a desolated spot, a talisman against hornets. And in that the city too is a place now in ruins which used to be a talisman for ants. A Circassian Amir had demolished it, thinking that there was treasure beneath it. But he found there only a bronze dish with a gold ant at its center, by which Homs has, since that day, been purged of ants!'//
<br> <br> </div>
<br> <br>
<<set $player.inventory.scorpiontalisman.amount to $player.inventory.scorpiontalisman.amount-1>>
<br><br>
<<if _protect is 1>>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "Scorpion">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<div align="center">
<div style="text-align: center;">
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
As you are looking through your bags a scorpion suddenly stings you! While this has made the rest of the journey to $temp.destination painful, you are able to recover some of your strength. Nevertheless, your health has declined as a result of the scorpion sting.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Rest for Five Days to Recover and Continue">>
<<set $player.time to $player.time+60>>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Scorpion Push">>
<</button>>
</span>
</div>
<<else>>
As you are looking through your bags a scorpion suddenly stings you! It seems as if the journey to $temp.destination was too much for you! The poison from the sting upon your weakened body has led to your death!
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Scorpion Sting">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<endif>>
[[|Scorpion Push]]
[[|Player Death Filter]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Spooked Horses</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/spooked_animals.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------------*/
/*----- Check for Animals -----*/
/*-----------------------------*/
<<if $player.stable.horses.amount is 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
/*-----------------------*/
/*----- Set Hours -------*/
/*-----------------------*/
<<set _randomhours to random(2,4)>>
<<set $player.time to $player.time+_randomhours>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
While traveling to $temp.destination, a neighboring group of pilgrims set off some fireworks to celebrate news of an Ottoman victory over the Habsburgs but all the commotion leads to one of your horses running off into the wilderness, you spend _randomhours hours looking for it but it seems to be long gone.<br><br>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.horses.amount+$player.stable.camels.amount gte 3>>
<<set $player.speed to "fast">>
That leaves you with $player.stable.horses.amount horses. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
You are now traveling at medium speed.
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1>>
<set $player.speed to "medium">>
That leaves you with $player.stable.horses.amount horses. You are traveling at a medium speed.<br>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 0>>
<<set $player.speed to "slow">>
You are now left without any horses and have returned to travel on foot with the main hajj caravan. You are now traveling at slow speed.<br>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>><<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pushed to the Limit</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/horse_desert_exhaustion.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------------*/
/*----- Check for Animals -----*/
/*-----------------------------*/
<<if $player.stable.horses.amount is 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
While traveling to $temp.destination, your horse collapses from the desert heat! While he has served you well, he was simply not suited for the long desert journey! You butcher the poor horse for its meat in order to ensure it doesn't go to waste.<br><br>
<<set $player.inventory.food.amount to $player.inventory.food.amount+20>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<if $player.stable.camels.amount gte 2 and $player.stable.horses.amount gte 2>>
That leaves you with $player.stable.camels.amount camels and $player.stable.horses.amount horses, you are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount gte 2 and $player.stable.horses.amount is 1>>
That leaves you with $player.stable.camels.amount camels and $player.stable.horses.amount horse, you are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount is 1 and $player.stable.horses.amount gte 2>>
That leaves you with $player.stable.camels.amount camel and $player.stable.horses.amount horses, you are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount gte 3>>
You have lost one horse but due to your $player.stable.horses.amount other horses you are still traveling at the fastest speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 2>>
<<set $player.speed to "medium">>
<<if $player.stable.camels.amount is 1 and $player.stable.horses.amount is 1>>
That leaves you with $player.stable.camels.amount camel and $player.stable.horses.amount horse, you are still traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount is 2>>
You have lost a horse but due to your other $player.stable.horses.amount horses, you are traveling at medium speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 1>>
<<set $player.speed to "medium">>
<<if $player.stable.camels.amount is 1 and $player.stable.horses.amount is 0>>
While you lost your horse you still have $player.stable.camels.amount camel, you are still traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount is 1>>
You have lost one horse but you still have one remaining horse, you continue your journey at medium speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 0>>
<<set $player.speed to "slow">>
You have lost your only remaining horse and now you are traveling at the slowest speed with the main pilgrimage caravan.<br>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>><<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Camel Thieves</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/camel_thieves.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------------*/
/*----- Check for Animals -----*/
/*-----------------------------*/
<<if $player.stable.camels.amount is 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
/*-----------------------*/
/*----- Steal Money -----*/
/*-------and Text--------*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.25))>>
<<set $player.money to $player.money-_randomMoney>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
While traveling to $temp.destination, one of your camels has been taken by a thief who ran off with it into the desert wilderness. Unfortunately, that camel was carrying some supplies which went off with it! You had _randomMoney <img @src=_coinimage style="height: 1.5ex;"> in a saddlebag on that camel! You just wonder who would steal from pilgrims on their way to Mecca, what a disgrace!
</div>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman traveler Evliya Çelebi recounts the following story about his encounter with horse thieves. He writes the following: <br><br> //'The waystation of the palanka of Hasan Pasha (modern Smederevska Palanka): In the night here a thief stole one of our horses and fled. Afterwards yet another thief came and while he was stealing a horse he was struck by my bullet. When the thief died some robbers attacked so as to take the thief's corpse. It was a great battle, praise to God, five of the robbers were killed and for us, hardly a valiant man was wounded. (After the attack) until the early morning hour we were alert and upon the dawn we said our prayers. This was a great adventure, however we made short work of it.'//
<br> <br> </div>
<br> <br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<set _stolenItems to ["malvasiawine", "spices", "tobacco", "jewels", "coffee", "bedouincarpet", "silk", "talismanicring", "dagger", "illuminated", "kutnu", "talisman", "quran"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 2>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
/*-----------------------*/
/*- Camels and Horses ---*/
/*-----------------------*/
<<set $player.stable.camels.amount to $player.stable.camels.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<if $player.stable.camels.amount gte 2 and $player.stable.horses.amount gte 2>>
That leaves you with $player.stable.camels.amount camels and $player.stable.horses.amount horses. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount gte 2 and $player.stable.horses.amount is 1>>
That leaves you with $player.stable.camels.amount camels and $player.stable.horses.amount horse. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount is 1 and $player.stable.horses.amount gte 2>>
That leaves you with $player.stable.camels.amount camel and $player.stable.horses.amount horses. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount gte 3 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camels. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount gte 3>>
That leaves you with no camels. But due to your $player.stable.horses.amount horses you are still traveling at the fastest speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 2>>
<<set $player.speed to "medium">>
<<if $player.stable.camels.amount is 1 and $player.stable.horses.amount is 1>>
That leaves you with $player.stable.camels.amount camel and $player.stable.horses.amount horse. You are still traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 2 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camels. You are still traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount is 2>>
That leaves you without any camels but with your $player.stable.horses.amount horses. You are still traveling at medium speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 1>>
<<set $player.speed to "medium">>
<<if $player.stable.camels.amount is 1 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camel. This slows you down so that you are now traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount is 1>>
That leaves you with no more camels but only with your one remaining horse. You continue your journey at medium speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 0>>
<<set $player.speed to "slow">>
You have lost your only camel and now you are traveling at the slowest speed with the main pilgrimage caravan.<br>
<<endif>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<</button>>
</span>
</div><<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Miraculous Spring</td>
</tr>
</table>
</div>
/*---------------------------*/
/*----- Change Image --------*/
/*---------------------------*/
<<set _h to setup.ImagePath+'events/miraculous_spring.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.inventory.water.amount gte 100>>
<<set $temp.lock to 0>>
<<set $temp.from to "skip">>
<<goto "Decay Functions">>
<<else>>
<<set _random to random(20,40)>>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_random>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set $player.time to $player.time+1>>
<div style="text-align: center;">
While traveling to $temp.destination, you notice a glimering reflection of light a far ways off. Heading towards it, you see that it is a small watering hole where you are able to collect _random <img @src=_waterimage style="height: 1.5ex;"> jugs of water. A great blessing indeed!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "leaks">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<endif>><<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Uncharted Oasis</td>
</tr>
</table>
</div>
/*---------------------------*/
/*----- Change Image --------*/
/*---------------------------*/
<<set _h to setup.ImagePath+'events/uncharted_oasis.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.inventory.water.amount gte 80>>
<<set $temp.lock to 0>>
<<set $temp.from to "skip">>
<<goto "Decay Functions">>
<<else>>
<<set _random to random(60,80)>>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_random>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set $player.time to $player.time+5>>
<div style="text-align: center;">
While traveling to $temp.destination, you notice a grove of lush green trees in a nearby //wadi// (valley). Investigating further, you head towards it, you see that it is a small oasis where you are able to collect _random <img @src=_waterimage style="height: 1.5ex;"> jugs of water. A great blessing indeed that God would lead you to this place.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "leaks">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<endif>><<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Legends: Djinn</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/djinn.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.inventory.talismanicscroll.amount > 0>>
<<set $player.inventory.talismanicscroll.amount to $player.inventory.talismanicscroll.amount-1>>
<div style="text-align: center;">
Legend of mischievous djinn (jinn) on the road to $temp.destination make many in your party worried. However, the [[talismanic scroll|https://www.metmuseum.org/art/collection/search/452893]] you carry with you wards off djinn and gives you courage as you push ahead. However, after as you clear the mysterious area your talismanic scroll gets blown out of your hand and ends up in a pilgrim's campfire, what a loss! Who knows if it was the djinn or just random bad luck!
<br>
<br>
</div>
<<else>>
<<set _random to random(6,12)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
Legend of mischievous djinn (jinn) on the road to $temp.destination make many in your party worried and it takes _random hours to get the caravan back on track.
<br>
<br>
</div>
<<endif>>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Traveling in the early modern Ottoman world brought with it many different legends, stories, and myths, both comical and serious, of creatures and supernatural beings told to pass the time as one went from caravanserai to caravanserai. These included stories of dragons, jinn (spirits or demons), devs (ogre-like creatures) witches, vampires, peris (fallen angels), and the simurgh (similar to a phoenix). Often times many fervently believed these legends as seen in this 1701 Ottoman report by a kadi (judge) in the city of Edirne with the case of the deceased rising from the grave:
<br>
<br>
//'The inhabitants of the Maraş village, district of Edirne, declared before the religious court that some signs of evil spirits were observed upon the grave of the previously deceased Bıyıklı Ali, in the graveyard of the aforementioned village; the inhabitants were filled with fear. Indeed, in the province of Rumili, when such signs are observed in some unbeliever’s grave, his body has to be nailed with a stake through his navel; if (the signs) persist, i.e. when the grave is opened the corpse is found in a different position and with its color changed to reddish, then it must be beheaded and his head put next to his feet. If the signs still are not prevented (thus), let them take the corpse out and burn it. Such was the fetva (religious opinion) of the late Ebussuud Efendi concerning unbelievers; however, we cannot find such instructions in Arabic books.'//
<br>
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Wandering Camel Driver</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/wandering_camel_driver.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(3,10)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
Your hired camel driver who is leading you through the desert seems to be in a worse mood, even compared to his camels. He is obstinant and always dismisses what you and your fellow pilgrims have to say. The camel driver refuses to listen to one the old hajjis who insists that the caravan is going the wrong way! You lose _random hours trying to find your way back to the main trail.
<br>
<br>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Sandstorm!</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sandstorm.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(8,12)>>
<<set $player.time to $player.time+_random>>
/*-----------------------*/
/*----------Lost---------*/
/*-----------------------*/
<<set _randomlost to random(1,2)>>
<<if _randomlost is 1>>
/*----------Nothing---------*/
<<elseif _randomlost is 2>>
<<set _randomChoice to random(0,2)>>
<<set $temp.healthcharacter to _randomChoice>>
<<endif>>
<div style="text-align: center;">
Your caravan is caught in a tremendous sandstorm in the middle of the day - a wall of sand blocks out the sun and chaos ensues as pilgrims try to take cover from the storm! The blowing winds and sand make it difficult to move forward as you cannot see a thing! You and your fellow travelers stay _random hours in a small ravine to wait out the storm and gather your scattered belongings and caravan members.
<<if _randomlost is 2 and $family[_randomChoice].death is "Alive">>
However, as you gathered your caravan back together you cannot find <b>$family[_randomChoice].name</b>, they seem to have been separated during the storm and are now lost and alone in the desert wilderness! After a few hours you find them dead in the desert just a few hundred yards from the edge of an encampment, having never made it. You stop to hold a burial before continuing to $temp.destination, thinking to yourself of what you could have done differently, unfortunately in this harsh wilderness no one is ever safe!
<<else>>
Thankfully no one was injured in your caravan during this storm!
<<endif>>
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The early eigtheenth-century Moroccan pilgrim, Ibn al-Tayyib describes his own encounter with the heat and wind while traveling the difficult terrain across the Sinai Peninsula during his hajj journey from North Africa:
<br>
<br>
//'We then crossed the Fire Valley, which is aptly named because its wind is as hot as fire. It is a dusty, narrow valley between two mountains, extending from Nabat to al-Khuçlayra: Mountains stop the wind blowing inland from the sea, so it blows west or east through the valley, becoming the burning //simoom// (a dust blowing storm) because of the heat and dryness of that desert. This harsh valley has taken the lives of many travellers. The hot, dust-laden wind poisoned their bodies, so that hundreds or even thousands might die in a single hour. Many pilgrims have died here on their journey back home. The stifling heat on one night made people pray to Allah to rescue them. He bestowed His mercy on them by sending his cool breeze.'//
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<<if _randomlost is 2 and $family[_randomChoice].death is "Alive">>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Say Prayers for the Departed">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].health to $family[_randomChoice].health-100>>
<<set $family[_randomChoice].death to "being lost in a sandstorm">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<else>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Family Death]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bedouin Encampment</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While on your way to $temp.destination you come across a Bedouin encampment on the horizon. The smell of food cooking over the fire wafts over the hill and you think about going to meet the Bedouin to see if they will share their meal with you. However, the secluded encampment poses a great danger if these Bedouin do not take kindly to your sudden arrival. Do you want approach the Bedouin encampment or do you keep your distance?
</div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes Investigate">>
<<goto "Yes Investigate">>
<</button>>
</span>
<span id="initialDestination">
<<button "Keep your Distance">>
<<goto "Keep your Distance">>
<</button>>
</span>
</div>
[[|Yes Investigate]]
[[|Keep your Distance]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bedouin Encampment</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp_yes.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.trust to $player.trust+1>>
<<set _randomAttack to random(0,100)>>
<<if _randomAttack lte 25>>
<<goto "Bedouin Raid">>
<<else>>
/*----- Encampment Outcome -----*/
<br>
<<set _randomwater to random(20,40)>>
<<set _randomfood to random(20,40)>>
<<set _random to random(5,10)>>
<<set $player.time to $player.time+_random>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_randomwater>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomfood>>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount+1>>
<<set _randompiety to random(5,15)>>
<<set $player.piety to $player.piety+_randompiety>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
You arrive to the Bedouin encampment and they are more than happy to welcome you into their tent. Walking inside you find that many members of their tribe have gathered for a wedding feast. The generous hosts insist you stay and celebrate with them! You celebrate with the family for _random hours. After this, on your departure, your host gifts you _randomfood <img @src=_foodimage style='height: 1.5ex;'> sacks of food and _randomwater <img @src=_waterimage style="height: 1.5ex;"> jugs of water! The Bedouin sheikh also lets you know that next time you come across a Bedouin tribe in the desert, let them know his name and you will be taken care of! What a blessing to find such kind and pious people in this difficult terrain! You find that you have a new found faith in your fellow Muslims!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $player.luck to $player.luck+1>>
<<set $temp.from to "pasha">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Bedouin Raid]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Long Way Around</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp_no.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(3,6)>>
<<set $player.time to $player.time+_random>>
<<set $player.fear to $player.fear+1>>
<div style="text-align: center;">
You decide to be cautious with Bedouin tribesmen and continue on to $temp.destination via more indirect road to avoid the encampment. Wandering the wilderness took you _random hours but at least you know you are safe.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Overwhelming Heat</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/sunstroke.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomHeat to random(0,1)>>
<<set _randomtime to random(6,14)>>
<div align="center">
<div style="text-align: center;">
The heat is all consuming and you are not sure if you can travel in this weather. Do you push on and risk it or do you wait until the heat subsides before you continue to $temp.destination.
<<if _randomHeat is 0>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Wait _randomtime hours before leaving">>
<<set $player.time to $player.time+_randomtime>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<elseif _randomHeat is 1>>
The heat is all consuming and you are not sure if you can travel in this weather. Do you push on and risk it or do you wait until the heat subsides before you continue to $temp.destination.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Sunstroke">>
<</button>>
</span>
<span id="initialDestination">
<<button "Wait _randomtime hours before leaving">>
<<set $player.time to $player.time+_randomtime>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
[[|Sunstroke]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bedouin Merchant</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_merchant.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While heading to $temp.destination, you come across a small group of people gather around a Bedouin tent. It appears that a local Bedouin tribesmen is on his way to the market and has offered to sell his good to you and your fellow pilgrims. Do you stop to trade with him?
</div>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 20,
lo_price: 15,
hi_sell: 1,
lo_sell: 1,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 28,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 141,
lo_price: 102,
hi_sell: 0,
lo_sell: 0,
},
coffee: {
name: "Coffee",
hi_price: 60,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
wool: {
name: "Wool",
hi_price: 10,
lo_price: 7,
hi_sell: 7,
lo_sell: 2,
}
}>>
<<set $temp.individualmarkettitle to "Bedouin Merchant">>
<<set $temp.individualmarketimage to setup.ImagePath+'events/bedouin_merchant.jpg';>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes- Trade with Him">>
<<set $player.time to $player.time+4>>
<<goto "Individual Market UI">>
<</button>>
</span>
<span id="initialDestination">
<<button "No- Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Individual Market UI]]
[[|Decay Functions]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Weary Camel</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/weary_camel.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------------*/
/*----- Check for Animals -----*/
/*-----------------------------*/
<<if $player.stable.camels.amount is 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
While traveling to $temp.destination, one of your camels begins to stumble exhausted from the journey. As a result, you are forced to put it down and say goodbye to your trusted animal companion. You butcher it for its meat in order to ensure it doesn't go to waste.<br><br>
<<set $player.inventory.food.amount to $player.inventory.food.amount+25>>
/*-----------------------*/
/*- Camels and Horses ---*/
/*-----------------------*/
<<set $player.stable.camels.amount to $player.stable.camels.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<if $player.stable.camels.amount gte 2 and $player.stable.horses.amount gte 2>>
That leaves you with $player.stable.camels.amount camels and $player.stable.horses.amount horses. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount gte 2 and $player.stable.horses.amount is 1>>
That leaves you with $player.stable.camels.amount camels and $player.stable.horses.amount horse. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount is 1 and $player.stable.horses.amount gte 2>>
That leaves you with $player.stable.camels.amount camel and $player.stable.horses.amount horses. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount gte 3 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camels. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount gte 3>>
That leaves you with no camels. But due to your $player.stable.horses.amount horses you are still traveling at the fastest speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 2>>
<<set $player.speed to "medium">>
<<if $player.stable.camels.amount is 1 and $player.stable.horses.amount is 1>>
That leaves you with $player.stable.camels.amount camel and $player.stable.horses.amount horse. You are still traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 2 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camels. You are still traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount is 2>>
That leaves you without any camels but with your $player.stable.horses.amount horses. You are still traveling at medium speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 1>>
<<set $player.speed to "medium">>
<<if $player.stable.camels.amount is 1 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camel. This slows you down so that you are now traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount is 1>>
That leaves you with no more camels but only with your one remaining horse. You continue your journey at medium speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 0>>
<<set $player.speed to "slow">>
You have lost your only camel and now you are traveling at the slowest speed with the main pilgrimage caravan.<br>
<<endif>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Push through the Pain</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/scorpion.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------*/
/*----- Add Damage -----*/
/*----------------------*/
<<set _randomHit to random(5,20)>>
<div align="center">
<div style="text-align: center;">
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
Your sting gets worse and you are further weakened. However you still keep pushing on with your journey to $temp.destination.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
Your condition gets worse as you journey to $temp.destination! The poison from the sting upon your weakened body has led to your death!
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Scorpion Sting">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
[[|Decay Functions]]
[[|Player Death Filter]] <<set $temp.lock to 1>>
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/water_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/water.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
<div style="text-align: center;">
The locals of $cur_passage are upset that you have been taking so much of their water and drive you from the well.
</div>
<br><br>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Petition the Pasha of $cur_passage?</td>
</tr>
</table>
</div>
<<set _randomimage to random(0,1)>>
<<if _randomimage is 0>>
<<set _h to setup.ImagePath+'hub/pasha2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomimage is 1>>
<<set _h to setup.ImagePath+'hub/pasha3.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
<<set $temp.from to "pasha">>
You arrive outside the palace of the Pasha of $cur_passage where scribes sit along the walls to help all kinds of people write petitions to the Pasha. These petitions range from requests for money, gifts, or imperial positions and there is quite a gathering of people here today when you arrive. It seems that if you want to petition the pasha for help on the hajj journey you may need to wait for an audience with him, this may delay you more than a week but you are sure that if you do he will bestow you with gifts after hearing about your pious journey!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Petition the Pasha of $cur_passage">>
<<set $temp.lock to 0>>
<<goto "Pasha Petition Syria Yes">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pasha Petition Syria Yes]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Overstayed Welcome: The Pasha of $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/pasha1.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
The Pasha of $cur_passage feels as if you have overstayed your welcome in $cur_passage! He suggests you hurry on your way to the holy cities and out of his sight! Maybe his generosity before was less than truthful, you quickly leave the Pasha's palace and rejoin the pilgrim caravan gathered outside the walls of $cur_passage!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Decay Functions]] <<set $temp.lock to 1>>
<<if $temp.pasha is 1>>
<<goto "Pasha Visited">>
<<elseif $temp.pasha is 0>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Audience with the Pasha of $cur_passage</td>
</tr>
</table>
</div>
<<set _randomimage to random(0,1)>>
<<if _randomimage is 0>>
<<set _h to setup.ImagePath+'hub/pasha.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomimage is 1>>
<<set _h to setup.ImagePath+'hub/pasha4.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
<<set $temp.from to "pasha">>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
/*-----------------------------*/
/*----- Determine Outcome -----*/
/*-----------------------------*/
/*----- Constant -----*/
<<set $player.health to 100>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to 100>>
<</for>>
<<set _gainfood to 100>>
<<set _gainwater to 100>>
/*----- Basis -----*/
<<set _gainmoney to 500>>
<<set _gaintime to random(180,240)>>
<<set _gainpiety to 0>>
/*----- Unique -----*/
<<if $player.job is "Ottoman Princess">>
<<set _gaintime to random(48,96)>>
<<set $player.inventory.illuminated.amount to $player.inventory.illuminated.amount+1>>
<<set _gainitem to $player.inventory.illuminated.name>>
<<set $temp.newcharacteradd to 1>>
<<elseif $player.job is "Impoverished Widow">>
<<set _gainmoney to 300>>
<<set $player.inventory.levantinesoap.amount to $player.inventory.levantinesoap.amount+1>>
<<set _gainitem to $player.inventory.levantinesoap.name>>
<<set $temp.newcharacteradd to 3>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _gaintime to random(120,180)>>
<<set $player.inventory.dagger.amount to $player.inventory.dagger.amount+1>>
<<set _gainitem to $player.inventory.dagger.name>>
<<set $temp.newcharacteradd to 1>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _gainmoney to 1000>>
<<set $player.inventory.jewels.amount to $player.inventory.jewels.amount+1>>
<<set $temp.newcharacteradd to 3>>
<<set _gainitem to $player.inventory.jewels.name>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _gainpiety to 30>>
<<set $player.inventory.quran.amount to $player.inventory.quran.amount+1>>
<<set $temp.newcharacteradd to 2>>
<<set _gainitem to $player.inventory.quran.name>>
<<endif>>
<<set _gaindays to Math.floor(_gaintime/12)>>
<<if $family[0].death is "Alive">>
<<set $family[0].daystart to $family[0].daystart+_gaindays>>
<<endif>>
<<if $family[1].death is "Alive">>
<<set $family[1].daystart to $family[1].daystart+_gaindays>>
<<endif>>
<<if $family[2].death is "Alive">>
<<set $family[2].daystart to $family[2].daystart+_gaindays>>
<<endif>>
/*------------
/*---------------------------------*/
/*----- Describe What Happens -----*/
/*---------------------------------*/
<div style="text-align:left;">
<<if $player.job is "Gulshani Sufi">>
<br>
The proud Pasha of $cur_passage made you and other petitioners wait outside his palace. You had almost given up hope that he would see you and help you with your journey to Mecca but after _gaindays days he invites you in and he is moved your stories of the struggles of the hajj road. He sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also heals you and your party. The pasha also sends you off with a _gainitem and asks you to accompany one of the Eunuchs from his entourage on their journey to Mecca!
<<elseif $player.job is "Ottoman Princess">>
<br>
It seems that your connections to imperial elite circles as a member of the Ottoman royal family has allowed you to get an audience with the Pasha of $cur_passage quicker than usual. The Pasha often makes his visitors wait unless they bring generous gifts but after _gaindays days he could not ignore you any longer for fear of upsetting some of your powerful relatives! He gives you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party. The pasha also gifts you a _gainitem to better ingratiate himself with your family. Just before you leave, the pasha orders one of his most trusted janissary guards to accompany you on your journey to protect you from any attacks.
<<elseif $player.job is "Ottoman Merchant">>
<br>
Knowing a man of great wealth when you see one, you hurry to the palace of the Pasha in $cur_passage to see if you can petition for any gifts to help on your journey to Mecca. You are able to gain an audience with the Pasha of $cur_passage after _gaindays days of waiting in the bustling city of $cur_passage. When you come to meet the pasha, you shower him with compliments and stories of your adventures on the hajj road! Deligthed by your stories and impressed by your pious journey, something he is surprised to see a merchant partake in, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party. Just before you leave, the pasha also gifts you a small number of _gainitem and asks a water porter to accompany your caravan as a sign of his generosity!
<<elseif $player.job is "Ottoman Janissary Ağa">>
<br>
Wishing to have some help on your pious journey, you head to the palace of the Pasha in $cur_passage to see if you can petition him to help you on your journey. With your connections to the janissary guards of the Pasha's household you are able to gain an audience quicker than normal with the powerful Pasha of $cur_passage, only waiting _gaindays days for the honor. When you come to meet the pasha, you tell him how you need more support for your journey to the holy cities and that his help would be much appreciated. The stories of the difficulties of your journey to this point inspire the pasha who now sees it as his duty to help you on your joruney to Mecca. As a sign of his charity, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party as well. Just before you leave, the pasha orders one of his most trusted janissary guards to accompany you on your journey to protect you from any attacks. He also gifts you a _gainitem from his personal belongings, he says that he received it when he want on hajj years ago and hopes it serves you well too!
<<elseif $player.job is "Impoverished Widow">>
<br>
Wishing to have some help on your pious journey you head to the palace of the Pasha in $cur_passage to see if you can petition him to help you on your journey. You make friends with one of the eunuchs who serves in the household of the grand pasha and are able to gain an audience with the Pasha of $cur_passage after _gaindays days of waiting in outside the gates of his palace. When you come to meet the pasha, you tell him how poor you are, the difficulties of your life, and the dangerous trials of the hajj journey. Your story inspires the pasha who now sees it as his duty to help you on your joruney to Mecca. As a sign of his charity, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party as well. Just before you leave, the pasha also gifts you a single batch of _gainitem from his household //hamam// and asks a water porter to accompany your caravan as a sign of his generosity!
<<endif>>
</div>
/*---------------------*/
/*----- Variables -----*/
/*---------------------*/
<<set $player.time to $player.time+_gaintime>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_gainfood>>
<<set $player.inventory.water.amount to $player.inventory.water.amount+_gainwater>>
<<set $player.money to $player.money+_gainmoney>>
<<set $player.piety to $player.piety+_gainpiety>>
<<if $player.piety gte 100>>
<<set $player.piety to 100>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.pasha to 1>>
<<set $temp.from to "pasha">>
<<goto "Character Addition">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pasha Visited]]
[[|Character Addition]] Double-click this passage to edit it.<<set $temp.lock to 1>>
/*------------------------*/
/*----- Check Visits -----*/
/*------------------------*/
<<set $temp.well to $temp.well+1>>
<<if $temp.well gte 2>>
<<goto "Well Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<set _h to setup.ImagePath+'hub/water_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
/*------------------------*/
/*------ Slider ----------*/
/*------------------------*/
<div align="left">
<br><br>
<<set $wateramount = 1>><label for="slidetest">''Water Amount:''</label> <br><br>
<<if $temp.water lte 33>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 33 and $temp.water lte 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="10"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<endif>>
<br><br>
''Water Taken from Well:'' <span id="slideval"></span>
<<script>>
$(document).one(":passagerender", function (event) { $(event.content).find("#slideval").text(State.variables.wateramount);
$(event.content).find("#slidetest").on("input", function () {
$("#slideval").empty().text(State.variables.wateramount);
});
});
<</script>>
<br><br>
<i><b>The more water you take from the well, the higher risk of collecting tainted water!</b></i>
<br><br>
</div>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/water.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/hocafountain.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
/*------------------------*/
/*------ Slider ----------*/
/*------------------------*/
<div align="left">
<br><br>
<<set $wateramount = 1>><label for="slidetest">''Water Amount:''</label> <br><br>
<<if $temp.water lte 33>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="60"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 33 and $temp.water lte 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<endif>>
<br><br>
''Water Taken from Well:'' <span id="slideval"></span>
<<script>>
$(document).one(":passagerender", function (event) { $(event.content).find("#slideval").text(State.variables.wateramount);
$(event.content).find("#slidetest").on("input", function () {
$("#slideval").empty().text(State.variables.wateramount);
});
});
<</script>>
<br><br>
<i><b>The more water you take from the well, the higher risk of collecting tainted water!</b></i>
<br><br>
</div>
<<endif>>
/*--------------------------*/
/*----- Nomad Ability ---------*/
/*--------------------------*/
<div align="left">
<<if $family[0].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[0].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[1].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[1].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[2].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[2].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
</div>
<br><br>
<<endif>>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+2>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Leave without Water">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Take Water from this Well">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<set _Gained to $wateramount>>
<<set $wateramount to _Gained>>
<<goto "Water from the Well">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Well Visited]]
[[|Water from the Well]]/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+4>>
/*-----------------------------*/
/*----- Set Market Prices -----*/
/*-----------------------------*/
<<if $temp.marketid is 29>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wool: {
name: "Wool",
hi_price: 10,
lo_price: 7,
hi_sell: 7,
lo_sell: 2,
},
oliveoil: {
name: "Olive Oil",
hi_price: 22,
lo_price: 19,
hi_sell: 19,
lo_sell: 14,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 13,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 28,
lo_price: 25,
hi_sell: 25,
lo_sell: 20,
},
arak: {
name: "Arak",
hi_price: 33,
lo_price: 23,
hi_sell: 23,
lo_sell: 13,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 10,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 30>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 30,
},
wool: {
name: "Wool",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
oliveoil: {
name: "Olive Oil",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 12,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 8,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 27,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 44,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 88,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 32,
lo_price: 29,
hi_sell: 29,
lo_sell: 23,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 26,
hi_sell: 26,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 12,
lo_price: 8,
hi_sell: 8,
lo_sell: 6,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 17,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 31>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 30,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 55,
lo_sell: 41,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 8,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 17,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 25,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
lo_sell: 83,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 446,
lo_sell: 413,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 233,
lo_sell: 202,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 660,
lo_sell: 495,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
lo_sell: 93,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 279,
lo_sell: 248,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 109,
lo_sell: 93,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 140,
lo_sell: 107,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 48,
lo_sell: 37,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 27,
lo_price: 19,
hi_sell: 19,
lo_sell: 17,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 36,
lo_price: 32,
hi_sell: 32,
lo_sell: 27,
},
arak: {
name: "Arak",
hi_price: 42,
lo_price: 29,
hi_sell: 29,
lo_sell: 17,
},
coffee: {
name: "Coffee",
hi_price: 88,
lo_price: 75,
hi_sell: 75,
lo_sell: 63,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 488,
lo_sell: 413,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 51,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 75,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 375,
lo_sell: 300,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 38,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 113,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 45,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 29,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 78,
},
carving: {
name: "Mother of Pearl Carving",
hi_price: 45,
lo_price: 38,
hi_sell: 38,
lo_sell: 34,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 155,
lo_sell: 140,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 13,
lo_price: 9,
hi_sell: 9,
lo_sell: 6,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 22,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 31,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 310,
lo_sell: 248,
},
diamonds: {
name: "Diamonds",
hi_price: 0,
lo_price: 0,
hi_sell: 233,
lo_sell: 217,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 73,
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 40,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 44,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 88,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 131,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 210,
lo_sell: 158,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 88,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 438,
lo_sell: 350,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 18,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 14,
lo_sell: 11,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 158,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 96,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 35,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 9,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 525,
lo_sell: 438,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 131,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 9,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 14,
lo_sell: 9,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 79,
lo_sell: 61,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 53,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 26,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 131,
Lo_sell: 88,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 219,
lo_sell: 175,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 53,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 75,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 32>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 22,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 22,
lo_price: 19,
hi_sell: 19,
lo_sell: 14,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 25,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 27,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 32,
lo_price: 29,
hi_sell: 29,
lo_sell: 23,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 115,
lo_sell: 90,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 44,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 88,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 35,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 9,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 525,
lo_sell: 438,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 215,
lo_sell: 190,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 81,
lo_sell: 69,
},
goatbutter: {
name: "Goat Butter",
hi_price: 7,
lo_price: 5,
hi_sell: 5,
lo_sell: 4,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 33>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 12,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 9,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 48,
lo_sell: 37,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 27,
lo_price: 19,
hi_sell: 19,
lo_sell: 17,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 38,
lo_price: 32,
hi_sell: 32,
lo_sell: 27,
},
arak: {
name: "Arak",
hi_price: 42,
lo_price: 29,
hi_sell: 29,
lo_sell: 17,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 140,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 250,
lo_price: 200,
hi_sell: 200,
lo_sell: 170,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 100,
lo_price: 85,
hi_sell: 85,
lo_sell: 65,
},
goatbutter: {
name: "Goat Butter",
hi_price: 11,
lo_price: 8,
hi_sell: 8,
lo_sell: 6,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 37,
lo_price: 27,
hi_sell: 27,
lo_sell: 20,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 73,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 140,
lo_price: 120,
hi_sell: 100,
lo_sell: 90,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 44,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 88,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 131,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 210,
lo_sell: 158,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 88,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 438,
lo_sell: 350,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 18,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 14,
lo_sell: 11,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 158,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 96,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 35,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 9,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 525,
lo_sell: 438,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 131,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 9,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 14,
lo_sell: 9,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 79,
lo_sell: 61,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 53,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 26,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 131,
Lo_sell: 88,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 219,
lo_sell: 175,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 53,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 75,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 34>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 5,
lo_price: 8,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 30,
},
wool: {
name: "Wool",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 37,
lo_price: 25,
hi_sell: 25,
lo_sell: 19,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 55,
lo_sell: 41,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 8,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 17,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 25,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
lo_sell: 83,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 446,
lo_sell: 413,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 233,
lo_sell: 202,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 660,
lo_sell: 495,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 83,
lo_sell: 66,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 124,
lo_sell: 93,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 279,
lo_sell: 248,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 109,
lo_sell: 93,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 140,
lo_sell: 107,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 48,
lo_sell: 37,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 27,
lo_price: 19,
hi_sell: 19,
lo_sell: 17,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 36,
lo_price: 32,
hi_sell: 32,
lo_sell: 27,
},
arak: {
name: "Arak",
hi_price: 42,
lo_price: 29,
hi_sell: 29,
lo_sell: 17,
},
coffee: {
name: "Coffee",
hi_price: 88,
lo_price: 75,
hi_sell: 75,
lo_sell: 63,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 488,
lo_sell: 413,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 51,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 75,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 375,
lo_sell: 300,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 38,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 113,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 45,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 29,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 78,
},
carving: {
name: "Mother of Pearl Carving",
hi_price: 45,
lo_price: 38,
hi_sell: 38,
lo_sell: 34,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 145,
lo_price: 115,
hi_sell: 115,
lo_sell: 105,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 13,
lo_price: 9,
hi_sell: 9,
lo_sell: 6,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 22,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 31,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 250,
lo_price: 200,
hi_sell: 200,
lo_sell: 160,
},
diamonds: {
name: "Diamonds",
hi_price: 0,
lo_price: 0,
hi_sell: 233,
lo_sell: 217,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 73,
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
hi_price: 60,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 44,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 88,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 131,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 210,
lo_sell: 158,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 88,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 438,
lo_sell: 350,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 18,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 14,
lo_sell: 11,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 158,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 96,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 35,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 9,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 525,
lo_sell: 438,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 175,
lo_sell: 131,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 9,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 14,
lo_sell: 9,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 79,
lo_sell: 61,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 53,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 26,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 131,
Lo_sell: 88,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 219,
lo_sell: 175,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 53,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 75,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 35>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 41,
lo_sell: 30,
},
wool: {
name: "Wool",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
oliveoil: {
name: "Olive Oil",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 12,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 41,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 8,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 27,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 44,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 88,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 32,
lo_price: 29,
hi_sell: 29,
lo_sell: 23,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 26,
hi_sell: 26,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 12,
lo_price: 8,
hi_sell: 8,
lo_sell: 6,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 17,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 80,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
copperware: {
name: "Copperware",
hi_price: 40,
lo_price: 35,
hi_sell: 35,
lo_sell: 25,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 36>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 8,
lo_price: 6,
hi_sell: 2,
lo_sell: 2,
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
wool: {
name: "Wool",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
oliveoil: {
name: "Olive Oil",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 12,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 7,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 200,
lo_price: 150,
hi_sell: 0,
lo_sell: 0,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 28,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 17,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 10,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 37>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 10,
lo_price: 7,
hi_sell: 3,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 27,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 44,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 88,
},
wool: {
name: "Wool",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
oliveoil: {
name: "Olive Oil",
hi_price: 32,
lo_price: 22,
hi_sell: 22,
lo_sell: 12,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 7,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 250,
lo_price: 180,
hi_sell: 0,
lo_sell: 0,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 28,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 22,
},
arak: {
name: "Arak",
hi_price: 38,
lo_price: 26,
hi_sell: 26,
lo_sell: 15,
},
coffee: {
name: "Coffee",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 12,
lo_price: 8,
hi_sell: 8,
lo_sell: 6,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 40,
lo_price: 30,
hi_sell: 0,
lo_sell: 0,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 38>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 22,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 12,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 20,
lo_price: 19,
hi_sell: 19,
lo_sell: 14,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 25,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 27,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 21,
lo_sell: 12,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 32,
lo_sell: 25,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 61,
lo_sell: 44,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 44,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 114,
lo_sell: 88,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 17,
lo_price: 15,
hi_sell: 15,
lo_sell: 14,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 5,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 30,
lo_price: 29,
hi_sell: 29,
lo_sell: 23,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 115,
lo_sell: 90,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 215,
lo_sell: 190,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 81,
lo_sell: 69,
},
goatbutter: {
name: "Goat Butter",
hi_price: 7,
lo_price: 5,
hi_sell: 5,
lo_sell: 4,
},
salt: {
name: "Rock Salt",
hi_price: 80,
lo_price: 60,
hi_sell: 60,
lo_sell: 55,
},
knightsconduct: {
name: "Letter of Safe Conduct: Knights of St. John",
hi_price: 100,
lo_price: 70,
hi_sell: 0,
lo_sell: 0,
}
}>>
<<goto "Market UI">>
<<else>>
This is where players can buy and sell items...
We will also want to include their inventory...
The market type for this location is $temp.marketid...
<<set $temp.from to "market">>
<<link "Return to $cur_passage" "Decay Functions">><</link>>
<<endif>>
[[|Market UI]]
<<nobr>>
<<set $temp.lock to 1>>
/*---------------------------------------------*/
/*----- Set Shrine Name and Piety Amounts -----*/
/*---------------------------------------------*/
<<if $cur_passage is "Larnaka">>
<<set _sname to "Local Shrine of Umm Haram">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Magosa">>
<<set _sname to "Local Sufi Shrines">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Lefkoşa">>
<<set _sname to "Baktashi Shrine of Kurt Baba">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Gaza">>
<<set _sname to "Dubious Shrine of Hashim ibn Abd al-Manaf">>
<<set _spiety to 0>>
<<elseif $cur_passage is "Ramla">>
<<set _sname to "Shrine of the Prophet Saleh">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Tripoli">>
<<set _sname to "Local Sufi Shrines">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Akka">>
<<set _sname to "Tomb of Izz ud-Din">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Safed">>
<<set _sname to "Tomb of Sheikh Nima">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Nazareth">>
<<set _sname to "Shrine of Shihab ad-Din">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Ibillin">>
<<set _sname to "Tombs of the Prophets Hud and Uzair">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Sidon">>
<<set _sname to "Dubious Local Shrines">>
<<set _spiety to 0>>
<<elseif $cur_passage is "Bayt Jibrin">>
<<set _sname to "Shrine of Tamim al-Dari">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Jenin">>
<<set _sname to "Qubbat al-Amir Turabay">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Sabastiyah">>
<<set _sname to "Tombs of Nabi Yahya and Nabi Elyesa">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Nablus">>
<<set _sname to "Shrines and Tombs of Nablus">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Jerusalem">>
<<set _sname to "Dome of the Rock and al-Aqsa Mosque">>
<<set _spiety to 50>>
<<set $player.shrinejerusalem to 1>>
<<elseif $cur_passage is "Nabi Samwil">>
<<set _sname to "Shrine and Tomb of the Nabi Samwil (Samuel)">>
<<set _spiety to 25>>
<<elseif $cur_passage is "Bethlehem">>
<<set _sname to "Shrine of the Prophet Isa and the Tomb of Rachel">>
<<set _spiety to 15>>
<<elseif $cur_passage is "al-Khalil al-Rahman">>
<<set _sname to "The Sanctuary of Ibrahim (Abraham)">>
<<set _spiety to 40>>
<<set $player.shrinehalil to 1>>
<<elseif $cur_passage is "Nabi Musa">>
<<set _sname to "Tomb and Shrine of Nabi Musa (Moses)">>
<<set _spiety to 20>>
<<set $player.shrinenabimusa to 1>>
<<elseif $cur_passage is "The Dead Sea South">>
<<set _sname to "The Shrine to the Prophet Lut (Lot)">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Kerak">>
<<set _sname to "Tomb of Zayd ibn Harithah">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Petra">>
<<set _sname to "Tomb of Harun (Aaron)">>
<<set _spiety to 10>>
<<endif>>
/*---------------------------*/
/*----- Randomize Piety -----*/
/*---------------------------*/
<<if _spiety > 5>>
<<set _random to random(-5,5)>>
<<elseif _spiety is 0>>
<<set _random to random(-10,-5)>>
<<else>>
<<set _random to random(0,5)>>
<<endif>>
<<set _spiety to _spiety + _random>>
/*------------------------------*/
/*----- Set Display Output -----*/
/*------------------------------*/
<<if $temp.shrine is 4>>
<<set _sdesc to "You arrive at the _sname and find the place packed full of other pilgrims from across the Muslim world! You have long desired to come to _sname and completing this lifelong goal fills you with excitement as you continue on the road to the ultimate goal, the holy cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 3>>
<<set _sdesc to "You arrive at the _sname in a crowd of pilgrims finding it hard to get close to the shrine. The commotion is overwhelming but the peace you find near the shrine makes this journey more than worth it and solidifies your resolve as you continue on to the Holy Cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 2>>
<<set _sdesc to "You arrive at the _sname and find many other pilgrims here from across the region. The solitude and tranquility of the shrine and surrounding garden rejuvenate your spirit as you continue along the hajj road.\n\n">>
<<elseif $temp.shrine is 1>>
<<set _sdesc to "You arrive at the _sname and find it with only a few other pilgrims, the stillness of the scene is a nice break from the trials of the road. \n\n ">>
<<elseif $temp.shrine is 5>>
<<set _sdesc to "You arrive to the _sname and find no other pilgrims here, only a few locals asking for donations for this suspicious shrine. Next time one should ask around before visiting any shrine they come to upon the road, for this place has not brought you much inspiration.\n\n">>
<<endif>>
/*----------------------------------*/
/*----- Add to Shrines Visited -----*/
/*----------------------------------*/
<<if $player.shrines[$cur_passage] is undefined>>
<<print "<<set $player.shrines['"+ $cur_passage +"'] to {}>>">>
<<set _newname = _sname>>
<<print "<<set $player.shrines['"+ $cur_passage +"'].shrine to '" + _newname +"'>>">>
/*-- Increase Player Piety and Time --*/
<<set $player.piety to $player.piety+_spiety>>
<<if $player.piety gt 100>>
<<set $player.piety to 100>>
<<elseif $player.piety lt 0>>
<<set $player.piety to 0>>
<<endif>>
<<set $player.time to $player.time+4>>
<<else>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_sname</td>
</tr>
</table>
</div>
<<if $temp.shrine gte 2>>
<<set _h to setup.ImagePath+'hub/shrine.jpg';>>
<<elseif $temp.shrine is 1>>
<<set _h to setup.ImagePath+'hub/smalltomb.jpg';>>
<<endif>>
<</nobr>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
_sdesc
<<if $temp.shrine is 1>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 2>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 3>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 4>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 5>>
You regret your decision to visit this shrine!
<<endif>>
<<set $player.shrinecountpalestine to $player.shrinecountpalestine+1>>
<<set $temp.from to "shrine">>
<br><br>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Shrine Visited]]
/*----------------------------------*/
/*------ Palestine Widgets ----------*/
/*----------------------------------*/
<<widget DisplayPassagePalestine>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Palestine][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Palestine][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Palestine][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Palestine][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Palestine][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Palestine][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassagePalestine2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Palestine][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Palestine][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Palestine][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Palestine][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Palestine][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Palestine][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassagePalestineToll>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _toll to $args[12]>>
<<set _hist to $args[13]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Palestine][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Palestine][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Palestine][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Palestine][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Palestine][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Palestine][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination: <br> _time Hours(Long Way Around)">>
<<set $player.time = $player.time+_time+12>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<if $player.money gte _toll>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassagePalestineToll2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _toll1 to $args[14]>>
<<set _toll2 to $args[15]>>
<<set _hist to $args[16]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Palestine][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Palestine][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Palestine][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Palestine][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Palestine][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Palestine][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.money gte _toll2>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll2>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassagePalestineFood>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Palestine][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Palestine][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Palestine][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Palestine][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Palestine][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Palestine][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food Palestine]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassagePalestineFood2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Palestine][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Palestine][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Palestine][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Palestine][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Palestine][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Palestine][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food Palestine]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassagePalestinePasha>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Palestine][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Palestine][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Palestine][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Palestine][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Palestine][$temp.stables = _stables]]</td>
<td>[[Petition the Pasha|Pasha Petition Palestine]]</td>
</tr>
<tr>
<td></td>
<td>[[Visit Coffeehouse|Advice Palestine][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassagePalestinePasha2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Palestine][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Palestine][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Palestine][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Palestine][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Palestine][$temp.stables = _stables]]</td>
<td>[[Petition the Pasha|Pasha Petition Palestine]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food Palestine]]</td>
<td>[[Visit Coffeehouse|Advice Palestine][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
[[|Set Temp Region]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<<if $temp.bath is 6>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Peaceful Stream in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/bath_stream.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<else>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Healing Bath in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/bath.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.bath is 6>>
You have arrived at a secluded stream, you hope that the waters may help revive your spirit and your energy. <br>
<<else>>
You have arrived at a Turkish Bath (//Hamam//), whose waters are said to help you heal and recooperate from your journey.<br>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $temp.bath is 1 or $temp.bath is 4 or $temp.bath is 6>>
<<set $temp.bathprice to 0>>
The bath in $cur_passage is free!<br><br>
<<elseif $temp.bath is 2>>
<<set $temp.bathprice to random(10,30)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<else>>
<<set $temp.bathprice to random(30,50)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<endif>>
Would you like to enter the bath?<br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<br>
<<set $temp.from to "bath">>
<div align="center">
<<if $player.money gte $temp.bathprice>>
<span id="initialDestination">
<<button "Yes">>
<<set $player.money to $player.money-$temp.bathprice>>
<<goto "Bath Visited">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Yes">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "No">>
<<set $temp.lock to 0>>
<<goto $cur_passage>>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Bath Visited]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<<if $temp.region is "Palestine Desert">>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Camel Bazaar in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/camel_market.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $temp.region is "Palestine North" or $temp.region is "Palestine South" or $temp.region is "Cyprus" or $temp.region is "Palestine Sea">>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stables in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/stables_palestine.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
/*----------------------------*/
/*-----------Camel------------*/
/*----- Stable Interface -----*/
/*----------------------------*/
<<if $temp.region is "Palestine Desert">>
Here is where you can buy camels and sell your horses to increase and decrease your travel speed.<br><br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount+$player.stable.camels.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount gte 2>>
With these animals, you will be moving at the fastest speed!
<br>
• Horses || $player.stable.horses.amount <br>
• Camels || $player.stable.camels.amount <br>
<<elseif $player.stable.horses.amount is 0 and $player.stable.camels.amount is 1>>
With this camel, you will be moving at medium speed.<br>
• Camels || $player.stable.camels.amount <br>
<<elseif $player.stable.horses.amount is 1 and $player.stable.camels.amount is 0>>
With this horse, you will be moving at medium speed.<br>
• Horses || $player.stable.horses.amount <br>
<<endif>>
<br>
<div style="text-align: left;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Current Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;"><br>
</div>
<br><br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<div align="center">
<<if $player.money gte 30>>
<span id="initialDestination">
<<button "Buy Camel (30<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money-30>>
<<set $player.stable.camels.amount to $player.stable.camels.amount+1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<else>>
<<set $player.speed to "medium">>
<<endif>>
<<goto "Stables Palestine">>
<</button>>
</span>
<<else>>
<span id="initialDestination"><<button "Buy (30<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
<<if $player.stable.camels.amount gte 1>>
<span id="initialDestination">
<<button "Sell Camel (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+25>>
<<set $player.stable.camels.amount to $player.stable.camels.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Palestine">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Sell Camel (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<</button>></span>
<<endif>>
</div>
/*---------------------------*/
/*----- Sell Horses ---------*/
/*---------------------------*/
<br><br>
<div align="center">
<<if $player.stable.horses.amount gte 1>>
<span id="initialDestination">
<<button "Sell Horse(30<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+30>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Palestine">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Sell Horse (30<img @src=_coinimage style='height: 1.5ex;'>)">>
<</button>></span>
<<endif>>
</div>
/*---------------------------*/
/*----- Normal Stables ------*/
/*---------------------------*/
<<elseif $temp.region is "Palestine North" or $temp.region is "Palestine South" or $temp.region is "Cyprus" or $temp.region is "Palestine Sea">>
/*----------------------------*/
/*----- Stable Interface -----*/
/*----------------------------*/
Here is where you can buy and sell horses to increase and decrease your travel speed.<br><br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<else>>
• Horses || $player.stable.horses.amount <br>
<<if $player.stable.horses.amount > 2>>
With these animals, you will be moving at the fastest speed!<br>
<<else>>
With these animals, you will be moving at medium speed.<br>
<<endif>>
<<endif>>
<br><br>
<div style="text-align: center;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Current Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;"><br>
</div>
<br><br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<div align="center">
<<if $player.money gte 25>>
<span id="initialDestination">
<<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money-25>>
<<set $player.stable.horses.amount to $player.stable.horses.amount+1>>
<<if $player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<else>>
<<set $player.speed to "medium">>
<<endif>>
<<goto "Stables Palestine">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
<<if $player.stable.horses.amount gte 1>>
<span id="initialDestination">
<<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+20>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.horses.amount+$player.stable.camels.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Palestine">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
</div>
<<endif>>
/*---------------------------*/
/*----- Weight Calc ---------*/
/*---------------------------*/
<<set $temp.foodweightcheck to 120+$player.classcarryfood+($player.stable.horses.amount*33)+($player.stable.camels.amount*40)>>
<br><br><u>Max Food Carry Amount</u>: $temp.foodweightcheck <br><br>
<<set $temp.waterweightcheck to 120+$player.classcarrywater+($player.stable.horses.amount*43)+($player.stable.camels.amount*50)>>
<u>Max Water Carry Amount</u>: $temp.waterweightcheck <br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.from to "stables">>
<<set $player.time to $player.time+2>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Coffeehouse in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,3)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/coffeehouse.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/coffeehouse2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 3>>
<<set _h to setup.ImagePath+'hub/coffeehouse3.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
While passing by local //Kahvehane// (Coffeehouse) you step inside and find a crowd of people and fellow travelers talking. The warm glow of the fire flickers around the room, the aroma of coffee surrounds you, and the room is full of people who each come from different walks of life. While sitting on your stool with a cup of hot coffee you overhear the following:
<br><br>
<div align="center">
<table class="advicetable" style="width:100%" align="center">
<tr>
<td>$temp.advice</td>
</tr>
</table>
</div>
<br><br>
<<set $temp.adviceprice to random(25,40)>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
The local //kahveci//, the keeper of the Coffeehouse, tells you that he will search for a new traveling companion for you and your caravan if you just lend him $temp.adviceprice <img @src=_coinimage style="height: 1.5ex;"> //akçe// for his trouble.
<<set _randomfind to random(1,5)>>
<br><br>
<div align="center">
<<if $player.money gte $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination">
<<button "Search for New Traveling Companion">>
<<set $temp.caravanfind to _randomfind>>
<<set $temp.coffeefind to 1>>
<<set $temp.from to "advice">>
<<set $player.money to $player.money-$temp.adviceprice>>
<<goto "Change Party Check Palestine">>
<</button>></span>
<<elseif $player.money lt $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination"><<button "Not Enough Funds">><</button>></span>
<<elseif $temp.coffeefind is 1>>
//It seems that you have already paid the local kahveci for his services here in this place, you must continue on your way//
<<endif>>
</div>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
Yusuf Nabi, a late seventeenth-century Ottoman pilgrim descibes his experiences in coffeehouses in Damascus: <br> <br>
//'Coffeehouses are like home for those who are away from their homes. The coffeehouses in Damascus have separate areas for winter and summer. The winter rooms have colorful carpets, a fountain, and painted ceilings. The summer courtyards have şadırvan fountains under shady trees. Waiters are constantly moving around serving coffee. When musicians played on the ney (an Arab flute) the audience joined in, old and young Arabs beating out the rhythm, and Iraqis and Persians lamenting as if it was the Nowruz (Persian New Year). The mournful beat of the def (tambourine) brought forth dervish like cries; the mournful plucking of the tanbur (a large lute) inspired the opium-takers...While storytellers were telling heroic tales, opium addicts raised their twisted bodies with difficulty to listen, the collars of many were stained with juices from the drug. Two vagrants of unknown origin, Bedi and Kasim, spread terror in the coffee-house with their airs and challenges. Many troubled persons were taking opium. In another corner were heedless dervishes of the Kalendari type, with heavy halters round their waists, the dreadful notion of death in their heads, leather cloths round their shoulders, jade earrings in their ears, and ebony sticks laid across their knees. In accordance with their maxim 'senseless farce and chaotic mingling' they turned the place into a madhouse. Having been distracted into describing the coffeehouses, I have neglected my main aim, that of describing the mosques and shrines...'//
<br> <br> </div>
<br><br><br>
/*------------------------*/
/*-----Return Button -----*/
/*------------------------*/
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+1>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Change Party Check Palestine]]<<set $temp.lock to 1>>
<<if $temp.imaret is 0>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td><i>Imaret</i> in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/imaretnew2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*----------------------------*/
/*----- Give Player Food -----*/
/*----------------------------*/
<<set _randomFood to random(15, 35)>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomFood>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<set _foodimage to setup.ImagePath+"ui/food.png">>
You visit the <i>imaret</i> (Ottoman soup kitchen) in $cur_passage. A local <i>waqf</i> has set it up to provide passing pilgrims free food. You get _randomFood <img @src=_foodimage style='height: 1.5ex;'> for your travels!<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "market">>
<<set $temp.imaret to 1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
<<goto "Free Food Visited">>
<<endif>>
[[|Free Food Visited]]
[[|Decay Functions]]<<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Petition the Pasha of $cur_passage?</td>
</tr>
</table>
</div>
<<set _randomimage to random(0,1)>>
<<if _randomimage is 0>>
<<set _h to setup.ImagePath+'hub/pasha2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomimage is 1>>
<<set _h to setup.ImagePath+'hub/pasha3.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
<<set $temp.from to "pasha">>
You arrive outside the large estate of the Pasha of Nablus who is currently visiting the holy sites in Jerusalem. Near the wall where petition scribes sit you see if one of them will write a petition for you to request support for your holy journey from the pasha. Petitions made to the pasha range from requests for money, gifts, or imperial positions and there is quite a gathering of people here today when you arrive. It seems that if you want to petition the pasha for help on the hajj journey you may need to wait for an audience with him, this may delay you more than a week but you are sure that if you do he will bestow you with gifts after hearing about your pious journey!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Petition the Pasha of $cur_passage">>
<<set $temp.lock to 0>>
<<goto "Pasha Petition Palestine Yes">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pasha Petition Palestine Yes]]<<set $temp.lock to 1>>
<<if $temp.pasha is 1>>
<<goto "Pasha Visited">>
<<elseif $temp.pasha is 0>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Audience with the Pasha of Nablus and Jerusalem</td>
</tr>
</table>
</div>
<<set _randomimage to random(0,1)>>
<<if _randomimage is 0>>
<<set _h to setup.ImagePath+'hub/pasha.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomimage is 1>>
<<set _h to setup.ImagePath+'hub/pasha4.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
<<set $temp.from to "pasha">>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
/*-----------------------------*/
/*----- Determine Outcome -----*/
/*-----------------------------*/
/*----- Constant -----*/
<<set $player.health to 100>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to 100>>
<</for>>
<<set _gainfood to 100>>
<<set _gainwater to 100>>
/*----- Basis -----*/
<<set _gainmoney to 500>>
<<set _gaintime to random(180,240)>>
<<set _gainpiety to 0>>
/*----- Unique -----*/
<<if $player.job is "Ottoman Princess">>
<<set _gaintime to random(48,96)>>
<<set $player.inventory.quran.amount to $player.inventory.quran.amount+1>>
<<set _gainitem to $player.inventory.quran.name>>
<<set $temp.newcharacteradd to 1>>
<<elseif $player.job is "Impoverished Widow">>
<<set _gainmoney to 300>>
<<set $player.inventory.malvasiawine.amount to $player.inventory.malvasiawine.amount+2>>
<<set _gainitem to $player.inventory.malvasiawine.name>>
<<set $temp.newcharacteradd to 4>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _gaintime to random(120,180)>>
<<set $player.inventory.fur.amount to $player.inventory.fur.amount+1>>
<<set _gainitem to $player.inventory.fur.name>>
<<set $temp.newcharacteradd to 1>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _gainmoney to 1000>>
<<set $player.inventory.blownglass.amount to $player.inventory.blownglass.amount+5>>
<<set _gainitem to $player.inventory.blownglass.name>>
<<set $temp.newcharacteradd to 2>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _gainpiety to 30>>
<<set $player.inventory.menasik.amount to $player.inventory.menasik.amount+1>>
<<set _gainitem to $player.inventory.menasik.name>>
<<set $temp.newcharacteradd to 4>>
<<endif>>
<<set _gaindays to Math.floor(_gaintime/12)>>
<<if $family[0].death is "Alive">>
<<set $family[0].daystart to $family[0].daystart+_gaindays>>
<<endif>>
<<if $family[1].death is "Alive">>
<<set $family[1].daystart to $family[1].daystart+_gaindays>>
<<endif>>
<<if $family[2].death is "Alive">>
<<set $family[2].daystart to $family[2].daystart+_gaindays>>
<<endif>>
/*------------
/*---------------------------------*/
/*----- Describe What Happens -----*/
/*---------------------------------*/
<div style="text-align:left;">
<<if $player.job is "Gulshani Sufi">>
<br>
The proud pasha here in $cur_passage made you and other petitioners wait outside his palace. You had almost given up hope that he would see you and help you in your journey to Mecca but after _gaindays days he invites you in and he is moved your stories of the struggles of the hajj road. He sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also heals you and your party. The pasha also sends you off with a _gainitem and asks you to accompany his old tutor (Hodja) with you on your way to Mecca!
<<elseif $player.job is "Ottoman Princess">>
<br>
It seems that your connections to imperial elite circles as a member of the Ottoman royal family has allowed you to get an audience with the pasha here in $cur_passage quicker than usual. The Pasha often makes his visitors wait unless they bring generous gifts but after _gaindays days he could not ignore you any longer for fear of upsetting some of your powerful relatives! He gives you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party. The pasha also gifts you a _gainitem to better ingratiate himself with your family. Just before you leave, the pasha orders one of his most trusted janissary guards to accompany you on your journey to protect you from any attacks.
<<elseif $player.job is "Ottoman Merchant">>
<br>
Knowing a man of great wealth when you see one, you hurry to the palace of the Pasha in $cur_passage to see if you can petition for any gifts to help on your journey to Mecca. You are able to gain an audience with the pasha here in $cur_passage after _gaindays days of waiting in the bustling city of $cur_passage. When you come to meet the pasha, you shower him with compliments and stories of your adventures on the hajj road! Deligthed by your stories and impressed by your pious journey, something he is surprised to see a merchant partake in, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party. Just before you leave, the pasha also gifts you a small number of _gainitem and accompany a prominent Eunuch of his household on his way to Mecca!
<<elseif $player.job is "Ottoman Janissary Ağa">>
<br>
Wishing to have some help on your pious journey, you head to the palace of the pasha here in $cur_passage to see if you can petition him to help you on your journey. With your connections to the janissary guards of the Pasha's household you are able to gain an audience quicker than normal with the powerful Pasha of $cur_passage, only waiting _gaindays days for the honor. When you come to meet the pasha, you tell him how you need more support for your journey to the holy cities and that his help would be much appreciated. The stories of the difficulties of your journey to this point inspire the pasha who now sees it as his duty to help you on your joruney to Mecca. As a sign of his charity, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party as well. Just before you leave, the pasha orders one of his most trusted janissary guards to accompany you on your journey to protect you from any attacks. He also gifts you a _gainitem from his personal belongings, he says that he received it when he want on hajj years ago and hopes it serves you well too!
<<elseif $player.job is "Impoverished Widow">>
<br>
Wishing to have some help on your pious journey you head to the estate of the pasha here in $cur_passage to see if you can petition him to help you on your journey. You make friends with one of the eunuchs who serves in the household of the grand pasha and are able to gain an audience with the Pasha of $cur_passage after _gaindays days of waiting in outside the gates of his palace. When you come to meet the pasha, you tell him how poor you are, the difficulties of your life, and the dangerous trials of the hajj journey. Your story inspires the pasha who now sees it as his duty to help you on your joruney to Mecca. As a sign of his charity, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party as well. Just before you leave, the pasha's servants give you two bottles of _gainitem from the pasha's household kitchens! One household servant asks if you to accompany the pasha's old tutor (Hodja) with you on your way to Mecca as well!
<<endif>>
</div>
/*---------------------*/
/*----- Variables -----*/
/*---------------------*/
<<set $player.time to $player.time+_gaintime>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_gainfood>>
<<set $player.inventory.water.amount to $player.inventory.water.amount+_gainwater>>
<<set $player.money to $player.money+_gainmoney>>
<<set $player.piety to $player.piety+_gainpiety>>
<<if $player.piety gte 100>>
<<set $player.piety to 100>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.pasha to 1>>
<<set $temp.from to "pasha">>
<<goto "Character Addition">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pasha Visited]]
[[|Character Addition]] Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town of Ramla">>
<<set _desc to "You arrive to the small town of Ramla. Approaching the town a tall white minaret stands over the horizon reminding you that this is just a remnant of what was once a great city. As you enter the town you see a small shrine to the Arabian Prophet Saleh near the large old minaret and its adjoining mosque. Beyond that, the market here is quite small and the local baths look to be in the ruins of an old cistern. However, hope fills your heart as you make it ever closer to the city of Jerusalem. \n\n ">>
<<set _hist to "Ramla was a large Medieval city but a history of war and earthquakes have made the 17th-century town a shadow of its former self. The large minaret, an Umayyad landmark known as the 'White Mosque' is the largest structure in the town. The white mosque was also known to have a shrine dedicated to the Prophet Saleh, who was a prophet before Muhammad in Arabia and is mentioned in the Quran. The Pool of Arches, or the Pool of Saint Helena, is an old 8th-century cistern half full of water which is used as a tourist attraction in the town today. The sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//, describes Ramla in the following manner: \n\n//'The coast around Ramla is light-colored and amidst these light-colored places, Ramla appears as a dark island for it is a place full of vineyards and gardens...the landmark of Ramla from the sea is this: a white dervish lodge appears (perhaps in reference to the white minaret of the white mosque). And about a mile from that lodge to the northeast there is another lodge (tekke). Both lodges gleam from a distance.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 29>>
<<set _shrine to 1>>
<<set _water to 15>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) Since I was a boy, I was told that the Prophet Saleh's tomb was in Oman! I am not sure how trustworthy this shrine is and would not visit it if I were you! However, if you do go, the dervish lodges beside it proved to be quite a reflective spot!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'(talking to other travelers and boasting) I heard that the Pasha of Nablus is visting Jerusalem! My cousin, who often goes hunting with the most well-connected pasha, told me that he is a fine pasha and that he would surely give us needy pilgrims some gold in recognition of our pious journey!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bakhos the Maronite Musician: //'(talking to other travelers) While these baths are not the best I have seen, at least there is no cost to use them!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Jerusalem">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jerusalem">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jerusalem">>
<<set _time to 11>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jerusalem]] <<nobr>>
<<set $temp.loopdest2 to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village and Shrine of Nabi Samwil">>
<<set _desc to "Leaving Jerusalem you travel a few hours to the tomb and shrine of Nabi Samwil (Prophet Samuel). While the village here does not have much to offer, you are thankful for their hospitality and find comfort in the serentiy of the shrine here.\n\n ">>
<<set _hist to "The 10th-century medieval Arab geographer al-Muqaddasi includes a story about the village of Nabi Samwil: \n\n//'I have heard my maternal uncle, Abdullah ibn ash-Shawa, relate that a certain Sultan, having a mind to take possession of the Dair (or monastery) of Shamwil (Nabi Samwil) which is at a village lying about a league from Jerusalem spoke to the owner thereof, saying, 'Describe now to me thy country.' And the man answered him, 'My village may Allah give thee aid is of the heavens, lying far above the lowlands, poor in soft herbage, rich in oats, hard bread do you eat there, for of crops you enjoy no profitable return, tares (a weed) gain the upper hand, and the almond even is bitter, the husbandman sows a bushel of corn, and reaps but the same, this Holy Place, however, is well provided with pits.' And the Sultan cried, 'Be gone with thee! for we will have naught to do with thy village.' This is the village called at the present day Nabi Samwil, lying north of Jerusalem.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 3>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Evliya the Pilgrim: //'(talking to his wife Safiye) It has cost us so much to travel all about this holy land, perhaps we should petition the pasha in Jerusalem for some funds to help us along the way!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) The tomb here is definately worth the visit, I was quite happy to depart the crowds of pilgrims in Jerusalem and travel to this peaceful place!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(talking to other travelers) I plan to take on water here, while the quality of this water does not look the best, it is definately better compared to the water in Jerusalem!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Jerusalem">>
<<set _time to 1>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jerusalem">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jerusalem">>
<<set _time to 2>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Jerusalem]]<<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pirate Attack</td>
</tr>
</table>
</div>
<<set _randomWounded to random(1,100)>>
<<set _h to setup.ImagePath+'events/piratemed.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
On your way to $temp.destination you see a group of three galleys on the horizon. Your ship captain pulls alongside the unknown ships to see if he can trade any goods with the fellow seafarers. Disaster strikes! The three galleys are a collection of renegades and pirates who quickly attempt to board your ship led by their broad shouldered captain who his crew has given the moniker 'Barbaros,' no doubt in reference to his red beard and as homage to the legendary sixteenth-century Ottoman pirate/admiral!
<br>
<br>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<set _protect to 0>>
<<if $player.inventory.talismanicring.amount > 1>>
<br>
<<set _protect to 1>>
As you ready yourself to fight off the pirates you notice that their ship suddenly begins to turn away towards the coast! What a blessing! As you and your fellow pilgrims celebrate on board the ship you suddenly notice that two of your talismanic rings have fallen off your fingers and into the sea, disappearing beneath the waves! Maybe it was chance or maybe it protected you this time from danger - only God knows!
<br>
<br>
For an example of a talismanic ring see this example from the Metropolitan Museum of Art [[here|https://www.metmuseum.org/art/collection/search/446273]]
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount-2>>
<br>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Corsair----------*/
<<if $family[0].trait is "Corsair" or $family[1].trait is "Corsair" or $family[2].trait is "Corsair">>
<<if $family[0].trait is "Corsair">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Corsair">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Corsair">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The corsair you hired, <b>$temp.eventname</b>, was able to negotiate with the pirates on your behalf. It seems $temp.eventname knew them and they immediately began to apologize, speaking to $temp.eventname with great respect - they gift you 250 //akçe// and wish you well on your way!
<<set $player.money to $player.money+250>>
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The corsair you hired, <b>$temp.eventname</b>, seems to know them and suddenly it seems that your protector is now your adversary and after the raid $temp.eventname flees with the pirates leaving you and your party adrift at sea!
<<endif>>
<br>
/*---------Levantine----------*/
<<elseif $family[0].trait is "Levantine" or $family[1].trait is "Levantine" or $family[2].trait is "Levantine">>
<<if $family[0].trait is "Levantine">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Levantine">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Levantine">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Levantine sailor you hired, <b>$temp.eventname</b>, was able to hold them off and you all rowed away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Levantine sailor you hired, <b>$temp.eventname</b>, was nowhere to be found during the battle and you were left undefended. As the pirate galley rowed away you saw $temp.eventname on board, either a hostage or as a collaborator fleeing the scene. Perhaps they had some agreement with those that attacked your ship?
<<endif>>
<br>
/*---------Albanian Sailor----------*/
<<elseif $family[0].trait is "Albanian Sailor" or $family[1].trait is "Albanian Sailor" or $family[2].trait is "Albanian Sailor">>
<<if $family[0].trait is "Albanian Sailor">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Albanian Sailor">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Albanian Sailor">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Albanian sailor you hired, <b>$temp.eventname</b>, had previously served in the janissary order was able to hold them off the pirates easily and you all got away safely.
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Albanian sailor you hired, <b>$temp.eventname</b>, was nowhere to be found during the battle and you were left undefended. As the pirate galley rowed away you saw $temp.eventname on board, either a hostage or as a collaborator fleeing the scene. Perhaps they had some agreement with those that attacked your ship?
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(($player.money*0.40),($player.money*0.85))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The waters of the Mediterranean were full of pirates during the early modern period, groups like the Barbary Corsairs, the Crusader Knights of Saint John, and local fishermen turned pirate preyed on stray ships moving through their waters. The following is an letter the Ottoman Sultan Murad III in 1585 sent the Venetian Doge describing a Venetian pirate attack upon an Ottoman ship.
<br>
<br>
//'As Mehmet Bey sanjak or Djerba, the son of the deceased Ramadan Pasha who was beylerbey of Tripoli in Barbary, as he was coming with a galley to my Porte with his women and family and treasure and belongings, as soon as they arrived in near Port Fischiora in the island of Lefkada under the jurisdiction of St. Maura, he ran into the captain governor of the Gulf of Venice with his three galleys. Since there is peace between us (and Venice) they had no though of arming and preparing for battle, but suddenly the captain rammed them with his galley, and they slaugthered all the Muslims on the ship, including the son of Ramadan Pasha and his mother, and they cut off the breasts of the thirty women onboard and killed them, and with great callousness they threw the children into the waves and then dragged the ship back to Corfu...Mehmed had been escorted by the galley of Hidir bey…they were coming to my Sublime Porte from the jurisdiction of Algiers, when a sudden wind separated them, and the mentioned Mehmed bey ended up near Zante and then Kefalonia because the wind was not in their favor that night, and as he waited for the (the Venetian ships) Mehmed was saying 'These are Venetian galleys, they are our friends' and thus he did not prepare for battle, even after they raised the flag and fired a warning shot, and came upon him wanting to ram his ship, and Mehmed cried out that Ramadan Pasha's ship did not belong to corsairs, but they did not listen, and the galley slammed into them with the prow lanterns right in the middle and then the soldiers were sent to the assault, and having been wounded on the head Mehmed said 'you are not being respectful the Porte, why not?!?' but nobody listed and he was wounded again and pursued by many, so he jumped in the water, but after this Mehmed was captured and he was asked 'Who are you? Who is your father?' and he explained who he was and then the Captain had his head cut off on the prow of the ship, and then he killed the women and slaugthered all the Muslims, and there were eve six emirs who were killed with all sorts of torments, and all the goods and treasure they took was placed in a warehouse in Corfu.'//
<br> <br> </div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<nobr>>
/%-----------------------------------%/
/%-----Pasha Petition Reset ---------%/
/%-----------------------------------%/
<<set $temp.pasha to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $player.job is "Gulshani Sufi" and $temp.bethlehem is 0>>
<<set $temp.bethlehem to 1>>
<<set _random to random(10,15)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set _title to "Town of Bethlehem">>
<<set _desc to "Heading south from Jerusalem you arrive to the town of Bethlehem (Beit Lahm) which you find full of Christian pilgrims visiting religious sites related to the Prophet Isa (Jesus). On the way to the town you pass the tomb of the matriarch Rachel (Qabr Rahil) which is similarly also visited by Muslim, Christian, and Jewish pilgims alike. The town itself is not like the large city of Jerusalem and is lacking in a large market or large vaqfs (pious endowments). However, it is a pleasant resting place on your joruney south to al-Khalil al-Rahman. Seeing pilgrims of other faiths also following a godly path lifts your spirit and the encounter leaves you feeling more pious. \n\n ">>
<<set _hist to "The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, wrote the following about Bethlehem: \n\n//'Being arrived at Bethlehem, we immediatly made a circular visit to all the holy places belonging to it: as namely the place where it is said, our Blessed Lord was Born, the Manger in which it is said, he was laid...'// \n\n The late seventeenth-century Sufi traveler, al-Nabulusi, visited Bethlehem and showcased the ways in which Muslim pilgrims saw the Christian and Muslim holy sites of Bethlehem. He wrote: \n\n//'in an underground mosque...with a mihrab that is said to have been where our Lady Mary worshipped, peace be upon her...next to which is believed to be the mahal (place) where Gabriel, peace be upon him, revealed himself. And there is also the place where the disciples of Jesus, peace be upon him, worshipped. It is said that prayers are answered in that spot, so we prayed two prostrations...">>
<<else>>
<<set _title to "Town of Bethlehem">>
<<set _desc to "Heading south from Jerusalem you arrive to the town of Bethlehem (Beit Lahm) which you find full of Christian pilgrims visiting religious sites related to the Prophet Isa (Jesus). On the way to the town you pass the tomb of the matriarch Rachel (Qabr Rahil) which is similarly also visited by Muslim, Christian, and Jewish pilgims alike. The town itself is not like the large city of Jerusalem and is lacking in a large market or large vaqfs (pious endowments). However, it is a pleasant resting place on your joruney south to al-Khalil al-Rahman.\n\n ">>
<<set _hist to "The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, wrote the following about Bethlehem: \n\n//'Being arrived at Bethlehem, we immediatly made a circular visit to all the holy places belonging to it: as namely the place where it is said, our Blessed Lord was Born, the Manger in which it is said, he was laid...'// \n\n The late seventeenth-century Sufi traveler, al-Nabulusi, visited Bethlehem and showcased the ways in which Muslim pilgrims saw the Christian and Muslim holy sites of Bethlehem. He wrote: \n\n//'in an underground mosque...with a mihrab that is said to have been where our Lady Mary worshipped, peace be upon her...next to which is believed to be the mahal (place) where Gabriel, peace be upon him, revealed himself. And there is also the place where the disciples of Jesus, peace be upon him, worshipped. It is said that prayers are answered in that spot, so we prayed two prostrations...">>
<<endif>>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 29>>
<<set _shrine to 2>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Evliya the Pilgrim: //'(talking to his wife Safiye) All of these Christian pilgrims here makes this place too crowded, only a Sufi would appreciate this sea of people coming to these shrines!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) The tomb of Rachel and the sites related to the Prophet Isa (Jesus) were restful stops along the road, I would recommend that any pilgrim passing through on the road to al-Khalil al-Rahman stop here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(talking to other travelers) Heading south to al-Khalil al-Rahman (Hebron) will surely mark an importent moment during my hajj journey, as I will have been to two of the four major sites of Islam, the others being at the end of my journey with Mecca and Medina! By visiting these four holy places I am sure to be rewarded by God!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "al-Khalil al-Rahman">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "al-Khalil al-Rahman">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Qalat Burak">>
<<set _time to 1>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
<<set $player.shrineisa5 to 1>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Qalat Burak]]
[[|al-Khalil al-Rahman]] <<nobr>>
<<if $player.unclechallenge is 1 and $player.unclechallengevisit is 0>>
<<script>>
Dialog.setup("The Distant Uncle: A Reunion");
Dialog.wiki(Story.get("The Distant Uncle: A Reunion").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Port of Sidon">>
<<set _desc to "Sailing south along the coast your ship comes to the busy Port of Sidon (Saida) whose harbor is littered with ancient stones and the ruins of an old citidel. However, you find a worthwhile marketplace here as Sidon (Saida) draws in many local merchants since it is the center of an Ottoman Eyalet (province). In the center of the port across from the sea castle sits a local caravanserai which hosts an //imaret// (soup kitchen) for travelers and merchants to this port. you and your shipmates to resupply as you sail slowly down the coast to Palestine. \n\n ">>
<<set _hist to "The image above is a 19th-century image of Sidon (Saida) by the Scottish orientalist David Roberts. The late seventeenth-century English Levant Company Chaplin, Henry Maundrell, described Sidon (Saida) in the following manner:\n\n//'Sidon (Saida) is stocked well enough with inhabitants, but is very much shrunk from its ancient extent, and more from its splendor. As appears from a great many beautiful pillars, that
lie scattered up and down the gardens without the present walls. Whatever antiquities may at any time have been
hereabout, they are now all perfectly obscured and buried by the Turkish buildings.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 35>>
<<set _shrine to 5>>
<<set _water to 60>>
<<set _bath to 5>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(boasting to other travelers) You know my own cousin was appointed last Ramadan by out glorious Sultan Gazi Mehmed himself to be the next Sancak Bey (governor) of Sidon! (her friend rolls her eyes) It must have been his idea to have this caravanserai so well endowded by the vaqf (pious endowment) to provide the provisions at this imaret! (now speaking quietly to herself) though I do not know why he would turn me away at the gates of his Konak (residence, mansion)?'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Old Hajji Mustafa: //'(talking to other pilgrims) If I were you, I would make sure to take on water here! For God has blessed you on this pious journey and I am sure no harm will come to you if the water seems brackish!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Sergius the Maronite ‘Sailor’: //'(talking to suspicious men) There are a great many 'treasures' off the coast of Cyprus, I say you come with me and my crew and we can make off with quite a haul off the coast of Leymosun! (other men begin to look interested in what he is saying)'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Ruins of Tyre">>
<<set _time to 3>>
<<elseif $player.speed is "medium">>
<<set _destination to "Ruins of Tyre">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ruins of Tyre">>
<<set _time to 3>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestineFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Ruins of Tyre]]
[[|The Distant Uncle: A Reunion]]<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Sabastiyah">>
<<set _desc to "Traveling south on the road ot Nablus through the rolling hills of Palestine you arrive to the village of Sabastiyah (Sebastia). The small village stands on top of a rolling hill surrounded by olive groves. You notice that ancient ruins of long destoryed stone punctuate the horizon here. However, the village is full of life as many pilgrims head to the square Nabi Yahya mosque and tombs. Your fellow pilgrims hurriedly inform you that the Nabi Yahya mosque is where Nabi Yahya (John the Baptist) is indeed buried here! They say that the mosque also hold the tomb of the Prophet Elyesa (Elisha). It seems that taking the slower caravan has rewarded you with the opportunity to visit these shrines, a truely sacred blessing! \n\n ">>
<<set _hist to "The image above is a 19th-century image of Jenin by the Scottish orientalist David Roberts, in it you can see the ruins of ancient Sabastiyah in the distance, the largest structure being the ruins of a former crusader castle built on the site of John the Baptist's tomb. The medieval Arab geographer Yaqut al-Hamawi describes Sabastiyah in the following manner: \n\n//'Sabastiyah is a town of the Filastin (Palestine) Province belonging to Jerusalem, and lying 2 days from it. It is of the Nabulus District. There are here the tombs of Zakariyyah (something not reported in other accounts) and of Yahya, the son of Zakariyyah (John the Baptist), and of many other prophets and holy men.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 3>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) I am grateful that I took the slower caravan so I could spend time here, the tombs were serene places to reflect on my own holy journey!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(talking to other travelers) I have heard that pilgrims traveling south of Jerusalem have had trouble with bandits and Bedouin attacks, a wise traveler would make sure to hire some protection on your next opportunity to do so!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ignatius Abdulmasih the local Syriac Priest: //'(talking to Christian pilgrims) It would be wise for you all to fill up on water here, as it is one of the better wells one finds in Palestine!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nablus">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Nablus">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Nablus">>
<<set _time to 3>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassagePalestine _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Nablus]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Sephardic Merchant</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sephardic_merchant.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While heading to $temp.destination, you hear a group of men speaking in what sounds like Ladino (Judeo-Spanish), the moment you hear this you know that these men are Sephardic Jewish Merchants. You approach and the merchant mentions that he is moving a wide variety of fabrics he has collected in his travels from Safed to the Rumelian city of Salonika (Selânik) via the port of Akka (Acre). He offers you and your fellow pilgrims the change to trade with him. Do you stop to trade with him?
</div>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
silk: {
name: "Silk",
hi_price: 165,
lo_price: 150,
hi_sell: 150,
lo_sell: 130,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 220,
lo_price: 180,
hi_sell: 180,
lo_sell: 150,
},
englishfabric: {
name: "English Fabric",
hi_price: 100,
lo_price: 85,
hi_sell: 85,
lo_sell: 60,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
alaja: {
name: "Alaja Fabric",
hi_price: 90,
lo_price: 80,
hi_sell: 80,
lo_sell: 70,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 135,
lo_price: 100,
hi_sell: 100,
lo_sell: 70,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 37,
lo_price: 27,
hi_sell: 27,
lo_sell: 10,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 250,
lo_price: 200,
hi_sell: 200,
lo_sell: 100,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 80,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
}
}>>
<<set $temp.individualmarkettitle to "Sephardic Merchant">>
<<set $temp.individualmarketimage to setup.ImagePath+'events/Sephardic_merchant.jpg';>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes- Trade with Him">>
<<set $player.time to $player.time+4>>
<<goto "Individual Market UI">>
<</button>>
</span>
<span id="initialDestination">
<<button "No- Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Individual Market UI]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pilgrim Encounter: Orthodox Hajjis</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/pilgrim_encounter.jpg';>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<img @src=_h class='center' style="width: 40%;">
<<set _gift to Math.floor($player.money*0.15)>>
<<set $temp.gift to _gift>>
<br>
<div style="text-align: center;">
While on your way to $temp.destination you come across a a group of Christian pilgrims traveling through Palestine. Knowing that they are also traveling on a spiritual journey you decide to approach these Christian Hajjis (the title many Orthodox Christians would adopt after they visited Jerusalem). However, you should not approach them without a gift of goodwill if you expect hospitality in return. One of your fellow pilgrims suggests that you gift them _gift <img @src=_coinimage style='height: 1.5ex;'> akçe to demonstrate your good intentions. Do you wish to provide this gift?
</div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes - Present Gift">>
<<goto "Yes - Present Gift">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Moving On">>
<</button>>
</span>
</div>
[[|Yes - Present Gift]]
[[|Moving On]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pilgrim Encounter: Orthodox Hajjis</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/pilgrim_encounter.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.trust to $player.trust+1>>
<<set _randomAttack to random(0,100)>>
<<if _randomAttack lte 30>>
<<goto "Palestinian Brigands">>
<<else>>
/*----- Encampment Outcome -----*/
<br>
<<set _randomwater to random(20,40)>>
<<set _randomfood to random(20,40)>>
<<set _randomitem1 to random(10,15)>>
<<set _randomitem2 to random(20,30)>>
<<set _randomitem3 to random(30,40)>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.money to $player.money-$temp.gift>>
<<set _random to random(5,10)>>
<<set $player.time to $player.time+_random>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_randomwater>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomfood>>
<<set $player.inventory.coffee.amount to $player.inventory.coffee.amount+_randomitem1>>
<<set $player.inventory.pistachios.amount to $player.inventory.pistachios.amount+_randomitem2>>
<<set $player.inventory.anatolianfruits.amount to $player.inventory.anatolianfruits.amount+_randomitem3>>
<<set _randompiety to random(5,10)>>
<<set $player.piety to $player.piety+_randompiety>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
You arrive to the encampment of the Orthodox Christian hajjis who are on their way from Jerusalem heading back home to Athens. After receiving your gift of $temp.gift <img @src=_coinimage style='height: 1.5ex;'> akçe they are overwhelmed by your hospitality and they insist you stay and share a meal with them! You spend _random hours with the pilgrims swapping stories of travel along the pilgrim's road. Upon your departure, the other pilgrims gift you _randomfood <img @src=_foodimage style='height: 1.5ex;'> sacks of food and _randomwater <img @src=_waterimage style="height: 1.5ex;"> jugs of water! Along with these gifts they send you off with _randomitem1 sacks of coffee, _randomitem2 bags of pistachios, and _randomitem3 various Anatolian fruits including apricots, lemons, and apples! The whole experience has restored your faith in your fellow traveler!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $player.luck to $player.luck+1>>
<<set $temp.from to "pasha">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Palestinian Brigands]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pushing Ahead</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/pilgrim_encounter.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.piety to $player.piety-10>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<set $player.fear to $player.fear+1>>
<div style="text-align: center;">
You decide not to present a gift to the Christian pilgims and push on to $temp.destination. However, as you move past the pilgrim encampment, leaving them as strangers upon the road does not seem to sit well with you and you feel greedy for holding on to your coins instead of breaking bread with these fellow pilgims, no matter their faith.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Palestinian Brigands</td>
</tr>
</table>
</div>
<<set _randomWounded to random(15,100)>>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'events/brigands.jpg';>>
<<else>>
<<set _h to setup.ImagePath+'events/brigands2.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
You are attacked on your way to $temp.destination by a group of brigands who roam the countryside of Palestine. These groups of men have found it more profitable to prey upon passing travelers rather than working the land after their fields became worthless after a recent drought.
<br>
<br>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<set _protect to 0>>
<<if $player.inventory.talismanicring.amount > 0>>
<br>
<<set _protect to 1>>
//As you ready yourself to fight off the bandits you notice that their horses begin to become spooked by something nearby. As the confused bandits give up their attack, having lost the moment of opportunity, you and your fellow pilgrims celebrate your escape from danger! However, you notice that your talismanic ring has fallen off your finger during the commotion, lost and unfound! Maybe it was chance or maybe the talismanic ring protected you this time from danger - only God knows!//
<br>
<br>
For an example of a talismanic ring see this example from the Metropolitan Museum of Art [[here|https://www.metmuseum.org/art/collection/search/446273]]
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount-1>>
<br>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Janissary Agha----------*/
<<if $family[0].trait is "Janissary Agha" or $family[1].trait is "Janissary Agha" or $family[2].trait is "Janissary Agha">>
<<if $family[0].trait is "Janissary Agha">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary Agha">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary Agha">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,9)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Janissary Agha you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set $family.fled to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended - they seemed to have some agreement with those that attacked you.
<<elseif $temp.killed is 0>>
<<set $family.killed to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Bandit----------*/
<<elseif $family[0].trait is "Bandit" or $family[1].trait is "Bandit" or $family[2].trait is "Bandit">>
<<if $family[0].trait is "Bandit">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Bandit">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Bandit">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The former bandit you hired, <b>$temp.eventname</b>, was able to negotiate with the highwaymen on your behalf. It seems $temp.eventname knew them and they immediately began to apologize, speaking to $temp.eventname with great respect - they gift you 200 //akçe// and wish you well on your way!
<<set $player.money to $player.money+200>>
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The former bandit you hired, <b>$temp.eventname</b>, seems to know them and suddenly it seems that your protector is now your adversary and after the raid $temp.eventname flees into the countryside with the bandits!
<<endif>>
<br>
/*---------Aleppan Janissary----------*/
<<elseif $family[0].trait is "Aleppan Janissary" or $family[1].trait is "Aleppan Janissary" or $family[2].trait is "Aleppan Janissary">>
<<if $family[0].trait is "Aleppan Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Aleppan Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Aleppan Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Janissary----------*/
<<elseif $family[0].trait is "Janissary" or $family[1].trait is "Janissary" or $family[2].trait is "Janissary">>
<<if $family[0].trait is "Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 3>>
The Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
<<set $family.killed to 1>>
The Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Eunuch----------*/
<<elseif $family[0].trait is "Eunuch" or $family[1].trait is "Eunuch" or $family[2].trait is "Eunuch">>
<<if $family[0].trait is "Eunuch">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Eunuch">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Eunuch">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,5)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Turkman----------*/
<<elseif $family[0].trait is "Turkman" or $family[1].trait is "Turkman" or $family[2].trait is "Turkman">>
<<if $family[0].trait is "Turkman">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Turkman">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Turkman">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Turkman guide you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set $family.killed to 1>>
The Turkman guide you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Sekban----------*/
<<elseif $family[0].trait is "Sekban" or $family[1].trait is "Sekban" or $family[2].trait is "Sekban">>
<<if $family[0].trait is "Sekban">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sekban">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sekban">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Sekban you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sekban you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended. They seemed to have some agreement with those that assaulted you!
<<endif>>
<br>
/*---------Sipahi----------*/
<<elseif $family[0].trait is "Sipahi" or $family[1].trait is "Sipahi" or $family[2].trait is "Sipahi">>
<<if $family[0].trait is "Sipahi">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sipahi">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sipahi">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Sipahi you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 2>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 3>>
<<set $family.killed to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Azep----------*/
<<elseif $family[0].trait is "Azep" or $family[1].trait is "Azep" or $family[2].trait is "Azep">>
<<if $family[0].trait is "Azep">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Azep">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Azep">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,2)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0>>
The irregular soldier you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 2>>
<<set $family.killed to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.75))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water" and Object.keys($player.inventory)[_x]!="soldiers" and Object.keys($player.inventory)[_x]!="greeksailors" and Object.keys($player.inventory)[_x]!="albanian">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
In 1671 Evliya Çelebi had his caravan set upon by brigands and his caravan joined with local merchants to fight them, however, they did not survive the engagement unscathed with Evliya noting that:
<br>
<br>
//'seven bandits had been killed, while nine of the merchants had been martyred and seven horses had fallen. The river-valley was full of corpses and weapons and flowing with blood; it had turned into a tulip garden of a battlefield. They (the merchants) had had ten pack horses, and all their bales of goods lay scattered over the ground.'//
<br> <br> </div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<set $temp.lock to 1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Unkind Friends</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/unkind_friends.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $family[0].trait is "Sekban" or $family[1].trait is "Sekban" or $family[2].trait is "Sekban" or $family[0].trait is "Azep" or $family[1].trait is "Azep" or $family[2].trait is "Azep" or $family[0].trait is "Turkman" or $family[1].trait is "Turkman" or $family[2].trait is "Turkman">>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.33))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
<<if $family[0].trait is "Sekban" or $family[0].trait is "Azep" or $family[0].trait is "Turkman">>
<br><br>
While on your way to $temp.destination it seems that <b>$family[0].name</b> rode off from the caravan with _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from your saddle. Not only have they stolen from you but they have deserted their duty, now no longer protecting you on the road! Who knows if they had planned this or if they simply saw an opportunity!
<<elseif $family[1].trait is "Sekban" or $family[1].trait is "Azep" or $family[1].trait is "Turkman">>
<br><br>
While on your way to $temp.destination it seems that <b>$family[1].name</b> rode off from the caravan with _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from your saddle. Not only have they stolen from you but they have deserted their duty, now no longer protecting you on the road! Who knows if they had planned this or if they simply saw an opportunity!
<<elseif $family[2].trait is "Sekban" or $family[2].trait is "Azep" or $family[2].trait is "Turkman">>
<br><br>
While on your way to $temp.destination it seems that <b>$family[2].name</b> rode off from the caravan with _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from your saddle. Not only have they stolen from you but they have deserted their duty, now no longer protecting you on the road! Who knows if they had planned this or if they simply saw an opportunity!
<<endif>>
</div>
<br><br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*----------------------*/
<<set _stolenItems to ["jewels", "diamonds", "arak", "dagger", "fur", "gazzatum", "knightsconduct", "silk", "quran", "talisman", "illuminated", "water", "food"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 5>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
<<if $family[0].trait is "Sekban" or $family[0].trait is "Azep" or $family[0].trait is "Turkman">>
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<elseif $family[1].trait is "Sekban" or $family[1].trait is "Azep" or $family[1].trait is "Turkman">>
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<elseif $family[2].trait is "Sekban" or $family[2].trait is "Azep" or $family[2].trait is "Turkman">>
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Suspicious Sailors</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/unkind_sailors.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $family[0].trait is "Corsair" or $family[1].trait is "Corsair" or $family[2].trait is "Corsair" or $family[0].trait is "Albanian Sailor" or $family[1].trait is "Albanian Sailor" or $family[2].trait is "Albanian Sailor">>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.33))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
<<if $family[0].trait is "Corsair" or $family[0].trait is "Albanian Sailor">>
While on your way to $temp.destination it seems that <b>$family[0].name</b> took off under the cover of night on a small ship from the main vessel with _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from your pack. Not only have they stolen from you but you are left without an experienced sailor to protect you on the high seas! Who knows if they had planned this or if they simply saw an opportunity!
<<elseif $family[1].trait is "Corsair" or $family[1].trait is "Albanian Sailor">>
While on your way to $temp.destination it seems that <b>$family[1].name</b> took off under the cover of night on a small ship from the main vessel with _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from your pack. Not only have they stolen from you but you are left without an experienced sailor to protect you on the high seas! Who knows if they had planned this or if they simply saw an opportunity!
<<elseif $family[2].trait is "Corsair" or $family[2].trait is "Albanian Sailor">>
While on your way to $temp.destination it seems that <b>$family[2].name</b> took off under the cover of night on a small ship from the main vessel with _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from your pack. Not only have they stolen from you but you are left without an experienced sailor to protect you on the high seas! Who knows if they had planned this or if they simply saw an opportunity!
<<endif>>
</div>
<br><br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*----------------------*/
<<set _stolenItems to ["jewels", "diamonds", "arak", "dagger", "fur", "gazzatum", "knightsconduct", "silk", "quran", "talisman", "illuminated", "water", "food"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 5>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
<<if $family[0].trait is "Corsair" or $family[0].trait is "Albanian Sailor">>
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<elseif $family[1].trait is "Corsair" or $family[1].trait is "Albanian Sailor">>
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<elseif $family[2].trait is "Corsair" or $family[2].trait is "Albanian Sailor">>
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after stealing from you - having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Call to Arms</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/call_to_arms.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomMoney to random(200,1000)>>
<<if $player.job is "Ottoman Janissary Ağa">>
<<set _randomMoney to random(200,400)>>
<<elseif $player.job is "Ottoman Princess">>
<<set _randomMoney to random(400,700)>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomMoney to random(1300,2000)>>
<<endif>>
<<set $temp.randomMoney to _randomMoney>>
<br>
<<if $family[0].trait is "Janissary Agha" or $family[1].trait is "Janissary Agha" or $family[2].trait is "Janissary Agha" or $family[0].trait is "Janissary" or $family[1].trait is "Janissary" or $family[2].trait is "Janissary" or $family[0].trait is "Aleppan Janissary" or $family[1].trait is "Aleppan Janissary" or $family[2].trait is "Aleppan Janissary" or $family[0].trait is "Sekban" or $family[1].trait is "Sekban" or $family[2].trait is "Sekban" or $family[0].trait is "Sipahi" or $family[1].trait is "Sipahi" or $family[2].trait is "Sipahi" or $family[0].trait is "Corsair" or $family[1].trait is "Corsair" or $family[2].trait is "Corsair" or $family[0].trait is "Levantine" or $family[1].trait is "Levantine" or $family[2].trait is "Levantine">>
<div style="text-align: center;">
While on your way to $temp.destination you hear rumors of a war with Poland and that the Ottoman Empire is gathering its soldiers and sailors for the coming campaign. The following among your caravan demand that you pay them _randomMoney <img @src=_coinimage style="height: 1.5ex;"> if you wish for them to stay with you and give up on their chance of plunder against Poland. If you cannot pay, they say they will leave your service and head north to the gathering army and navy.
<br><br>
<<if $family[0].trait is "Janissary Agha" or $family[0].trait is "Janissary" or $family[0].trait is "Aleppan Janissary" or $family[0].trait is "Sekban" or $family[0].trait is "Sipahi" or $family[0].trait is "Corsair" or $family[0].trait is "Levantine">>
<b>$family[0].name</b><br><br>
<<endif>>
<<if $family[1].trait is "Janissary Agha" or $family[1].trait is "Janissary" or $family[1].trait is "Aleppan Janissary" or $family[1].trait is "Sekban" or $family[1].trait is "Sipahi" or $family[1].trait is "Corsair" or $family[1].trait is "Levantine">>
<b>$family[1].name</b><br><br>
<<endif>>
<<if $family[2].trait is "Janissary Agha" or $family[2].trait is "Janissary" or $family[2].trait is "Aleppan Janissary" or $family[2].trait is "Sekban" or $family[2].trait is "Sipahi" or $family[2].trait is "Corsair" or $family[2].trait is "Levantine">>
<b>$family[2].name</b><br><br>
<<endif>>
</div>
<<else>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if $player.money gte _randomMoney>>
<span id="initialDestination">
<<button "Yes - Pay _randomMoney Akçe">>
<<goto "Pay">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Yes - Pay _randomMoney Akçe">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<goto "Refuse to Pay">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pay]]
[[|Refuse to Pay]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Pay Fee</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/call_to_arms.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.money to $player.money-$temp.randomMoney>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
They are happy that you paid them $temp.randomMoney <img @src=_coinimage style="height: 1.5ex;"> akçe. They decide to stay with you and serve you as you travel on your way to Mecca rather than join the new campaign against Poland.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Call to Arms</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/call_to_arms.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
The soldiers with you go to join the war. They leave you and your travel companions as they head north to join the Ottoman war efforts in hope of fame and fortune!
<br><br>
Your caravan says farewell to the following:
<br><br>
<<if $family[0].trait is "Janissary Agha" or $family[0].trait is "Janissary" or $family[0].trait is "Aleppan Janissary" or $family[0].trait is "Sekban" or $family[0].trait is "Sipahi" or $family[0].trait is "Corsair" or $family[0].trait is "Levantine">>
<b>$family[0].name</b><br><br>
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<endif>>
<<if $family[1].trait is "Janissary Agha" or $family[1].trait is "Janissary" or $family[1].trait is "Aleppan Janissary" or $family[1].trait is "Sekban" or $family[1].trait is "Sipahi" or $family[1].trait is "Corsair" or $family[1].trait is "Levantine">>
<b>$family[1].name</b><br><br>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<endif>>
<<if $family[2].trait is "Janissary Agha" or $family[2].trait is "Janissary" or $family[2].trait is "Aleppan Janissary" or $family[2].trait is "Sekban" or $family[2].trait is "Sipahi" or $family[2].trait is "Corsair" or $family[2].trait is "Levantine">>
<b>$family[2].name</b><br><br>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<endif>>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.luck to $player.luck+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Jewish Physician</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/jewish_physician.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.health is 100>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
<<set _randomHealth to random(25,50)>>
<<set $player.health to $player.health+_randomHealth>>
<<if $player.health > 100>>
<<set $player.health to 100>>
<<endif>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to $family[_i].health+_randomHealth>>
<<if $family[_i].health > 100>>
<<set $family[_i].health to 100>>
<<endif>>
<</for>>
<<endif>>
<div style="text-align: center;">
While on the road to $temp.destination, you come across a Jewish physician who says he has served in the court of the Pasha of Damascus for many years. As you talk with him he notices that members of your traveling party are in ill health, and provides you with some healing remedies.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "dervish">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $player.regions.anatolia to 1>>
/* -- New Map -- */
<div style="text-align: center;">
<h3>Region Map</h3>
</div>
<div>
<div id="regionmapid"></div>
<div id="regionlegend" style="text-align: center;">
<h3>LEGEND</h3>
</div>
</div>
<<if $temp.searouteenter is 1>>
Welcome to the Aegean and Anatolia! <br>
<br>
You arrive to the Aegean Sea and the Coast of Anatolia. From here you can travel by sea along Anatolia with the option to either cut across on land to the Shrine of Mevlana Rumi in Konya or to continue by sea to Iskenderun and the region of Syria.
<<else>>
Welcome to Anatolia! <br>
<br>
Across the Bosporus Strait from Istanbul is the forested coastline of Anatolia and the continent of Asia, beginning of the official Ottoman caravan route to Mecca. From here the road passes through major trading cities, the peaks of the Taurus Mountains, the rocky landscapes of Cappadocia, the grassy steppeland of central Anatolia, and the lowland marshes of Cilicia. You can either go across Anatolia by land or around its coast by sea in order to reach Syria and the hajj road to the south. Sufi shrines dot the pilgrimage road through Anatolia with the most important religious shrine being the Shrine of Mevlana Rumi in the city of Konya.
<<endif>>
<br><br>
<<if $player.start3 is 1>>
<u><b>Rumelia Score Summary</b></u>
<br>
<br>
<button type="button" class="collapsible"><b>Rumelia Pilgrim's Path Achievements</b></button>
<div class="scoring"> <br> <br>
<<if $player.shrinecountrumelia gte 6 and $player.shrinecountrumelia lt 10>>
<i>The Halveti Pilgrim: Visit at least 6 Religious Sites in Rumelia</i>: 10 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+10>>
<<elseif $player.shrinecountrumelia gte 10 and $player.shrinecountrumelia lt 15>>
<i>The Kalandar Sufi: Visit at least 10 Religious Sites in Rumelia</i>: 15 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+15>>
<<elseif $player.shrinecountrumelia gte 15>>
<i>The Tekke: Visit 15 or more Religious Sites in Rumelia</i>: 20 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+20>>
<<endif>>
<<if $player.shrinekosovo is 1>>
<i>The Memory of Hüdavendigâr: Visit the Repaired Tomb of Sultan Murad Hüdavendigâr</i>: 5 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+5>>
<<endif>>
<<if $player.shrineuskub is 1>>
<i>The Gentleman Bard: Visit the Tomb of Aşık Çelebi</i>: 5 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+5>>
<<endif>>
<<if $player.shrinevaliva is 1>>
<i>The Great Outdoors: Visit the Namazgah of Valvia</i>: 5 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+5>>
<<endif>>
<<if $player.shrineowl is 1>>
<i>Father Owl: Visit the Tomb of Baykuş Baba in Vodina</i>: 5 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+5>>
<<endif>>
<<if $player.shrineyaz is 1>>
<i>The Brothers Yazıcıoğlu: Visit a Site Related to either Ahmed or Mehmed Yazıcıoğlu</i>: 5 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+5>>
<<endif>>
<<if $player.shrinebali is 1>>
<i>The Halveti Sheikh: Visit the Tomb of the Halveti Sheikh Bâlî Efendi</i>: 10 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+10>>
<<endif>>
<<if $player.shrinemosque gte 5>>
<i>The Ottoman Architect: Visit at least 5 notable Ottoman Mosques in Rumelia</i>: 10 <br>
<<set $player.pietyscorerumelia to $player.pietyscorerumelia+10>>
<<endif>>
<br><br>
</div>
<br><br>
<button type="button" class="collapsible"><b>Rumelia Merchant Achievements</b></button>
<div class="scoring"> <br> <br>
<<if $player.inventory.wheat.amount gte 20 and $player.inventory.beeswaxcandle.amount gte 2 and $player.inventory.grapejuice.amount gte 2 and $player.inventory.jacket.amount gte 1 and $player.inventory.writingbox.amount gte 1 and $player.inventory.rakija.amount gte 1>>
<i>The Merchant of Herzegovina: As a merchant moving goods out of Rumelia you make it to the next region with at least 20 Bushels of Wheat, at least 2 Beeswax Candles, at least 2 Casks of Grape Juice, at least one Traditional Folk Jacket, at least one Mother of Pearl Writing Box, and at least one bottle of Quince Rakija</i>: 15 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+15>>
<<set $player.merchantherz to 1>>
<<endif>>
<<if $player.inventory.rakija.amount gte 3 and $player.inventory.misket.amount gte 3>>
<i>Sultan Sarhoş Selim: You leave Rumelia with at least 3 bottles of Quince Rakija and at least 3 bottles of Bulgarian Misket Wine</i>: 5 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+5>>
<<set $player.selimraki to 1>>
<<endif>>
<<if $player.inventory.gusle.amount gte 5 and $player.inventory.kaval.amount gte 5>>
<i>The Musician: As you leave Rumelia you carry with you at least 5 Kaval Flutes and 5 Gusle String Instrument </i>: 3 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+3>>
<<set $player.merchantmusic to 1>>
<<endif>>
<<if $player.inventory.mappamundi.amount gte 1 and $player.inventory.venetiansafe.amount gte 1 and $player.inventory.pocketwatch.amount gte 1>>
<i>The Merchant of Venice: You leave Rumelia with goods from Venice - 1 Mappa Mundi, 1 Venetian Letter of Safe Conduct, and 1 Austrian Pocket Watch</i>: 2 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+2>>
<<set $player.venice to 1>>
<<endif>>
<<if $player.inventory.dalail.amount gte 1>>
<i>The Hajji Merchant: You leave Rumelia with 1 copy of the Dala'il Khayrat</i>: 2 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+2>>
<<set $player.merchantdalail to 1>>
<<endif>>
<<if $player.merchantmarket is 1>>
<i>The Merchant Fair: Visit the Uzunca Ova Fair</i>: 2 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+2>>
<<endif>>
<<if $player.money gte 7000>>
<i>The Bosnian Merchant: More than 7,000 akçe in your purse by the time you leave Rumelia</i>: 10 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+10>>
<<set $player.merchantbosnian to 1>>
<<endif>>
<<if $player.money lt 7000 and $player.money gte 3000>>
<i>The Merchant of Dubrovnik: More than 3,000 akçe in your purse by the time you leave Rumelia</i>: 5 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+5>>
<<set $player.merchantdubrovnik to 1>>
<<endif>>
<<if $player.money lt 3000 and $player.money gte 2000>>
<i>The Merchant of Edirne: More than 2,000 akçe in your purse by the time you leave Ruemlia</i>: 3 <br>
<<set $player.merchantscorerumelia to $player.merchantscorerumelia+3>>
<<set $player.merchantedirne to 1>>
<<endif>>
<br><br> </div> <br><br>
<button type="button" class="collapsible"><b>Rumelia Travel Bonuses</b></button>
<div class="scoring"> <br> <br>
<<if $player.dubrovniktravel is 1>>
<i>The Dalmatian Traveler: Traveled to Dubro-Venedik (Dubrovnik)</i>: 5 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+5>>
<<endif>>
<<if $player.belgradetravel is 1>>
<i>The Soldier of Belgrade: Traveled to Belgrade</i>: 5 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+5>>
<<endif>>
<<if $player.uskubtravel is 1>>
<i>The Macedonian Traveler: Traveled to Üsküb</i>: 5 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+5>>
<<endif>>
<<if $player.laketravel is 1>>
<i>The Lakeshore: Traveled to Lake Ohrid</i>: 10 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+10>>
<<endif>>
<<if $player.barbarytravel is 1>>
<i>The Corsair's Attendant: Traveled to Cerigo</i>: 10 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+10>>
<<endif>>
<<if $player.edirnetravel is 1>>
<i>The Hunting Expedition: Traveled to Edirne</i>: 5 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+5>>
<<endif>>
<<if $player.salonikatravel is 1>>
<i>The Sephardic Merchant: Traveled to Salonika</i>: 5 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+5>>
<<endif>>
<<if $player.sofyatravel is 1>>
<i>The Bulgarian Traveler: Traveled to Sofya</i>: 5 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+5>>
<<endif>>
<<if $player.inventory.cat.amount is 1>>
<i>The Kedi: You Picked Up a Cat in your Travels</i>: 2 <br>
<<set $player.achievementscorerumelia to $player.achievementscorerumelia+2>>
<<endif>>
<br><br>
</div>
<br><br>
<br><b>Totals from Rumelia:</b><br><br>
<b>Rumelia Pilgrim's Path Score:</b> $player.pietyscorerumelia <br>
<b>Rumelia Merchant Score:</b> $player.merchantscorerumelia <br>
<b>Rumelia Achievement Score:</b> $player.achievementscorerumelia <br>
-These Points Exclude Running Totals-
<<endif>>
[[|Üsküdar]]
[[|Hanya]]
[[|Lesbos]] <<if $temp.zizyafrom is 1>>
<<set $player.regions.syria to 1>>
/* -- New Map -- */
<div style="text-align: center;">
<h3>Region Map</h3>
</div>
<div>
<div id="regionmapid"></div>
<div id="regionlegend" style="text-align: center;">
<h3>LEGEND</h3>
</div>
</div>
Welcome to Syria! <br>
As you leave the borders of Palestine you come breifly to the region of Syria before you get to the desert fortress of Ma’an, the first stop in Arabia.
<br>
<br>
/*--------------------------------*/
/*----- Set Palestine Score ------*/
/*--------------------------------*/
<u><b>Palestine Score Summary</b></u>
<br>
<br>
<button type="button" class="collapsible"><b>Palestine Pilgrim's Path Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.shrinecountpalestine gte 10 and $player.shrinecountpalestine lt 15>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+10>>
<i>The Palestinian Pilgrim: Visit at least 10 Religious Sites in Palestine</i>: 10 <br>
<<elseif $player.shrinecountpalestine gte 15>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+20>>
<i>The Way of the Sufi: Visit 15 or more Religious Sites in Palestine</i>: 20 <br>
<<endif>>
<<if $player.shrinejerusalem is 1>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+10>>
<i>Naqshbandi Sufi: Visit the Dome of the Rock in Jerusalem</i>: 10 <br>
<<endif>>
<<if $player.shrinehalil is 1>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+10>>
<i>The Studious Dervish: Visit the Shrine of Ibrahim in al-Khalil al-Rahman (Hebron)</i>: 10 <br>
<<endif>>
<<if $player.shrinenabimusa is 1>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+10>>
<i>Well-Traveled Dervish: Visit the Shrine of Nabi Musa</i>: 10 <br>
<<endif>>
<<if $player.shrineisa1 is 1 and $player.shrineisa2 is 1 and $player.shrineisa3 is 1 and $player.shrineisa4 is 1 and $player.shrineisa5 is 1>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+15>>
<i>Following the Prophet Isa (Jesus): Visit the five significant sites of Palestine related to the life of the Prophet Isa (Jesus) (Jerusalem,Bethlehem,Nazareth,Mount Tabor (Khan al-Tujjar), and the Sea of Galilee(Safed))</i>: 15 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Palestine Merchant Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.inventory.olivewood.amount gte 10 and $player.inventory.prayerbeads.amount gte 10 and $player.inventory.carving.amount gte 10 and $player.inventory.gazzatum.amount gte 5 and $player.inventory.fur.amount gt 0 and $player.inventory.menasik.amount gt 0>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+15>>
<<set $player.merchantjaffa to 1>>
<i>The Jaffa Merchant: As a merchant moving goods from the Palestinian coast you have made it out of Palestine to the next region with at least 10 sets of Olive Wood Carvings, at least 10 sets of Misbaha Prayer Beads, at least 10 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 15 <br>
<<endif>>
<<if $player.inventory.salt.amount gte 5 and $player.inventory.lace.amount gte 5 and $player.inventory.goatbutter.amount gte 10>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+5>>
<<set $player.merchantcyprus to 1>>
<i>The Cypriot Merchant: As a merchant moving goods from Cyprus and the Palestinian coast you have made it out of Palestine to the next region with at least 5 bags of Rock Salt, at least 5 examples of Lefkaritika Lace, at least 10 jars of Goat Butter</i>: 5 <br>
<<endif>>
<<if $player.inventory.blownglass.amount gte 5>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+5>>
<<set $player.merchantlebanon to 1>>
<i>The Merchant of Mount Lebanon: As a merchant moving goods from Lebanese coast and through Palestine you have made it to the next region with at least 5 fine examples of Sarafand Blown Glass</i>: 5 <br>
<<endif>>
<<if $player.inventory.gazzatum.amount gte 10>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+3>>
<<set $player.merchantgaza to 1>>
<i>The Silk Merchant of Gaza: You leave Palestine with at least 10 reels of Gazzatum Silk</i>: 3 <br>
<<endif>>
<<if $player.money gte 8000>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+10>>
<<set $player.merchantnablus to 1>>
<i>The Merchant of Nablus: More than 8,000 akçe in your purse by the time you leave Palestine</i>: 10 <br>
<<endif>>
<<if $player.money gte 4000 and $player.money lt 8000>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+5>>
<<set $player.merchantshaubek to 1>>
<i>The Merchant of Shaubek: More than 4,000 akçe in your purse by the time you leave Palestine</i>: 5 <br>
<<endif>>
<<if $player.money gte 2500 and $player.money lt 4000>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+3>>
<<set $player.merchantsafed to 1>>
<i>The Merchant of Safed: More than 2,000 akçe in your purse by the time you leave Palestine</i>: 3 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Palestine Travel Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.lebanontravel is 1>>
<i>The Lebanese Sailor: Traveled along the Lebanese Coast</i>: 5 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+5>>
<<endif>>
<<if $player.cyprustravel is 1>>
<i>The Cypriot Corsair: Traveled to Cyprus</i>: 10 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+10>>
<<endif>>
<<if $player.gazatravel is 1>>
<i>The Palestinian Traveler: Traveled to Gaza</i>: 5 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+5>>
<<endif>>
<<if $player.jerusalemtravel is 1>>
<i>The Holy Traveler: Traveled to Jerusalem</i>: 15 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+15>>
<<endif>>
<<if $player.petratravel is 1 and $player.tyretravel is 1>>
<i>Traveler in the Ruins: Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+15>>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br><b>Totals from Palestine:</b><br><br>
<b>Palestine Pilgrim's Path Score:</b> $player.pietyscorepalestine <br>
<b>Palestine Merchant Score:</b> $player.merchantscorepalestine <br>
<b>Palestine Achievement Score:</b> $player.achievementscorepalestine <br>
-These Points Exclude Running Totals-
/*--------------------------------*/
/*----- Set Anatolia From --------*/
/*--------------------------------*/
<<elseif $temp.zizyafrom is 0 and $player.start2 is 0>>
<<set $player.regions.syria to 1>>
/* -- New Map -- */
<div style="text-align: center;">
<h3>Region Map</h3>
</div>
<div>
<div id="regionmapid"></div>
<div id="regionlegend" style="text-align: center;">
<h3>LEGEND</h3>
</div>
</div>
Welcome to Syria! <br>
As you leave Anatolia you come to the region of Syria. Pilgrims here travel south by land through the Nur Mountains and either along the Orontes River towards Damascus or first to the great trading entrepôt of Aleppo and then south towards the main hajj route. Some pilgrims use the port of Iskenderun to head by sea to Palestine and Cyprus avoiding the large Syrian cities of Damascus and Aleppo. Once the pilgrims head south from Damascus they face the challenges of the desert which is fraught with danger and is lacking in water. As with Anatolia, Syria has many shrines throughout and many pilgrims go to the Shrine of Ibarahim (Abraham) in Urfa and the Sufi shrine to Ibn Arabi in Salihiyah outside of Damascus.
<br>
<br>
/*------------------------------*/
/*----- Set Anatolia Score -----*/
/*------------------------------*/
<u><b>Anatolia Score Summary</b></u>
<br>
<br>
<button type="button" class="collapsible"><b>Anatolia Pilgrim's Path Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.shrinecountanatolia gte 7 and $player.shrinecountanatolia lt 10>>
<<set $player.pietyscoreanatolia to $player.pietyscoreanatolia+10>>
<i>The Ottoman Pilgrim: Visit at least 7 Religious Sites in Anatolia</i>: 10 <br>
<<elseif $player.shrinecountanatolia gte 10>>
<<set $player.pietyscoreanatolia to $player.pietyscoreanatolia+15>>
<i>The Rumi Pilgrim: Visit 10 or more Religious Sites in Anatolia</i>: 15 <br>
<<endif>>
<<if $player.shrinekonya is 1>>
<<set $player.pietyscoreanatolia to $player.pietyscoreanatolia+10>>
<i>The Whirling Dervish: Visit Mevlana Jalaluddin Rumi's Tomb in Konya</i>: 10 <br>
<<endif>>
<<if $player.shrinebektash is 1>>
<<set $player.pietyscoreanatolia to $player.pietyscoreanatolia+10>>
<i>The Bektashi Sufi: Visit the Shrine of Haji Bektash in Cappadocia</i>: 10 <br>
<<endif>>
<<if $player.shrinegazi1 is 1 and $player.shrinegazi2 is 1 and $player.shrinegazi3 is 1 and $player.shrinegazi4 is 1>>
<<set $player.pietyscoreanatolia to $player.pietyscoreanatolia+10>>
<i>The Mythic Sufi: Visit the Shrines of Anatolia dedicated to Mythic Medieval Muslim Heroes and Legendary Figures (Nesreddin Hoca, Ertuğrul Gazi, Sarı Saltuk, Seyyid Battal Gazi)</i>: 10 <br>
<<endif>>
<<if $player.shrinesleepers is 1>>
<<set $player.pietyscoreanatolia to $player.pietyscoreanatolia+5>>
<i>The Dreamer: Visit the Cave of the Seven Sleepers in Ephesus</i>: 5 <br>
<<endif>>
<<if $player.shrinebey is 1>>
<<set $player.pietyscoreanatolia to $player.pietyscoreanatolia+5>>
<i>The Lakeside Sufi: Visit the Shrine of Eşrefoğlu Rumi in Beyşehir</i>: 5 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Anatolia Merchant Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.inventory.anatoliancarpet.amount gte 10 and $player.inventory.tobacco.amount gte 5 and $player.inventory.anatolianfruits.amount gte 10 and $player.inventory.boza.amount gte 5 and $player.inventory.opium.amount gt 0 and $player.inventory.pipes.amount gt 0 and $player.inventory.izniktile.amount gt 0>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+10>>
<<set $player.anatolianmerchantcheck to 1>>
<i>The Anatolian Merchant: As a merchant moving goods out of Anatolia you make it to Syria with at least 10 Anatolian carpets, at least 5 sacks of Tobacco, at least 10 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 10 <br>
<<endif>>
<<if $player.inventory.silk.amount gt 0 and $player.inventory.malvasiawine.amount gt 0 and $player.inventory.mastic.amount gte 3 and $player.inventory.englishfabric.amount gte 3 and $player.inventory.venetianganzi.amount gt 0>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+15>>
<<set $player.aegeanscore to 1>>
<i>The Aegean Merchant: As a merchant moving goods out of Aegean Sea you make it to the Syrian Coast with at least 3 pouches of Mastic (Tears of Chios), at least 3 yards of English Fabric, at least one bottle of Malvasia Wine, at least one fine example of Venetian Ganzi Fabric, and at least one piece of clothing made of silk</i>: 15 <br>
<<endif>>
<<if $player.inventory.opium.amount gte 3 and $player.inventory.pipes.amount gte 3 and $player.inventory.tobacco.amount gte 3>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+5>>
<<set $player.tiryaki to 1>>
<i>A Friend of Tiryaki Hasan Pasha: As a merchant of addictive goods of at least 3 pouches of Opium, at least 3 Meershaum Pipes, and at least 3 sacks of Tobacco you become fast friends which Tiryaki Hasan Pasha (Hasan Pasha the Addict)</i>: 5 <br>
<<endif>>
<<if $player.inventory.boza.amount gte 30>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+2>>
<<set $player.bozaci to 1>>
<i>The Bozaci: As you leave Anatolia you bring with you at least 30 bottles of Boza with you and are known by your traveling companions as the Bozaci (Bozaji - a Boza seller)</i>: 2 <br>
<<endif>>
<<if $player.inventory.talisman.amount gt 0>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+2>>
<<set $player.talismananatolia to 1>>
<i><b>The Occult Merchant:</b> You leave Anatolia with a Talsimanic Shirt as you belive the words on it will protect you from death</i>: 2 <br>
<<endif>>
<<if $player.inventory.malvasiawine.amount gte 5>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+5>>
<<set $player.cretanmerchant to 1>>
<i>The Cretan Merchant: You leave Anatolia with at least 5 bottles of Malvasia Wine from Crete to sell</i>: 5 <br>
<<endif>>
<<if $player.inventory.anatoliancarpet.amount gte 30>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+3>>
<<set $player.anatoliancarpetscore to 1>>
<i>The Anatolian Carpet Seller: You leave Anatolia with at least 30 Anatolian Carpets to sell in regions beyond</i>: 3 <br>
<<endif>>
<<if $player.money gte 5000>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+10>>
<<set $player.merchantistanbul to 1>>
<i>The Merchant of Istanbul: More than 5,000 akçe in your purse by the time of your arrival in Syria</i>: 10 <br>
<<endif>>
<<if $player.money gte 2000 and $player.money lt 5000>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+5>>
<<set $player.merchantbursa to 1>>
<i>The Merchant of Bursa: More than 2,000 akçe in your purse by the time of your arrival in Syria</i>: 5 <br>
<<endif>>
<<if $player.money gte 1000 and $player.money lt 2000>>
<<set $player.merchantscoreanatolia to $player.merchantscoreanatolia+3>>
<<set $player.merchantadana to 1>>
<i>The Merchant of Adana: More than 1,000 akçe in your purse by the time of your arrival in Syria</i>: 3 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Anatolia Travel Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.anatoliatravel is 1>>
<i>Anatolian Traveler: Traveled on land through Anatolia</i>: 10 <br>
<<set $player.achievementscoreanatolia to $player.achievementscoreanatolia+10>>
<<set $player.anatoliatravelscore to 1>>
<<endif>>
<<if $player.taurustravel1 is 1 and $player.taurustravel2 is 1>>
<i>Taurus Mountain Traveler: Traveled on through both the Western Taurus Mountains and through the Cilician Gates</i>: 15 <br>
<<set $player.achievementscoreanatolia to $player.achievementscoreanatolia+15>>
<<set $player.taurustravelscore to 1>>
<<endif>>
<<if $player.aegeantravel is 1>>
<i>Aegean Sailor: Traveled by sea along the coast of Anatolia</i>: 10 <br>
<<set $player.achievementscoreanatolia to $player.achievementscoreanatolia+10>>
<<set $player.aegeantravelscore to 1>>
<<endif>>
<<if $player.cappadociatravel is 1>>
<i>Ghosts of the Seljuks: Traveled through Cappadocia</i>: 10 <br>
<<set $player.achievementscoreanatolia to $player.achievementscoreanatolia+10>>
<<set $player.cappadociatravelscore to 1>>
<<endif>>
<<if $player.ciliciatravel is 1>>
<i>Through the Cilician Gates: Traveled through Cilician</i>: 5 <br>
<<set $player.achievementscoreanatolia to $player.achievementscoreanatolia+5>>
<<set $player.ciliciatravelscore to 1>>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br><b>Totals from Anatolia:</b><br><br>
<b>Anatolian Pilgrim's Path Score:</b> $player.pietyscoreanatolia <br>
<b>Anatolian Merchant Score:</b> $player.merchantscoreanatolia <br>
<b>Anatolian Achievement Score:</b> $player.achievementscoreanatolia <br>
-These Points Exclude Running Totals-
/*--------------------------------*/
/*----- Set Syria Start --------*/
/*--------------------------------*/
<<elseif $temp.zizyafrom is 0 and $player.start2 is 1>>
<<set $player.regions.syria to 1>>
/* -- New Map -- */
<div style="text-align: center;">
<h3>Region Map</h3>
</div>
<div>
<div id="regionmapid"></div>
<div id="regionlegend" style="text-align: center;">
<h3>LEGEND</h3>
</div>
</div>
Welcome to Syria! <br>
You begin in the city of Damascus in Syria after 83 days of travel from Istanbul. Once pilgrims head south from Damascus they face the challenges of the desert which is fraught with danger and is lacking in water. However, many travellers will take the road just south of Damascus to Palestine and Jerusalem in order to visit holy sites there before rejoining the pilgrimage caravan further south in the desert. The choice is up to you!
<br>
<br>
<<endif>>
[[|Belen]]
[[|Payas]]<<set $player.regions.palestine to 1>>
/* -- New Map -- */
<div style="text-align: center;">
<h3>Region Map</h3>
</div>
<div>
<div id="regionmapid"></div>
<div id="regionlegend" style="text-align: center;">
<h3>LEGEND</h3>
</div>
</div>
Welcome to Palestine! <br>
The route through Palestine is avoided by some pilgrims who wish to make good time to Mecca. However, Palestine and the coastlines of the Eastern Mediterranean are full of many shrines and worthwhile marketplaces to visit. Most significantly, the cities of Jerusalem and al-Khalil al-Rahman (Hebron) have many important shrines and are considered the most holy cities in Islam after Mecca and Medina. From al-Khalil al-Rahman the pilgrim road rejoins the main hajj road in the desert and one should prepare for the lack of water along the way there.
[[|Magosa]]
[[|Latakia]]
[[|Safed]]Double-click this passage to edit it.<<set $temp.lock to 1>>
/*------------------------*/
/*----- Check Visits -----*/
/*------------------------*/
<<set $temp.well to $temp.well+1>>
<<if $temp.well gte 2>>
<<goto "Well Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<set _h to setup.ImagePath+'hub/water_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
/*------------------------*/
/*------ Slider ----------*/
/*------------------------*/
<div align="left">
<br><br>
<<set $wateramount = 1>><label for="slidetest">''Water Amount:''</label> <br><br>
<<if $temp.water lte 33>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 33 and $temp.water lte 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="10"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<endif>>
<br><br>
''Water Taken from Well:'' <span id="slideval"></span>
<<script>>
$(document).one(":passagerender", function (event) { $(event.content).find("#slideval").text(State.variables.wateramount);
$(event.content).find("#slidetest").on("input", function () {
$("#slideval").empty().text(State.variables.wateramount);
});
});
<</script>>
<br><br>
<i><b>The more water you take from the well, the higher risk of collecting tainted water!</b></i>
<br><br>
</div>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/water.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/hocafountain.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
/*------------------------*/
/*------ Slider ----------*/
/*------------------------*/
<div align="left">
<br><br>
<<set $wateramount = 1>><label for="slidetest">''Water Amount:''</label> <br><br>
<<if $temp.water lte 33>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="60"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 33 and $temp.water lte 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="20"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<endif>>
<br><br>
''Water Taken from Well:'' <span id="slideval"></span>
<<script>>
$(document).one(":passagerender", function (event) { $(event.content).find("#slideval").text(State.variables.wateramount);
$(event.content).find("#slidetest").on("input", function () {
$("#slideval").empty().text(State.variables.wateramount);
});
});
<</script>>
<br><br>
<i><b>The more water you take from the well, the higher risk of collecting tainted water!</b></i>
<br><br>
</div>
<<endif>>
/*--------------------------*/
/*----- Nomad Ability ---------*/
/*--------------------------*/
<div align="left">
<<if $family[0].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[0].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[1].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[1].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[2].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[2].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
</div>
<br><br>
<<endif>>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+2>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Leave without Water">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Take Water from this Well">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<set _Gained to $wateramount>>
<<set $wateramount to _Gained>>
<<goto "Water from the Well">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Well Visited]]
[[|Water from the Well]]/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+4>>
/*-----------------------------*/
/*----- Set Market Prices -----*/
/*-----------------------------*/
<<if $temp.marketid is 39>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 3,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 31,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 14,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 39,
lo_sell: 26,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 49,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 14,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 13,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 14,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 18,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 17,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 25,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
dates: {
name: "Date Syrup",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
camelmilk: {
name: "Camel Milk",
hi_price: 10,
lo_price: 6,
hi_sell: 6,
lo_sell: 4,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 40>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 14,
lo_price: 6,
hi_sell: 2,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 36,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 16,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 30,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 56,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 16,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 35,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 13,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 100,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 17,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 20,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 30,
lo_sell: 20,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 33,
},
arak: {
name: "Arak",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 27,
},
coffee: {
name: "Coffee",
hi_price: 60,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 220,
lo_price: 170,
hi_sell: 0,
lo_sell: 0,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 40,
lo_price: 30,
hi_sell: 0,
lo_sell: 0,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 29,
lo_price: 17,
hi_sell: 17,
lo_sell: 12,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 9,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
dates: {
name: "Date Syrup",
hi_price: 35,
lo_price: 23,
hi_sell: 23,
lo_sell: 17,
},
camelmilk: {
name: "Camel Milk",
hi_price: 12,
lo_price: 7,
hi_sell: 7,
lo_sell: 5,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 35,
},
saddlebag: {
name: "Embroidered Saddlebag",
hi_price: 100,
lo_price: 80,
hi_sell: 80,
lo_sell: 60,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 110,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 40,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 41>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 10,
lo_price: 8,
hi_sell: 2,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 64,
lo_sell: 46,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 57,
lo_sell: 38,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 77,
lo_sell: 72,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 27,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 131,
lo_sell: 88,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 473,
lo_sell: 438,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 290,
lo_sell: 261,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 218,
lo_sell: 189,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 700,
lo_sell: 525,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 315,
lo_sell: 280,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 105,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 149,
lo_sell: 114,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 21,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 22,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 11,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
coffee: {
name: "Coffee",
hi_price: 65,
lo_price: 55,
hi_sell: 55,
lo_sell: 45,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 488,
lo_sell: 413,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 51,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 75,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 375,
lo_sell: 300,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 38,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 300,
lo_price: 200,
hi_sell: 0,
lo_sell: 0,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 113,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 30,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 35,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 38,
lo_price: 27,
hi_sell: 27,
lo_sell: 19,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
carving: {
name: "Mother of Pearl Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 63,
lo_sell: 56,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 12,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 35,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 33,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
},
diamonds: {
name: "Diamonds",
hi_price: 0,
lo_price: 0,
hi_sell: 248,
lo_sell: 231,
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 50,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 91,
},
dates: {
name: "Date Syrup",
hi_price: 42,
lo_price: 30,
hi_sell: 30,
lo_sell: 23,
},
camelmilk: {
name: "Camel Milk",
hi_price: 14,
lo_price: 9,
hi_sell: 9,
lo_sell: 6,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 63,
lo_price: 50,
hi_sell: 50,
lo_sell: 44,
},
amulet: {
name: "Amulet and Case",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 13,
},
qurancase: {
name: "Quran Traveling Case",
hi_price: 45,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
pearls: {
name: "Pearls",
hi_price: 0,
lo_price: 0,
hi_sell: 359,
lo_sell: 333,
},
incense: {
name: "Copper Incense Burner",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 20,
},
saddlebag: {
name: "Embroidered Saddlebag",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
lahore: {
name: "Lahore Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 146,
lo_sell: 120,
},
mohair: {
name: "Fine Mohair Cloak",
hi_price: 100,
lo_price: 90,
hi_sell: 90,
lo_sell: 80,
},
kiswah: {
name: "Piece of the Kiswah",
hi_price: 0,
lo_price: 0,
hi_sell: 239,
lo_sell: 226,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
sufitext: {
name: "Naqshbandi Sufi Text",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
maliki: {
name: "Moroccan Maliki Jurisprudence",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 33,
},
poetry: {
name: "Persian Poetry of Hafez",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 40,
},
ambergris: {
name: "Ambergris Perfume",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 153,
},
hajjcert: {
name: "Hajj Certificate",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 7,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
indigo: {
name: "Omani Indigo Dye",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 57,
},
zamzam: {
name: "Holy Zamzam Water",
hi_price: 0,
lo_price: 0,
hi_sell: 4,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 80,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 240,
lo_sell: 180,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 140,
lo_sell: 100,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 500,
lo_sell: 400,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 20,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 12,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 180,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 600,
lo_sell: 500,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 10,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 70,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 60,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 30,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
Lo_sell: 100,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 250,
lo_sell: 200,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 42>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 10,
lo_price: 8,
hi_sell: 2,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 64,
lo_sell: 46,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 57,
lo_sell: 38,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 77,
lo_sell: 72,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 27,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 131,
lo_sell: 88,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 473,
lo_sell: 438,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 290,
lo_sell: 261,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 218,
lo_sell: 189,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 700,
lo_sell: 525,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 315,
lo_sell: 280,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 105,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 149,
lo_sell: 114,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 21,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 22,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 11,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
coffee: {
name: "Coffee",
hi_price: 65,
lo_price: 55,
hi_sell: 55,
lo_sell: 45,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 488,
lo_sell: 413,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 51,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 75,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 375,
lo_sell: 300,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 38,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 300,
lo_price: 200,
hi_sell: 0,
lo_sell: 0,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 113,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 50,
lo_price: 30,
hi_sell: 0,
lo_sell: 0,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 35,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 38,
lo_price: 27,
hi_sell: 27,
lo_sell: 19,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
carving: {
name: "Mother of Pearl Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 63,
lo_sell: 56,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 12,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 35,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 33,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
},
diamonds: {
name: "Diamonds",
hi_price: 0,
lo_price: 0,
hi_sell: 248,
lo_sell: 231,
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 50,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 91,
},
dates: {
name: "Date Syrup",
hi_price: 42,
lo_price: 30,
hi_sell: 30,
lo_sell: 23,
},
camelmilk: {
name: "Camel Milk",
hi_price: 14,
lo_price: 9,
hi_sell: 9,
lo_sell: 6,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 63,
lo_price: 50,
hi_sell: 50,
lo_sell: 44,
},
amulet: {
name: "Amulet and Case",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 13,
},
qurancase: {
name: "Quran Traveling Case",
hi_price: 45,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
pearls: {
name: "Pearls",
hi_price: 0,
lo_price: 0,
hi_sell: 359,
lo_sell: 333,
},
incense: {
name: "Copper Incense Burner",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 20,
},
saddlebag: {
name: "Embroidered Saddlebag",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
lahore: {
name: "Lahore Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 146,
lo_sell: 120,
},
mohair: {
name: "Fine Mohair Cloak",
hi_price: 100,
lo_price: 90,
hi_sell: 90,
lo_sell: 80,
},
kiswah: {
name: "Piece of the Kiswah",
hi_price: 0,
lo_price: 0,
hi_sell: 239,
lo_sell: 226,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
sufitext: {
name: "Naqshbandi Sufi Text",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
maliki: {
name: "Moroccan Maliki Jurisprudence",
hi_price: 40,
lo_price: 35,
hi_sell: 35,
lo_sell: 25,
},
poetry: {
name: "Persian Poetry of Hafez",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 40,
},
ambergris: {
name: "Ambergris Perfume",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 153,
},
hajjcert: {
name: "Hajj Certificate",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 7,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
indigo: {
name: "Omani Indigo Dye",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 57,
},
zamzam: {
name: "Holy Zamzam Water",
hi_price: 0,
lo_price: 0,
hi_sell: 4,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 80,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 240,
lo_sell: 180,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 140,
lo_sell: 100,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 500,
lo_sell: 400,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 20,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 12,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 180,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 600,
lo_sell: 500,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 10,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 70,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 60,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 30,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
Lo_sell: 100,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 250,
lo_sell: 200,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 43>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 3,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 82,
lo_sell: 59,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 26,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 73,
lo_sell: 49,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 92,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 37,
lo_sell: 26,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 27,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 168,
lo_sell: 112,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 605,
lo_sell: 503,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 371,
lo_sell: 334,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 278,
lo_sell: 241,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 896,
lo_sell: 672,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 112,
lo_sell: 90,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 403,
lo_sell: 358,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 156,
lo_sell: 134,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 190,
lo_sell: 146,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 27,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 33,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 49,
lo_sell: 33,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 14,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 68,
lo_sell: 55,
},
coffee: {
name: "Coffee",
hi_price: 83,
lo_price: 70,
hi_sell: 70,
lo_sell: 58,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 624,
lo_sell: 528,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 84,
lo_sell: 65,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 134,
lo_sell: 96,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 480,
lo_sell: 384,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 48,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 192,
lo_sell: 144,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 384,
lo_price: 256,
hi_sell: 0,
lo_sell: 0,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 154,
lo_sell: 144,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 64,
lo_price: 38,
hi_sell: 38,
lo_sell: 30,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 96,
lo_sell: 58,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 64,
lo_price: 51,
hi_sell: 51,
lo_sell: 38,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 48,
lo_price: 34,
hi_sell: 34,
lo_sell: 24,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 0,
lo_price: 0,
hi_sell: 127,
lo_sell: 106,
},
carving: {
name: "Mother of Pearl Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 72,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 211,
lo_sell: 190,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 26,
lo_price: 21,
hi_sell: 21,
lo_sell: 15,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 63,
lo_price: 58,
hi_sell: 58,
lo_sell: 45,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 0,
lo_price: 0,
hi_sell: 57,
lo_sell: 42,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 422,
lo_sell: 338,
},
diamonds: {
name: "Diamonds",
hi_price: 0,
lo_price: 0,
hi_sell: 317,
lo_sell: 296,
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
hi_price: 80,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 127,
lo_sell: 116,
},
dates: {
name: "Date Syrup",
hi_price: 56,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
camelmilk: {
name: "Camel Milk",
hi_price: 19,
lo_price: 11,
hi_sell: 11,
lo_sell: 7,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 83,
lo_price: 67,
hi_sell: 67,
lo_sell: 58,
},
amulet: {
name: "Amulet and Case",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 18,
},
qurancase: {
name: "Quran Traveling Case",
hi_price: 60,
lo_price: 40,
hi_sell: 40,
lo_sell: 33,
},
pearls: {
name: "Pearls",
hi_price: 0,
lo_price: 0,
hi_sell: 478,
lo_sell: 442,
},
incense: {
name: "Copper Incense Burner",
hi_price: 47,
lo_price: 33,
hi_sell: 33,
lo_sell: 27,
},
saddlebag: {
name: "Embroidered Saddlebag",
hi_price: 166,
lo_price: 133,
hi_sell: 133,
lo_sell: 100,
},
lahore: {
name: "Lahore Cotton",
hi_price: 150,
lo_price: 110,
hi_sell: 110,
lo_sell: 90,
},
mohair: {
name: "Fine Mohair Cloak",
hi_price: 133,
lo_price: 120,
hi_sell: 120,
lo_sell: 106,
},
kiswah: {
name: "Piece of the Kiswah",
hi_price: 0,
lo_price: 0,
hi_sell: 275,
lo_sell: 260,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 92,
lo_sell: 76,
},
sufitext: {
name: "Naqshbandi Sufi Text",
hi_price: 0,
lo_price: 0,
hi_sell: 31,
lo_sell: 23,
},
maliki: {
name: "Moroccan Maliki Jurisprudence",
hi_price: 40,
lo_price: 35,
hi_sell: 35,
lo_sell: 25,
},
poetry: {
name: "Persian Poetry of Hafez",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
ambergris: {
name: "Ambergris Perfume",
hi_price: 150,
lo_price: 125,
hi_sell: 125,
lo_sell: 115,
},
hajjcert: {
name: "Hajj Certificate",
hi_price: 25,
lo_price: 20,
hi_sell: 20,
lo_sell: 5,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
indigo: {
name: "Omani Indigo Dye",
hi_price: 55,
lo_price: 45,
hi_sell: 45,
lo_sell: 43,
},
zamzam: {
name: "Holy Zamzam Water",
hi_price: 0,
lo_price: 0,
hi_sell: 4,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 80,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 240,
lo_sell: 180,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 140,
lo_sell: 100,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 500,
lo_sell: 400,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 20,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 12,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 180,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 600,
lo_sell: 500,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 10,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 70,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 60,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 30,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
Lo_sell: 100,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 250,
lo_sell: 200,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 44>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 10,
lo_price: 8,
hi_sell: 2,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 64,
lo_sell: 46,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 57,
lo_sell: 38,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 77,
lo_sell: 72,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
boza: {
name: "Boza",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 35,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 27,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 131,
lo_sell: 88,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 473,
lo_sell: 438,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 290,
lo_sell: 261,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 218,
lo_sell: 189,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 700,
lo_sell: 525,
},
izniktile: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 100,
},
malvasiawine: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 315,
lo_sell: 280,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 105,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 149,
lo_sell: 114,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 21,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 22,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 11,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
arak: {
name: "Arak",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 27,
},
coffee: {
name: "Coffee",
hi_price: 40,
lo_price: 35,
hi_sell: 35,
lo_sell: 25,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 488,
lo_sell: 413,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 51,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 75,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 375,
lo_sell: 300,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 38,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 300,
lo_price: 200,
hi_sell: 0,
lo_sell: 0,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 113,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 50,
lo_price: 30,
hi_sell: 0,
lo_sell: 0,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 35,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 38,
lo_price: 27,
hi_sell: 27,
lo_sell: 19,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
carving: {
name: "Mother of Pearl Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 63,
lo_sell: 56,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 12,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 35,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 33,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
},
diamonds: {
name: "Diamonds",
hi_price: 0,
lo_price: 0,
hi_sell: 248,
lo_sell: 231,
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 50,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 91,
},
dates: {
name: "Date Syrup",
hi_price: 42,
lo_price: 30,
hi_sell: 30,
lo_sell: 23,
},
camelmilk: {
name: "Camel Milk",
hi_price: 14,
lo_price: 9,
hi_sell: 9,
lo_sell: 6,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 63,
lo_price: 50,
hi_sell: 50,
lo_sell: 44,
},
amulet: {
name: "Amulet and Case",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 13,
},
qurancase: {
name: "Quran Traveling Case",
hi_price: 45,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
pearls: {
name: "Pearls",
hi_price: 300,
lo_price: 270,
hi_sell: 270,
lo_sell: 250,
},
incense: {
name: "Copper Incense Burner",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 20,
},
saddlebag: {
name: "Embroidered Saddlebag",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
lahore: {
name: "Lahore Cotton",
hi_price: 150,
lo_price: 110,
hi_sell: 110,
lo_sell: 90,
},
mohair: {
name: "Fine Mohair Cloak",
hi_price: 100,
lo_price: 90,
hi_sell: 90,
lo_sell: 80,
},
kiswah: {
name: "Piece of the Kiswah",
hi_price: 0,
lo_price: 0,
hi_sell: 239,
lo_sell: 226,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
sufitext: {
name: "Naqshbandi Sufi Text",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
maliki: {
name: "Moroccan Maliki Jurisprudence",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 33,
},
poetry: {
name: "Persian Poetry of Hafez",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 40,
},
ambergris: {
name: "Ambergris Perfume",
hi_price: 150,
lo_price: 125,
hi_sell: 125,
lo_sell: 115,
},
hajjcert: {
name: "Hajj Certificate",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 7,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
indigo: {
name: "Omani Indigo Dye",
hi_price: 55,
lo_price: 45,
hi_sell: 45,
lo_sell: 43,
},
zamzam: {
name: "Holy Zamzam Water",
hi_price: 0,
lo_price: 0,
hi_sell: 4,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 80,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 240,
lo_sell: 180,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 140,
lo_sell: 100,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 500,
lo_sell: 400,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 20,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 12,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 180,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 110,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 40,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 600,
lo_sell: 500,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 10,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 70,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 60,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 30,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
Lo_sell: 100,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 250,
lo_sell: 200,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 45>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 3,
lo_sell: 3,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 44,
lo_sell: 31,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 14,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 39,
lo_sell: 26,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 49,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 14,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 13,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 14,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 35,
lo_sell: 18,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 17,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 20,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
dates: {
name: "Date Syrup",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
camelmilk: {
name: "Camel Milk",
hi_price: 10,
lo_price: 6,
hi_sell: 6,
lo_sell: 4,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 150,
lo_price: 125,
hi_sell: 0,
lo_sell: 0,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 30,
lo_price: 20,
hi_sell: 0,
lo_sell: 0,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 70,
lo_price: 50,
hi_sell: 50,
lo_sell: 30,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
amulet: {
name: "Amulet and Case",
hi_price: 20,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 46>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 2,
lo_sell: 1,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 64,
lo_sell: 46,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 57,
lo_sell: 38,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 77,
lo_sell: 72,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 27,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 131,
lo_sell: 88,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 473,
lo_sell: 438,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 290,
lo_sell: 261,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 218,
lo_sell: 189,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 700,
lo_sell: 525,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 315,
lo_sell: 280,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 105,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 149,
lo_sell: 114,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 21,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 22,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 11,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
coffee: {
name: "Coffee",
hi_price: 65,
lo_price: 55,
hi_sell: 55,
lo_sell: 45,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 488,
lo_sell: 413,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 51,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 75,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 375,
lo_sell: 300,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 38,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 300,
lo_price: 200,
hi_sell: 0,
lo_sell: 0,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 113,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 30,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 35,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 38,
lo_price: 27,
hi_sell: 27,
lo_sell: 19,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
carving: {
name: "Mother of Pearl Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 63,
lo_sell: 56,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 12,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 35,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 33,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
},
diamonds: {
name: "Diamonds",
hi_price: 0,
lo_price: 0,
hi_sell: 248,
lo_sell: 231,
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 50,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 91,
},
dates: {
name: "Date Syrup",
hi_price: 42,
lo_price: 30,
hi_sell: 30,
lo_sell: 23,
},
camelmilk: {
name: "Camel Milk",
hi_price: 14,
lo_price: 9,
hi_sell: 9,
lo_sell: 6,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 63,
lo_price: 50,
hi_sell: 50,
lo_sell: 44,
},
amulet: {
name: "Amulet and Case",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 13,
},
qurancase: {
name: "Quran Traveling Case",
hi_price: 45,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
pearls: {
name: "Pearls",
hi_price: 0,
lo_price: 0,
hi_sell: 359,
lo_sell: 333,
},
incense: {
name: "Copper Incense Burner",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 20,
},
saddlebag: {
name: "Embroidered Saddlebag",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
lahore: {
name: "Lahore Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 146,
lo_sell: 120,
},
mohair: {
name: "Fine Mohair Cloak",
hi_price: 100,
lo_price: 90,
hi_sell: 90,
lo_sell: 80,
},
kiswah: {
name: "Piece of the Kiswah",
hi_price: 250,
lo_price: 180,
hi_sell: 180,
lo_sell: 170,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
sufitext: {
name: "Naqshbandi Sufi Text",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
maliki: {
name: "Moroccan Maliki Jurisprudence",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 33,
},
poetry: {
name: "Persian Poetry of Hafez",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 40,
},
ambergris: {
name: "Ambergris Perfume",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 153,
},
hajjcert: {
name: "Hajj Certificate",
hi_price: 25,
lo_price: 20,
hi_sell: 20,
lo_sell: 5,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
indigo: {
name: "Omani Indigo Dye",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 57,
},
zamzam: {
name: "Holy Zamzam Water",
hi_price: 5,
lo_price: 3,
hi_sell: 3,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 80,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 240,
lo_sell: 180,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 140,
lo_sell: 100,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 500,
lo_sell: 400,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 20,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 12,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 180,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 600,
lo_sell: 500,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 10,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 70,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 60,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 30,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
Lo_sell: 100,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 250,
lo_sell: 200,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 47>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 9,
lo_price: 8,
hi_sell: 2,
lo_sell: 2,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 64,
lo_sell: 46,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 20,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 57,
lo_sell: 38,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 77,
lo_sell: 72,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 29,
lo_sell: 20,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 42,
lo_sell: 27,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 131,
lo_sell: 88,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 473,
lo_sell: 438,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 290,
lo_sell: 261,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 218,
lo_sell: 189,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 700,
lo_sell: 525,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 315,
lo_sell: 280,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 105,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 149,
lo_sell: 114,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 26,
lo_sell: 21,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
waterskin: {
name: "Leather Waterskin",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 22,
},
pistachios: {
name: "Pistachios",
hi_price: 0,
lo_price: 0,
hi_sell: 18,
lo_sell: 11,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
coffee: {
name: "Coffee",
hi_price: 59,
lo_price: 55,
hi_sell: 55,
lo_sell: 45,
},
jewels: {
name: "Imported Jewels",
hi_price: 0,
lo_price: 0,
hi_sell: 488,
lo_sell: 413,
},
spices: {
name: "Spices",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 51,
},
dagger: {
name: "Mother of Pearl Inlaid Dagger",
hi_price: 0,
lo_price: 0,
hi_sell: 105,
lo_sell: 75,
},
quran: {
name: "Gold Leaf Quran Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 375,
lo_sell: 300,
},
copperware: {
name: "Copperware",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 38,
},
kutnu: {
name: "Kutnu Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
lo_sell: 113,
},
bedouintribute: {
name: "Bedouin Tribute",
hi_price: 250,
lo_price: 200,
hi_sell: 0,
lo_sell: 0,
},
alaja: {
name: "Alaja Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 113,
},
scorpiontalisman: {
name: "Scorpion Talisman",
hi_price: 40,
lo_price: 30,
hi_sell: 0,
lo_sell: 0,
},
talismanicring: {
name: "Talismanic Ring",
hi_price: 0,
lo_price: 0,
hi_sell: 75,
lo_sell: 35,
},
talismanicscroll: {
name: "Talismanic Scroll",
hi_price: 45,
lo_price: 40,
hi_sell: 40,
lo_sell: 30,
},
bedouincarpet: {
name: "Bedouin Carpet",
hi_price: 30,
lo_price: 27,
hi_sell: 27,
lo_sell: 19,
},
blownglass: {
name: "Sarafand Blown Glass",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 83,
},
carving: {
name: "Mother of Pearl Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 63,
lo_sell: 56,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
olivewood: {
name: "Olive Wood Carving",
hi_price: 0,
lo_price: 0,
hi_sell: 17,
lo_sell: 12,
},
prayerbeads: {
name: "Misbaha Prayer Beads",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 35,
},
lace: {
name: "Lefkaritika Lace",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 33,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 264,
},
diamonds: {
name: "Diamonds",
hi_price: 0,
lo_price: 0,
hi_sell: 248,
lo_sell: 231,
},
menasik: {
name: "Menasik ul-Hajj Manuscript: Hajj Guidebook",
hi_price: 0,
lo_price: 0,
hi_sell: 66,
lo_sell: 50,
},
salt: {
name: "Rock Salt",
hi_price: 0,
lo_price: 0,
hi_sell: 99,
lo_sell: 91,
},
dates: {
name: "Date Syrup",
hi_price: 33,
lo_price: 30,
hi_sell: 30,
lo_sell: 23,
},
camelmilk: {
name: "Camel Milk",
hi_price: 11,
lo_price: 9,
hi_sell: 9,
lo_sell: 6,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 55,
lo_price: 50,
hi_sell: 50,
lo_sell: 44,
},
amulet: {
name: "Amulet and Case",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 13,
},
qurancase: {
name: "Quran Traveling Case",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
pearls: {
name: "Pearls",
hi_price: 0,
lo_price: 0,
hi_sell: 359,
lo_sell: 333,
},
incense: {
name: "Copper Incense Burner",
hi_price: 30,
lo_price: 25,
hi_sell: 25,
lo_sell: 20,
},
saddlebag: {
name: "Embroidered Saddlebag",
hi_price: 110,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
lahore: {
name: "Lahore Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 146,
lo_sell: 120,
},
mohair: {
name: "Fine Mohair Cloak",
hi_price: 95,
lo_price: 90,
hi_sell: 90,
lo_sell: 80,
},
kiswah: {
name: "Piece of the Kiswah",
hi_price: 0,
lo_price: 0,
hi_sell: 239,
lo_sell: 226,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 65,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
sufitext: {
name: "Naqshbandi Sufi Text",
hi_price: 23,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
maliki: {
name: "Moroccan Maliki Jurisprudence",
hi_price: 38,
lo_price: 35,
hi_sell: 35,
lo_sell: 25,
},
poetry: {
name: "Persian Poetry of Hafez",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 40,
},
ambergris: {
name: "Ambergris Perfume",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 153,
},
hajjcert: {
name: "Hajj Certificate",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 7,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
indigo: {
name: "Omani Indigo Dye",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 57,
},
zamzam: {
name: "Holy Zamzam Water",
hi_price: 0,
lo_price: 0,
hi_sell: 4,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 36,
lo_sell: 28,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 50,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 50,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 100,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 80,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 240,
lo_sell: 180,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 140,
lo_sell: 100,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 500,
lo_sell: 400,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 20,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 12,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 180,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 600,
lo_sell: 500,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 150,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 20,
lo_sell: 10,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 10,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 90,
lo_sell: 70,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 24,
lo_sell: 14,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 70,
lo_sell: 60,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 30,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 150,
Lo_sell: 100,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 250,
lo_sell: 200,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
}
}>>
<<goto "Market UI">>
<<else>>
This is where players can buy and sell items...
We will also want to include their inventory...
The market type for this location is $temp.marketid...
<<set $temp.from to "market">>
<<link "Return to $cur_passage" "Decay Functions">><</link>>
<<endif>>
[[|Market UI]]
<<nobr>>
<<set $temp.lock to 1>>
/*---------------------------------------------*/
/*----- Set Shrine Name and Piety Amounts -----*/
/*---------------------------------------------*/
<<if $cur_passage is "Tabuk (day)">>
<<set _sname to "At-Tawba Mosque">>
<<set _spiety to 10>>
<<set $temp.tabukday to 1>>
<<elseif $cur_passage is "Tabuk (night)">>
<<set _sname to "At-Tawba Mosque">>
<<set _spiety to 10>>
<<set $temp.tabuknight to 1>>
<<elseif $cur_passage is "Maghayr al-Qalandariyya (night)">>
<<set _sname to "The Domed Shrine of the Desert">>
<<set _spiety to 0>>
<<elseif $cur_passage is "Maghayr al-Qalandariyya (day)">>
<<set _sname to "The Domed Shrine of the Desert">>
<<set _spiety to 0>>
<<elseif $cur_passage is "Haydar Fort (night)">>
<<set _sname to "The Shrine of the Prophet Khidr">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Haydar Fort (day)">>
<<set _sname to "The Shrine of the Prophet Khidr">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Mada’in Salih (day)">>
<<set _sname to "Site of the Prophet Salih and the She-Camel of God">>
<<set _spiety to 10>>
<<set $temp.madainday to 1>>
<<elseif $cur_passage is "Mada’in Salih (night)">>
<<set _sname to "Site of the Prophet Salih and the She-Camel of God">>
<<set _spiety to 10>>
<<set $temp.madainnight to 1>>
<<elseif $cur_passage is "Valide Kuyusu (day)">>
<<set _sname to "Tomb of the Prophet Hud">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Valide Kuyusu (night)">>
<<set _sname to "Tomb of the Prophet Hud">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Medina">>
<<set _sname to "Tomb of the Prophet Muhammad">>
<<set _spiety to 50>>
<<set $player.shrinemedina to 1>>
<<elseif $cur_passage is "Martyrs of Uhud Cemetery">>
<<set _sname to "The Tomb of Hamza ibn Abdul-Muttalib">>
<<set _spiety to 20>>
<<set $player.health to $player.health+10>>
<<if $player.health > 100>>
<<set $player.health to 100>>
<<endif>>
<<elseif $cur_passage is "Baqiʿ al-Gharqad">>
<<set _sname to "The Tombs of the Baqiʿ Cemetery">>
<<set _spiety to 25>>
<<elseif $cur_passage is "Local Pilgrimage Sites Medina">>
<<set _sname to "Local Shrines of Medina">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Cüdeyde Village (day)">>
<<set _sname to "Tomb of Sheikh Sadeddin-i Rumi">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Cüdeyde Village (night)">>
<<set _sname to "Tomb of Sheikh Sadeddin-i Rumi">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Badr Hunayn (day)">>
<<set _sname to "Martyrs of the Battle of Badr">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Badr Hunayn (night)">>
<<set _sname to "Martyrs of the Battle of Badr">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Mecca" and $temp.someoneelse is 0>>
<<set _sname to "Rites of the Hajj: Mecca">>
<<set _spiety to 60>>
<<set $temp.hajj1 to 1>>
<<elseif $cur_passage is "Mecca" and $temp.someoneelse is 1>>
<<set _sname to "Rites of the Hajj: Mecca">>
<<set _spiety to 10>>
<<set $temp.hajj1 to 1>>
<<elseif $cur_passage is "Jeddah">>
<<set _sname to "The Tomb of Hawwa (Eve)">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Jannat al-Mu’alla">>
<<set _sname to "Cemetery of Mu’alla">>
<<set _spiety to 20>>
<<elseif $cur_passage is "The Final Rites of the Hajj" and $temp.someoneelse is 0>>
<<set _sname to "Rites of the Hajj: Mina, Mount Arafat,and Muzdalifah">>
<<set _spiety to 50>>
<<set $temp.hajj2 to 1>>
<<elseif $cur_passage is "The Final Rites of the Hajj" and $temp.someoneelse is 1>>
<<set _sname to "Rites of the Hajj: Mina, Mount Arafat,and Muzdalifah">>
<<set _spiety to 10>>
<<set $temp.hajj2 to 1>>
<<endif>>
/*---------------------------*/
/*----- Randomize Piety -----*/
/*---------------------------*/
<<if _spiety > 5>>
<<set _random to random(-5,5)>>
<<elseif _spiety is 0>>
<<set _random to random(-10,-5)>>
<<else>>
<<set _random to random(0,5)>>
<<endif>>
<<set _spiety to _spiety + _random>>
/*------------------------------*/
/*----- Set Display Output -----*/
/*------------------------------*/
<<if $temp.shrine is 4>>
<<set _sdesc to "You arrive at the _sname and find the place packed full of other pilgrims from across the Muslim world! You have long desired to come to _sname and completing this lifelong goal fills you with excitement as you continue on the road to the ultimate goal, the holy cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 3>>
<<set _sdesc to "You arrive at the _sname in a crowd of pilgrims finding it hard to get close to the shrine. The commotion is overwhelming but the peace you find near the shrine makes this journey more than worth it and solidifies your resolve as you continue on to the Holy Cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 2>>
<<set _sdesc to "You arrive at the _sname and find many other pilgrims here from across the region. The solitude and tranquility of the shrine and surrounding garden rejuvenate your spirit as you continue along the hajj road.\n\n">>
<<elseif $temp.shrine is 1>>
<<set _sdesc to "You arrive at the _sname and find it with only a few other pilgrims, the stillness of the scene is a nice break from the trials of the road.\n\n">>
<<elseif $temp.shrine is 5>>
<<set _sdesc to "You arrive to the _sname and find no other pilgrims here, only a few locals asking for donations for this suspicious shrine. Next time one should ask around before visiting any shrine they come to upon the road, for this place has not brought you much inspiration.\n\n">>
<<elseif $temp.shrine is 6>>
<<set _sdesc to "You arrive to the tomb of the Prophet Muhammad in the city of Medina the Illuminated. As you enter underneath the dome of this sacred tomb you look above and it looks as if the night's sky is illuminated above you. The lights from the countless lamps which adorne this space flicker off the insence burners, tiles, and other decorations that surround you in this sacred tomb. The quiet sanctity of the eunuch attendents to the Prophet's tomb inspire you to reflect on your long journey to this place and rejuvenates your spirit as you are ever set to continue south to Mecca.\n\n">>
<<elseif $temp.shrine is 7>>
<<set _sdesc to "You begin the hajj rites in your //ihram// in Mecca by performing the Tawaf al-Qudum (Tawaf of Arrival) by circumbulating the Kaaba seven times. You then walk with other pilgrims to the two small hills of Safa and Marwa and moved back and forth between the two seven times in rememberance of Hajar's (Hagar) search for water here before she found the Zamzam spring. You then need to continue the hajj rituals at Mina, then Mount Arafat, and then back the Mecca and the Kaaba.\n\n">>
<<elseif $temp.shrine is 8>>
<<set _sdesc to "You begin the hajj rites in your //ihram// in Mecca by performing the Tawaf al-Qudum (Tawaf of Arrival) by circumbulating the Kaaba seven times. You then walk with other pilgrims to the two small hills of Safa and Marwa and moved back and forth between the two seven times in rememberance of Hajar's (Hagar) search for water here before she found the Zamzam spring. You then need to continue the hajj rituals at Mina, then Mount Arafat, and then back the Mecca and the Kaaba. However, you remember that you received funds from an important individual to comeplete do the hajj rites in their name, which voids the hajj for you. Nevertheless, you are still uplifted by these pious acts - you just hope next time they will be for your salvation!">>
<<elseif $temp.shrine is 9>>
<<set _sdesc to "You complete the final rituals of the hajj over the next few days. First, you journey to the pilgrims' camp at the plain of Mina where you encounter a sea of pilgrims as far as the eye can see. Then you then head to the pilgrimage at Mount Arafat where pilgrims officially gain the title Hajji and was the site of the Prophet Muhamamd's Farewell Sermon. Mount Arafat is considered the most important part of the hajj. From there you head to the plain of Muzdalifah where you collect pebbles for the ritual of the stoning of the Devil. After this the festivities of Eid al-Adha (the Feast of the Sacrifice) begin covering the next four days. At this point male pilgrims must shave their heads and pilgrims once again go back to Mecca to circumambulate (tawaf) the Kaaba, peform the stoning of the Devil for a second time, head back to Mina, then stone the Devil for a third time, and finally return to the Kaaba for the Farewell Tawaf to complete the hajj pilgrimage.\n\n">>
<<elseif $temp.shrine is 10>>
<<set _sdesc to "You complete the final rituals of the hajj over the next few days. First, you journey to the pilgrims' camp at the plain of Mina where you encounter a sea of pilgrims as far as the eye can see. Then you then head to the pilgrimage at Mount Arafat where pilgrims officially gain the title Hajji and was the site of the Prophet Muhamamd's Farewell Sermon. Mount Arafat is considered the most important part of the hajj. From there you head to the plain of Muzdalifah where you collect pebbles for the ritual of the stoning of the Devil. After this the festivities of Eid al-Adha (the Feast of the Sacrifice) begin covering the next four days. At this point male pilgrims must shave their heads and pilgrims once again go back to Mecca to circumambulate (tawaf) the Kaaba, peform the stoning of the Devil for a second time, head back to Mina, then stone the Devil for a third time, and finally return to the Kaaba for the Farewell Tawaf to complete the hajj pilgrimage. However, because you did the hajj in another's name you have a sense of longing as you do all the hajj rites, wishing you had done this for yourself.\n\n">>
<<endif>>
/*----------------------------------*/
/*----- Add to Shrines Visited -----*/
/*----------------------------------*/
<<if $cur_passage is "Tabuk (day)" and $temp.tabuknight is 1>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<elseif $cur_passage is "Tabuk (night)" and $temp.tabukday is 1>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<elseif $cur_passage is "Mada’in Salih (day)" and $temp.madainnight is 1>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<elseif $cur_passage is "Mada’in Salih (night)" and $temp.madainday is 1>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<elseif $player.shrines[$cur_passage] is undefined>>
<<print "<<set $player.shrines['"+ $cur_passage +"'] to {}>>">>
<<set _newname = _sname>>
<<print "<<set $player.shrines['"+ $cur_passage +"'].shrine to '" + _newname +"'>>">>
/*-- Increase Player Piety and Time --*/
<<set $player.piety to $player.piety+_spiety>>
<<if $player.piety gt 100>>
<<set $player.piety to 100>>
<<elseif $player.piety lt 0>>
<<set $player.piety to 0>>
<<endif>>
<<set $player.time to $player.time+4>>
<<else>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_sname</td>
</tr>
</table>
</div>
<<if $cur_passage is "Medina">>
<<set _h to setup.ImagePath+'hub/shrine_medina.jpg';>>
<<elseif $cur_passage is "Mecca">>
<<set _h to setup.ImagePath+'hub/kaaba.jpg';>>
<<elseif $cur_passage is "The Final Rites of the Hajj">>
<<set _h to setup.ImagePath+'hub/hajjgraphic.jpg';>>
<<else>>
<<set _h to setup.ImagePath+'hub/shrine.jpg';>>
<<endif>>
<</nobr>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
_sdesc
<<if $temp.shrine is 1>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 2>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 3>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 4>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 5>>
You regret your decision to visit this shrine!
<<elseif $temp.shrine is 6>>
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<elseif $temp.shrine is 7>>
You follow on the traditional Pilgrim's Path and realize your final goal of performing the rites of the hajj in Mecca!
<<elseif $temp.shrine is 8>>
You follow on the traditional Pilgrim's Path and realize your final goal of performing the rites of the hajj in Mecca!
<<elseif $temp.shrine is 9>>
You follow on the traditional Pilgrim's Path and realize your final goal of performing the rites of the hajj in Mecca!
<<elseif $temp.shrine is 10>>
You follow on the traditional Pilgrim's Path and realize your final goal of performing the rites of the hajj in Mecca!
<<endif>>
<<set $player.shrinecountarabia to $player.shrinecountarabia+1>>
<br><br>
<<set $temp.from to "shrine">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Shrine Visited]]
<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<<if $temp.bath is 6>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Peaceful Stream in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/bath_stream.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<else>>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Healing Bath in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/bath.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.bath is 6>>
You have arrived at a secluded stream, you hope that the waters may help revive your spirit and your energy. <br>
<<else>>
You have arrived at a Turkish Bath (//Hamam//), whose waters are said to help you heal and recooperate from your journey.<br>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $temp.bath is 1 or $temp.bath is 4 or $temp.bath is 6>>
<<set $temp.bathprice to 0>>
The bath in $cur_passage is free!<br><br>
<<elseif $temp.bath is 2>>
<<set $temp.bathprice to random(10,30)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<else>>
<<set $temp.bathprice to random(30,50)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<endif>>
Would you like to enter the bath?<br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<br>
<<set $temp.from to "bath">>
<div align="center">
<<if $player.money gte $temp.bathprice>>
<span id="initialDestination">
<<button "Yes">>
<<set $player.money to $player.money-$temp.bathprice>>
<<goto "Bath Visited">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Yes">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "No">>
<<set $temp.lock to 0>>
<<goto $cur_passage>>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Bath Visited]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<<if $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Camel Bazaar in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/camel_market.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $temp.region is "Holy Cities">>
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stables in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/stables_palestine.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br>
/*----------------------------*/
/*-----------Camel------------*/
/*----- Stable Interface -----*/
/*----------------------------*/
<<if $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night" or $temp.region is "Holy Cities">>
Here is where you can buy camels and sell your horses to increase and decrease your travel speed.<br><br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount+$player.stable.camels.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount gte 2>>
With these animals, you will be moving at the fastest speed!
<br>
• Horses || $player.stable.horses.amount <br>
• Camels || $player.stable.camels.amount <br>
<<elseif $player.stable.horses.amount is 0 and $player.stable.camels.amount is 1>>
With this camel, you will be moving at medium speed.<br>
• Camels || $player.stable.camels.amount <br>
<<elseif $player.stable.horses.amount is 1 and $player.stable.camels.amount is 0>>
With this horse, you will be moving at medium speed.<br>
• Horses || $player.stable.horses.amount <br>
<<endif>>
<br>
<div style="text-align: left;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Current Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;"><br>
</div>
<br><br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<div align="center">
<<if $player.money gte 30>>
<span id="initialDestination">
<<button "Buy Camel (30<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money-30>>
<<set $player.stable.camels.amount to $player.stable.camels.amount+1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<else>>
<<set $player.speed to "medium">>
<<endif>>
<<goto "Stables Arabia">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Buy (30<img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
</span>
<<endif>>
<<if $player.stable.camels.amount gte 1>>
<span id="initialDestination">
<<button "Sell Camel (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+25>>
<<set $player.stable.camels.amount to $player.stable.camels.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Arabia">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Sell Camel (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<</button>>
</span>
<<endif>>
</div>
/*---------------------------*/
/*----- Sell Horses ---------*/
/*---------------------------*/
<br><br>
<div align="center">
<<if $player.stable.horses.amount gte 1>>
<span id="initialDestination">
<<button "Sell Horse(30<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+30>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Arabia">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Sell Horse (30<img @src=_coinimage style='height: 1.5ex;'>)">>
<</button>></span>
<<endif>>
</div>
/*---------------------------*/
/*----- Normal Stables ------*/
/*---------------------------*/
<<elseif $temp.region is "Palestine North" or $temp.region is "Palestine South" or $temp.region is "Cyprus" or $temp.region is "Palestine Sea">>
/*----------------------------*/
/*----- Stable Interface -----*/
/*----------------------------*/
Here is where you can buy and sell horses to increase and decrease your travel speed.<br><br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<else>>
• Horses || $player.stable.horses.amount <br>
<<if $player.stable.horses.amount > 2>>
With these animals, you will be moving at the fastest speed!<br>
<<else>>
With these animals, you will be moving at medium speed.<br>
<<endif>>
<<endif>>
<br><br>
<div style="text-align: center;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Current Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;"><br>
</div>
<br><br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<div align="center">
<<if $player.money gte 25>>
<span id="initialDestination">
<<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money-25>>
<<set $player.stable.horses.amount to $player.stable.horses.amount+1>>
<<if $player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<else>>
<<set $player.speed to "medium">>
<<endif>>
<<goto "Stables Arabia">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
</span>
<<endif>>
<<if $player.stable.horses.amount gte 1>>
<span id="initialDestination">
<<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+20>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.horses.amount+$player.stable.camels.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount+$player.stable.camels.amount is 1 or $player.stable.horses.amount+$player.stable.camels.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Arabia">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
</span>
<<endif>>
</div>
<<endif>>
/*---------------------------*/
/*----- Weight Calc ---------*/
/*---------------------------*/
<<set $temp.foodweightcheck to 120+$player.classcarryfood+($player.stable.horses.amount*33)+($player.stable.camels.amount*40)>>
<br><br><u>Max Food Carry Amount</u>: $temp.foodweightcheck <br><br>
<<set $temp.waterweightcheck to 120+$player.classcarrywater+($player.stable.horses.amount*43)+($player.stable.camels.amount*50)>>
<u>Max Water Carry Amount</u>: $temp.waterweightcheck <br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.from to "stables">>
<<set $player.time to $player.time+2>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Coffeehouse in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,3)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/coffeehouse.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/coffeehouse2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 3>>
<<set _h to setup.ImagePath+'hub/coffeehouse3.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
While passing by local //Kahvehane// (Coffeehouse) you step inside and find a crowd of people and fellow travelers talking. The warm glow of the fire flickers around the room, the aroma of coffee surrounds you, and the room is full of people who each come from different walks of life. While sitting on your stool with a cup of hot coffee you overhear the following:
<br><br>
<div align="center">
<table class="advicetable" style="width:100%" align="center">
<tr>
<td>$temp.advice</td>
</tr>
</table>
</div>
<br><br>
<<set $temp.adviceprice to random(35,45)>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
The local //kahveci//, the keeper of the Coffeehouse, tells you that he will search for a new traveling companion for you and your caravan if you just lend him $temp.adviceprice <img @src=_coinimage style="height: 1.5ex;"> //akçe// for his trouble.
<<set _randomfind to random(1,6)>>
<br><br>
<div align="center">
<<if $player.money gte $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination">
<<button "Search for New Traveling Companion">>
<<set $temp.caravanfind to _randomfind>>
<<set $temp.coffeefind to 1>>
<<set $temp.from to "advice">>
<<set $player.money to $player.money-$temp.adviceprice>>
<<goto "Change Party Check Arabia">>
<</button>></span>
<<elseif $player.money lt $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination"><<button "Not Enough Funds">><</button>></span>
<<elseif $temp.coffeefind is 1>>
//It seems that you have already paid the local kahveci for his services here in this place, you must continue on your way//
<<endif>>
</div>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
Yusuf Nabi, a late seventeenth-century Ottoman pilgrim descibes his experiences in coffeehouses in Damascus: <br> <br>
//'Coffeehouses are like home for those who are away from their homes. The coffeehouses in Damascus have separate areas for winter and summer. The winter rooms have colorful carpets, a fountain, and painted ceilings. The summer courtyards have şadırvan fountains under shady trees. Waiters are constantly moving around serving coffee. When musicians played on the ney (an Arab flute) the audience joined in, old and young Arabs beating out the rhythm, and Iraqis and Persians lamenting as if it was the Nowruz (Persian New Year). The mournful beat of the def (tambourine) brought forth dervish like cries; the mournful plucking of the tanbur (a large lute) inspired the opium-takers...While storytellers were telling heroic tales, opium addicts raised their twisted bodies with difficulty to listen, the collars of many were stained with juices from the drug. Two vagrants of unknown origin, Bedi and Kasim, spread terror in the coffee-house with their airs and challenges. Many troubled persons were taking opium. In another corner were heedless dervishes of the Kalendari type, with heavy halters round their waists, the dreadful notion of death in their heads, leather cloths round their shoulders, jade earrings in their ears, and ebony sticks laid across their knees. In accordance with their maxim 'senseless farce and chaotic mingling' they turned the place into a madhouse. Having been distracted into describing the coffeehouses, I have neglected my main aim, that of describing the mosques and shrines...'//
<br> <br> </div>
<br><br><br>
/*------------------------*/
/*-----Return Button -----*/
/*------------------------*/
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+1>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Change Party Check Arabia]]<<set $temp.lock to 1>>
<<if $temp.imaret is 0>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td><i>Surre</i> Distribution in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/surre.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*----------------------------*/
/*----- Give Player Food -----*/
/*----------------------------*/
<<set _randomFood to random(10, 30)>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomFood>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<set _foodimage to setup.ImagePath+"ui/food.png">>
You visit the main camp of the Ottoman caravan and are given some grain from the annual //surre// gift in $cur_passage. The //surre// was a collection of funds and food collected from //waqfs// (pious endowments) across the empire and from taxes collected in the imperial treasury. Pilgrims, people living in the holy cities, Bedouin tribes, and some stations along the hajj route received food and stipends from this large fund. In the seventeenth-century the cost of the //surre// sent to the holy cities from Istanbul amounted to about half the cost of an entire year's funding of a military campaign against the Habsburg Empire in Central Europe - meaning that it represented a significant part of the imperial budget. You get _randomFood <img @src=_foodimage style='height: 1.5ex;'> from the caravan's //surre// administrator for your travels!<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "market">>
<<set $temp.imaret to 1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
<<goto "Free Food Visited Arabia">>
<<endif>>
[[|Free Food Visited Arabia]]
[[|Decay Functions]]<<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<<if $cur_passage is "Medina">>
<td>Local Loyalties: Petition the Chief Eunuch of the Prophet's Tomb</td>
<<elseif $cur_passage is "Mecca">>
<td>Local Loyalties: Petition the Sharif of Mecca</td>
<<elseif $cur_passage is "Jeddah">>
<td>Local Loyalties: Petition the Pasha of Jeddah</td>
<<endif>>
</tr>
</table>
</div>
<<if $cur_passage is "Medina">>
<<set _h to setup.ImagePath+'hub/eunuchmedina.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $cur_passage is "Mecca">>
<<set _h to setup.ImagePath+'hub/sharif.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $cur_passage is "Jeddah">>
<<set _h to setup.ImagePath+'hub/pashajeddah.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
<<set $temp.from to "pasha">>
<<if $cur_passage is "Medina">>
<<set _leader to "Chief Eunuch of the Prophet's Tomb">>
<<elseif $cur_passage is "Mecca">>
<<set _leader to "Sharif of Mecca">>
<<elseif $cur_passage is "Jeddah">>
<<set _leader to "Pasha of the Port of Jeddah">>
<<endif>>
You arrive outside the large household of the _leader who is receiving petitioners who wish to gain his favor. However, be careful, tensions in the Hijaz are tense and the Pasha of Jeddah, the Eunuch of Medina, and the Sharif of Mecca are all rivals representing different interests in the region. It appears that if you choose to gain favor with one of these leading figures of the Hijaz you might not find welcome elsewhere. Do you approach the _leader and ask for his favor?
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Petition the _leader">>
<<set $temp.lock to 0>>
<<goto "Pasha Petition Arabia Yes">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pasha Petition Arabia Yes]]Double-click this passage to edit it.Double-click this passage to edit it./*----------------------------------*/
/*------ Arabia Widgets ----------*/
/*----------------------------------*/
<<widget DisplayPassageArabia>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageHajj>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Finish the Hajj|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageArabia2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageArabiaToll>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _toll to $args[12]>>
<<set _hist to $args[13]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination: <br> _time Hours(Long Way Around)">>
<<set $player.time = $player.time+_time+12>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<if $player.money gte _toll>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageArabiaToll2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _toll1 to $args[14]>>
<<set _toll2 to $args[15]>>
<<set _hist to $args[16]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.money gte _toll2>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll2>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageArabiaFood>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Surre Distribution|Free Food Arabia]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageArabiaFood2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Surre Distribution|Free Food Arabia]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageArabiaPasha>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Petition the Pasha|Pasha Petition Arabia]]</td>
</tr>
<tr>
<td></td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageMecca>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _destination3 to $args[14]>>
<<set _time3 to $args[15]>>
<<set _hist to $args[16]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Begin the Hajj|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Petition the Sharif|Pasha Petition Arabia]]</td>
</tr>
<tr>
<td>[[Surre Distribution|Free Food Arabia]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
<br><br>
<<if $temp.loopdest3 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination3: <br> _time3 Hours">>
<<set $player.time = $player.time+_time3>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination3>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination3">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageMedina>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _destination3 to $args[14]>>
<<set _time3 to $args[15]>>
<<set _destination4 to $args[16]>>
<<set _time4 to $args[17]>>
<<set _hist to $args[18]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Arabia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Arabia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Arabia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Arabia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Arabia][$temp.stables = _stables]]</td>
<td>[[Petition the Chief Eunuch|Pasha Petition Arabia]]</td>
</tr>
<tr>
<td>[[Surre Distribution|Free Food Arabia]]</td>
<td>[[Visit Coffeehouse|Advice Arabia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
<br><br>
<<if $temp.loopdest3 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination3: <br> _time3 Hours">>
<<set $player.time = $player.time+_time3>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination3>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination3">>
<</button>>
</span>
<<endif>>
<<if $temp.loopdest4 is 0 and $temp.ihramdone is 1>>
<span id="alternateDestination">
<<button "Continue to _destination4: <br> _time4 Hours">>
<<set $player.time = $player.time+_time4>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination4>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<elseif $temp.loopdest4 is 1>>
<span id="alternateDestination">
<<button "Already Visited the Other Shrines of Medina">>
<</button>>
</span>
<<elseif $temp.ihramdone is 0 or $temp.ihramdone is 2>>
<span id="alternateDestination">
<<button "Other Shrines: Not Pious Enough">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
[[|Set Temp Region]]
<<set $temp.lock to 1>>
<<if $temp.pasha is 1>>
<<goto "Pasha Visited Arabia">>
<<elseif $temp.pasha is 0>>
/*---------------------------*/
/*----- leader set ----------*/
/*---------------------------*/
<<if $cur_passage is "Medina">>
<<set _leader to "Chief Eunuch of the Prophet's Tomb">>
<<elseif $cur_passage is "Mecca">>
<<set _leader to "Sharif of Mecca">>
<<elseif $cur_passage is "Jeddah">>
<<set _leader to "Pasha of the Port of Jeddah">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Audience with the _leader</td>
</tr>
</table>
</div>
<<if $cur_passage is "Medina">>
<<set _h to setup.ImagePath+'hub/eunuchmedina.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $cur_passage is "Mecca">>
<<set _h to setup.ImagePath+'hub/sharif.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $cur_passage is "Jeddah">>
<<set _h to setup.ImagePath+'hub/pashajeddah.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
<<set $temp.from to "pasha">>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
/*-----------------------------*/
/*----- Determine Outcome -----*/
/*-----------------------------*/
/*---------------------------------*/
/*----------- Medina --------------*/
/*---------------------------------*/
<<if $cur_passage is "Medina">>
/*----- Constant -----*/
<<set $player.health to 100>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to 100>>
<</for>>
<<set _gainfood to 75>>
<<set _gainwater to 75>>
<<set $temp.medinapet to 1>>
/*----- Basis -----*/
<<set _gainmoney to 500>>
<<set _gaintime to random(180,240)>>
<<set _gainpiety to 0>>
/*----- Unique -----*/
<<if $player.job is "Ottoman Princess">>
<<set _gaintime to random(48,96)>>
<<set _gainmoney to 1000>>
<<set $player.inventory.futuh.amount to $player.inventory.futuh.amount+1>>
<<set _gainitem to $player.inventory.futuh.name>>
<<elseif $player.job is "Impoverished Widow">>
<<set _gainmoney to 200>>
<<set $player.inventory.qurancase.amount to $player.inventory.qurancase.amount+1>>
<<set _gainitem to $player.inventory.qurancase.name>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _gainmoney to 400>>
<<set _gaintime to random(120,180)>>
<<set $player.inventory.mohair.amount to $player.inventory.mohair.amount+1>>
<<set _gainitem to $player.inventory.mohair.name>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _gainmoney to 300>>
<<set $player.inventory.saddlebag.amount to $player.inventory.saddlebag.amount+2>>
<<set _gainitem to $player.inventory.saddlebag.name>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _gainpiety to 30>>
<<set $player.inventory.sufitext.amount to $player.inventory.sufitext.amount+1>>
<<set _gainitem to $player.inventory.sufitext.name>>
<<set $player.inventory.futuh.amount to $player.inventory.futuh.amount+1>>
<<set _gainitem2 to $player.inventory.futuh.name>>
<<set $player.inventory.maliki.amount to $player.inventory.maliki.amount+1>>
<<set _gainitem3 to $player.inventory.maliki.name>>
<<endif>>
<<set _gaindays to Math.floor(_gaintime/12)>>
<<if $family[0].death is "Alive">>
<<set $family[0].daystart to $family[0].daystart+_gaindays>>
<<endif>>
<<if $family[1].death is "Alive">>
<<set $family[1].daystart to $family[1].daystart+_gaindays>>
<<endif>>
<<if $family[2].death is "Alive">>
<<set $family[2].daystart to $family[2].daystart+_gaindays>>
<<endif>>
/*------------
/*---------------------------------*/
/*----- Describe What Happens -----*/
/*---------------------------------*/
<div style="text-align:left;">
<<if $player.job is "Gulshani Sufi">>
<br>
You arrive in a meeting room with the Chief Eunuch of the Prophet's Tomb in Medina who runs the affairs of this city with his other 40 eunuch attendants.The Chief Eunuch of the Prophet's Tomb in Medina runs the city as if he were its governor. In many ways he represents both the reach and limits of the Ottoman Empire. You hear that the Chief Eunuch was a slave from East Africa taken into the imperial household in Istanbul where as a eunuch he rose through the ranks where he came to manage the Ottoman sultan's harem. In this role he was also given the responsibility to manage the empire's finances in the holy cities which eventually brought him to his current position in retirement, the Chief Eunuch of the Prophet's Tomb in Medina. However, as his life is intimately connected to the powerful structures of the Ottoman Empire his position and that of the empire's in Medina is in many ways precarious as the nearby Sharif of Mecca also claims authority over this holy city. However, you decide to throw your lot in with this important official as he is well respected, controls the purse of the imperial //surre// stipend, and often favors foreign residents (the //muhajirun//) who live in Medina over local Bedouin tribes. A meeting with the Chief Eunuch was hard to come by but after _gaindays days he invites you in and hears of your troubles on the road to the Harameyn (the two holy cities of Mecca and Medina). He sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;"> from the //surre// stipends being distributed in Medina, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. A physician who is among the foreign residents in Medina also heals you and your party. The generous Chief Eunuch also hears of your love of books as a sufi scholar and sends you off with a _gainitem, a _gainitem2 (a famous text on the holy cities by Muhi al-Din Lari found [[here|https://www.metmuseum.org/art/collection/search/456342]]), and a _gainitem3 manuscript! You feel more pious for having received these generous gifts!
<<elseif $player.job is "Ottoman Princess">>
<br>
You arrive in a meeting room with the Chief Eunuch of the Prophet's Tomb in Medina who runs the affairs of this city with his other 40 eunuch attendants.The Chief Eunuch of the Prophet's Tomb in Medina runs the city as if he were its governor. In many ways he represents both the reach and limits of the Ottoman Empire. The Chief Eunuch was a slave from East Africa taken into the imperial household in Istanbul where as a eunuch he rose through the ranks where he came to manage the Ottoman sultan's harem. As a young child you remember him helping raise you in the imperial harem and you are happy to see a familiar face! While he was in the imperial palace he was also given the responsibility to manage the empire's finances in the holy cities which eventually brought him to his current position in retirement, the Chief Eunuch of the Prophet's Tomb in Medina. However, as his life is intimately connected to the powerful structures of the Ottoman Empire his position and that of the empire's in Medina is in many ways precarious as the nearby Sharif of Mecca also claims authority over this holy city. However, you decide to throw your lot in with this important official as he is well respected, controls the purse of the imperial //surre// stipend, and often favors foreign residents (the //muhajirun//) who live in Medina over local Bedouin tribes. A meeting with the Chief Eunuch was hard to come by but your connections to him and Ottoman officials gain you access after _gaindays days. He soon hears of your troubles on the road to the Harameyn (the two holy cities of Mecca and Medina) and decides to help you on the final leg of your journey to Mecca. He sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;"> from the //surre// stipends being distributed in Medina, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. A physician who is among the foreign residents in Medina also heals you and your party. The generous Chief Eunuch sends you off with a _gainitem (a famous text on the holy cities by Muhi al-Din Lari found [[here|https://www.metmuseum.org/art/collection/search/456342]]) from his personal library as a gift to you!
<<elseif $player.job is "Ottoman Merchant">>
<br>
You arrive in a meeting room with the Chief Eunuch of the Prophet's Tomb in Medina who runs the affairs of this city with his other 40 eunuch attendants.The Chief Eunuch of the Prophet's Tomb in Medina runs the city as if he were its governor. In many ways he represents both the reach and limits of the Ottoman Empire. The Chief Eunuch was a slave from East Africa taken into the imperial household in Istanbul where as a eunuch he rose through the ranks where he came to manage the Ottoman sultan's harem. While he was in the imperial palace he was also given the responsibility to manage the empire's finances in the holy cities which eventually brought him to his current position in retirement, the Chief Eunuch of the Prophet's Tomb in Medina. However, as his life is intimately connected to the powerful structures of the Ottoman Empire his position and that of the empire's in Medina is in many ways precarious as the nearby Sharif of Mecca also claims authority over this holy city. You decide to throw your lot in with this important official as he is well respected, controls the purse of the imperial //surre// stipend, and often favors foreign residents (the //muhajirun//) who live in Medina over local Bedouin tribes. A meeting with the Chief Eunuch was hard to come by and you are only able to meet with him after _gaindays days. Upon meeting him you quickly come to realize that he has a disdain for merchants. For he believes that they only travel the hajj road in search of profit rather than quiet pious reflection. However, after he hears of your troubles on the road to the Harameyn (the two holy cities of Mecca and Medina) he decides to help you on the final leg of your journey to Mecca. He sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;"> from the //surre// stipends being distributed in Medina, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. A physician who is among the foreign residents in Medina also heals you and your party. The Chief Eunuch sends you off with a _gainitem that had been gifted to him by the sultan years ago.
<<elseif $player.job is "Ottoman Janissary Ağa">>
<br>
You arrive in a meeting room with the Chief Eunuch of the Prophet's Tomb in Medina who runs the affairs of this city with his other 40 eunuch attendants.The Chief Eunuch of the Prophet's Tomb in Medina runs the city as if he were its governor. In many ways he represents both the reach and limits of the Ottoman Empire. The Chief Eunuch was a slave from East Africa taken into the imperial household in Istanbul where as a eunuch he rose through the ranks where he came to manage the Ottoman sultan's harem. While he was in the imperial palace he was also given the responsibility to manage the empire's finances in the holy cities which eventually brought him to his current position in retirement, the Chief Eunuch of the Prophet's Tomb in Medina. However, as his life is intimately connected to the powerful structures of the Ottoman Empire his position and that of the empire's in Medina is in many ways precarious as the nearby Sharif of Mecca also claims authority over this holy city. However, you decide to throw your lot in with this important official as he is well respected, controls the purse of the imperial //surre// stipend, and often favors foreign residents (the //muhajirun//) who live in Medina over local Bedouin tribes. A meeting with the Chief Eunuch was hard to come by but your connections with the local janissary garrison gain you access after _gaindays days. He soon hears of your troubles on the road to the Harameyn (the two holy cities of Mecca and Medina) and decides to help you on the final leg of your journey to Mecca. He sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;"> from the //surre// stipends being distributed in Medina, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. A physician who is among the foreign residents in Medina also heals you and your party. The generous Chief Eunuch sends you off with a _gainitem to remember you stay in Medina.
<<elseif $player.job is "Impoverished Widow">>
<br>
You arrive in a meeting room with the Chief Eunuch of the Prophet's Tomb in Medina who runs the affairs of this city with his other 40 eunuch attendants.The Chief Eunuch of the Prophet's Tomb in Medina runs the city as if he were its governor. In many ways he represents both the reach and limits of the Ottoman Empire. The Chief Eunuch was a slave from East Africa taken into the imperial household in Istanbul where as a eunuch he rose through the ranks where he came to manage the Ottoman sultan's harem. While he was in the imperial palace he was also given the responsibility to manage the empire's finances in the holy cities which eventually brought him to his current position in retirement, the Chief Eunuch of the Prophet's Tomb in Medina. However, as his life is intimately connected to the powerful structures of the Ottoman Empire his position and that of the empire's in Medina is in many ways precarious as the nearby Sharif of Mecca also claims authority over this holy city. However, you decide to throw your lot in with this important official as he is well respected, controls the purse of the imperial //surre// stipend, and often favors foreign residents (the //muhajirun//) who live in Medina over local Bedouin tribes. A meeting with the Chief Eunuch was hard to come by but your persistence pays off and you have your meeting after _gaindays days. He soon hears of your troubles on the road to the Harameyn (the two holy cities of Mecca and Medina) and decides to help you on the final leg of your journey to Mecca. He sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;"> from the //surre// stipends being distributed in Medina if you recite prayers for the sultan when you are in Mecca, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. A physician who is among the foreign residents in Medina also heals you and your party. The generous Chief Eunuch sends you off with a _gainitem to remember you stay in Medina.
<<endif>>
</div>
/*---------------------------------*/
/*----------- Mecca ---------------*/
/*---------------------------------*/
<<elseif $cur_passage is "Mecca">>
/*----- Constant -----*/
<<set $player.health to 100>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to 100>>
<</for>>
<<set _gainfood to 50>>
<<set _gainwater to 50>>
<<set $temp.meccapet to 1>>
/*----- Basis -----*/
<<set _gainmoney to 400>>
<<set _gaintime to random(180,240)>>
<<set _gainpiety to 0>>
/*----- Unique -----*/
<<if $player.job is "Ottoman Princess">>
<<set _gaintime to random(48,96)>>
<<set _gainmoney to 100>>
<<set $player.inventory.qurancase.amount to $player.inventory.qurancase.amount+1>>
<<set _gainitem to $player.inventory.qurancase.name>>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount+1>>
<<elseif $player.job is "Impoverished Widow">>
<<set _gaintime to random(120,180)>>
<<set _gainmoney to 700>>
<<set $player.inventory.kiswah.amount to $player.inventory.kiswah.amount+1>>
<<set _gainitem to $player.inventory.kiswah.name>>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount+1>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _gainmoney to 200>>
<<set $player.inventory.lahore.amount to $player.inventory.lahore.amount+1>>
<<set _gainitem to $player.inventory.lahore.name>>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount+1>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _gainmoney to 800>>
<<set $player.inventory.ambergris.amount to $player.inventory.ambergris.amount+3>>
<<set _gainitem to $player.inventory.ambergris.name>>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount+1>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _gainpiety to 30>>
<<set $player.inventory.kiswah.amount to $player.inventory.kiswah.amount+1>>
<<set _gainitem to $player.inventory.kiswah.name>>
<<set $player.inventory.qurancase.amount to $player.inventory.qurancase.amount+1>>
<<set _gainitem2 to $player.inventory.qurancase.name>>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount+1>>
<<endif>>
<<set _gaindays to Math.floor(_gaintime/12)>>
/*---------------------------------*/
/*----- Describe What Happens -----*/
/*---------------------------------*/
<div style="text-align:left;">
<<if $player.job is "Gulshani Sufi">>
<br>
The Sharif of Mecca, Sharif Saad bin Zeyd, a descendent of the Prophet Muhammad has agreed to meet with you in his estate after _gaindays days of waiting. The Sharif of Mecca often seeks out support from the many visitors to Mecca as he struggles with the Ottoman Empire (as represented by the Chief Eunuch in Medina and the Pasha of Jeddah) for power and influence in the region. He is happy to welcome you and tells others in his court how important it is that you would come seek support from him rather than the Chief Eunuch of Medina or the Pasha of Jeddah. Even though you are officially in the Ottoman Empire the members of the Sharif's court all refer to him as the Sultan of Mecca and the ruler of the Kingdom of the Hijaz. The wealth and majesty that the Sharif of Mecca surrounds himself with impresses you and gives you hope that he will provide you with valuable gifts! Aiming to impress you he sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician who is originally from India also heals you and your party. The Sharif sends you off with a _gainitem (the black embroidered cloth with covers the Kaaba) from the previous hajj season, a truely sacred gift! You feel more pious for having received this gracious gift! He also makes sure to let his local Bedouin allies know that you are in the favor of the Sharif and you are not to be harassed in your travels.
<<elseif $player.job is "Ottoman Princess">>
<br>
The Sharif of Mecca, Sharif Saad bin Zeyd, a descendent of the Prophet Muhammad has agreed to meet with you in his estate after _gaindays days of waiting. The Sharif of Mecca often seeks out support from the many visitors to Mecca as he struggles with the Ottoman Empire (as represented by the Chief Eunuch in Medina and the Pasha of Jeddah) for power and influence in the region. He is happy to welcome you and tells others in his court how important it is that you of all people would come seek support from him rather than the Chief Eunuch of Medina or the Pasha of Jeddah. However, he does not offer much to you as he sees your family as the chief challenge to his authority. For instance, even though you are officially in the Ottoman Empire the members of the Sharif's court all refer to him as the Sultan of Mecca and the ruler of the Kingdom of the Hijaz, bold claims to your ears. He provides you with cursory gifts and sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician who is originally from India also heals you and your party. The Sharif sends you off with a small _gainitem to remind you of your holy purpose here. He also makes sure to let his local Bedouin allies know that you paid your respects to the Sharif and you are not to be harassed in your travels.
<<elseif $player.job is "Ottoman Merchant">>
<br>
The Sharif of Mecca, Sharif Saad bin Zeyd, a descendent of the Prophet Muhammad has agreed to meet with you in his estate after _gaindays days of waiting. The Sharif of Mecca often seeks out support from the many visitors to Mecca as he struggles with the Ottoman Empire (as represented by the Chief Eunuch in Medina and the Pasha of Jeddah) for power and influence in the region. He is happy to welcome you and tells others in his court how important it is that you would come seek support from him rather than the Chief Eunuch of Medina or the Pasha of Jeddah. Even though you are officially in the Ottoman Empire the members of the Sharif's court all refer to him as the Sultan of Mecca and the ruler of the Kingdom of the Hijaz. The wealth and majesty that the Sharif of Mecca surrounds himself with impresses you and gives you hope that he will provide you with valuable gifts! Aiming to impress you he sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician who is originally from India also heals you and your party. The Sharif sends you off with some _gainitem, a valuable gift for a merchant! He also makes sure to let his local Bedouin allies know that you are in the favor of the Sharif and you are not to be harassed in your travels.
<<elseif $player.job is "Ottoman Janissary Ağa">>
<br>
The Sharif of Mecca, Sharif Saad bin Zeyd, a descendent of the Prophet Muhammad has agreed to meet with you in his estate after _gaindays days of waiting. The Sharif of Mecca often seeks out support from the many visitors to Mecca as he struggles with the Ottoman Empire (as represented by the Chief Eunuch in Medina and the Pasha of Jeddah) for power and influence in the region. He is happy to welcome you and tells others in his court how important it is that you of all people would come seek support from him rather than the Chief Eunuch of Medina or the Pasha of Jeddah. However, he does not offer much to you as he sees Ottoman soldiers as the chief challenge to his authority in the region. You are shocked to hear that even though you are officially in the Ottoman Empire the members of the Sharif's court all refer to him as the Sultan of Mecca and the ruler of the Kingdom of the Hijaz, bold claims to your ears. He provides you with cursory gifts and sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician who is originally from India also heals you and your party. The Sharif sends you off with a bundle of _gainitem to demonstrate his wealth and of his allies outside of the Ottoman domain. He also makes sure to let his local Bedouin allies know that you paid your respects to the Sharif and you are not to be harassed in your travels.
<<elseif $player.job is "Impoverished Widow">>
<br>
The Sharif of Mecca, Sharif Saad bin Zeyd, a descendent of the Prophet Muhammad has agreed to meet with you in his estate after _gaindays days of waiting. The Sharif of Mecca often seeks out support from the many visitors to Mecca as he struggles with the Ottoman Empire (as represented by the Chief Eunuch in Medina and the Pasha of Jeddah) for power and influence in the region. He is happy to welcome you and tells others in his court how important it is that you would come seek support from him rather than the Chief Eunuch of Medina or the Pasha of Jeddah. Providing help to the poor is an important public function of the Sharif of Mecca and you provide him with an opportunity to do just that! For even though you are officially in the Ottoman Empire the members of the Sharif's court all refer to him as the Sultan of Mecca and the ruler of the Kingdom of the Hijaz. The wealth and majesty that the Sharif of Mecca surrounds himself with impresses you and gives you hope that he will provide you with valuable gifts! Aiming to demonstrate his benevolence he sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician who is originally from India also heals you and your party. The Sharif sends you off with a _gainitem (the black embroidered cloth with covers the Kaaba) from the previous hajj season, a truely sacred gift! He also makes sure to let his local Bedouin allies know that you are in the favor of the Sharif and you are not to be harassed in your travels.
<<endif>>
</div>
/*---------------------------------*/
/*----------- Jeddah --------------*/
/*---------------------------------*/
<<elseif $cur_passage is "Jeddah">>
/*----- Constant -----*/
<<set $player.health to 100>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to 100>>
<</for>>
<<set _gainfood to 80>>
<<set _gainwater to 50>>
<<set $temp.jeddahpet to 1>>
/*----- Basis -----*/
<<set _gainmoney to 300>>
<<set _gaintime to random(180,240)>>
<<set _gainpiety to 0>>
/*----- Unique -----*/
<<if $player.job is "Ottoman Princess">>
<<set _gaintime to random(48,96)>>
<<set $player.inventory.pearls.amount to $player.inventory.pearls.amount+1>>
<<set _gainitem to $player.inventory.pearls.name>>
<<elseif $player.job is "Impoverished Widow">>
<<set _gainmoney to 50>>
<<set $player.inventory.saddlebag.amount to $player.inventory.saddlebag.amount+2>>
<<set _gainitem to $player.inventory.saddlebag.name>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _gaintime to random(120,180)>>
<<set $player.inventory.coffee.amount to $player.inventory.coffee.amount+12>>
<<set _gainitem to $player.inventory.coffee.name>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _gainmoney to 600>>
<<set $player.inventory.indigo.amount to $player.inventory.indigo.amount+4>>
<<set _gainitem to $player.inventory.indigo.name>>
<<set $player.inventory.thriac.amount to $player.inventory.theriac.amount+3>>
<<set _gainitem2 to $player.inventory.theriac.name>>
<<set $player.inventory.pearls.amount to $player.inventory.pearls.amount+1>>
<<set _gainitem3 to $player.inventory.pearls.name>>
<<elseif $player.job is "Gulshani Sufi">>
<<set $player.inventory.theriac.amount to $player.inventory.theriac.amount+3>>
<<set _gainitem to $player.inventory.theriac.name>>
<<endif>>
<<set _gaindays to Math.floor(_gaintime/12)>>
/*---------------------------------*/
/*----- Describe What Happens -----*/
/*---------------------------------*/
<div style="text-align:left;">
<<if $player.job is "Gulshani Sufi">>
<br>
The proud pasha of Jeddah made you and other petitioners wait outside his palace. You had almost given up hope that he would see you but after _gaindays days he invites you in and is pleased that you have sought to request his support instead of asking the Sharif of Mecca or the Chief Eunuch of Medina. He is often at odds with the Sharif of Mecca over the valuable customs revenues of the Red Sea port of Jeddah. He also is wary of the Chief Eunuch of Medina because of his connections to the palace in Istanbul since his position as the Pasha of Jeddah is closely connected to court circles in Ottoman Egypt instead of those in the empire's capital. You notice that Jeddah is a flourishing place as goods are brought into the hajj port from across the Muslim world while also being a major transit port for the booming coffee trade. Having praised the pasha in your meeting with him he sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also heals you and your party. The pasha also sends you off with some valuable medicinal _gainitem! However, he does not provide you with much else as he is not interested in any theological discussions.
<<elseif $player.job is "Ottoman Princess">>
<br>
The proud pasha of Jeddah made you and other petitioners wait outside his palace. However, after hearing who you are he allows you to meet with him after _gaindays days. He is pleased that you sought to request his support instead of asking the Sharif of Mecca or the Chief Eunuch of Medina. He is often at odds with the Sharif of Mecca over the valuable customs revenues of the Red Sea port of Jeddah. He also is wary of the Chief Eunuch of Medina because of his connections to the palace in Istanbul since his position as the Pasha of Jeddah is closely connected to court circles in Ottoman Egypt instead of those in the empire's capital. You notice that Jeddah is a flourishing place as goods are brought into the hajj port from across the Muslim world while also being a major transit port for the booming coffee trade. Having praised the pasha in your meeting with him he sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also heals you and your party. The pasha also sends you off with some valuable _gainitem!
<<elseif $player.job is "Ottoman Merchant">>
<br>
The proud pasha of Jeddah made you and other petitioners wait outside his palace. However, after hearing that you would be a worthy merchant to help facilitate trade he allows you to meet with him after _gaindays days. He is pleased that you sought to request his support instead of asking the Sharif of Mecca or the Chief Eunuch of Medina. He is often at odds with the Sharif of Mecca over the valuable customs revenues of the Red Sea port of Jeddah. He also is wary of the Chief Eunuch of Medina because of his connections to the palace in Istanbul since his position as the Pasha of Jeddah is closely connected to court circles in Ottoman Egypt instead of those in the empire's capital. You notice that Jeddah is a flourishing place as goods are brought into the hajj port from across the Muslim world while also being a major transit port for the booming coffee trade. Having praised the pasha in your meeting with him he sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also heals you and your party. The pasha also gifts you with some valuable _gainitem, some expensive medicinal _gainitem2, and Red Sea _gainitem3!
<<elseif $player.job is "Ottoman Janissary Ağa">>
<br>
The proud pasha of Jeddah made you and other petitioners wait outside his palace. However, after using your connections in his janissary guard he allows you to meet with him after _gaindays days. He is pleased that you sought to request his support instead of asking the Sharif of Mecca or the Chief Eunuch of Medina. He is often at odds with the Sharif of Mecca over the valuable customs revenues of the Red Sea port of Jeddah. He also is wary of the Chief Eunuch of Medina because of his connections to the palace in Istanbul since his position as the Pasha of Jeddah is closely connected to court circles in Ottoman Egypt instead of those in the empire's capital. You notice that Jeddah is a flourishing place as goods are brought into the hajj port from across the Muslim world while also being a major transit port for the booming coffee trade. Having praised the pasha in your meeting with him he sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also heals you and your party. The pasha also gifts you with a small cargo of _gainitem that he just received from his contacts in the Port of Mocha in Yemen!
<<elseif $player.job is "Impoverished Widow">>
<br>
The proud pasha of Jeddah made you and other petitioners wait outside his palace. However, after _gaindays days you are granted an audience. He is pleased that you sought to request his support instead of asking the Sharif of Mecca or the Chief Eunuch of Medina. He is often at odds with the Sharif of Mecca over the valuable customs revenues of the Red Sea port of Jeddah. He also is wary of the Chief Eunuch of Medina because of his connections to the palace in Istanbul since his position as the Pasha of Jeddah is closely connected to court circles in Ottoman Egypt instead of those in the empire's capital. You notice that Jeddah is a flourishing place as goods are brought into the hajj port from across the Muslim world while also being a major transit port for the booming coffee trade. Having praised the pasha in your meeting with him you expect a wonderful reward but your low status does not offer him much for gaining favor with you so he simply sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, _gainwater <img @src=_waterimage style="height: 1.5ex;">, and an old _gainitem. At least the court physician healed you and your party.
<<endif>>
</div>
<<endif>>
/*---------------------*/
/*----- Variables -----*/
/*---------------------*/
<<set $player.time to $player.time+_gaintime>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_gainfood>>
<<set $player.inventory.water.amount to $player.inventory.water.amount+_gainwater>>
<<set $player.money to $player.money+_gainmoney>>
<<set $player.piety to $player.piety+_gainpiety>>
<<if $player.piety gte 100>>
<<set $player.piety to 100>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.pasha to 1>>
<<set $temp.from to "pasha">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pasha Visited Arabia]]
<<set $temp.lock to 1>>
/*---------------------------*/
/*----- leader set ----------*/
/*---------------------------*/
<<if $cur_passage is "Medina">>
<<set _leader to "Chief Eunuch of the Prophet's Tomb">>
<<elseif $cur_passage is "Mecca">>
<<set _leader to "Sharif of Mecca">>
<<elseif $cur_passage is "Jeddah">>
<<set _leader to "Pasha of the Port of Jeddah">>
<<endif>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<<if $temp.medinapet is 1 and $cur_passage is "Medina">>
<td>Overstayed Welcome: The _leader</td>
<<elseif $temp.meccapet is 1 or $temp.jeddahpet is 1 and $cur_passage is "Medina">>
<td>Suspicious Guest: Audience with the _leader</td>
<<elseif $temp.meccapet is 1 and $cur_passage is "Mecca">>
<td>Overstayed Welcome: The _leader</td>
<<elseif $temp.medinapet is 1 or $temp.jeddahpet is 1 and $cur_passage is "Mecca">>
<td>Suspicious Guest: Audience with the _leader</td>
<<elseif $temp.jeddahpet is 1 and $cur_passage is "Jeddah">>
<td>Overstayed Welcome: The _leader</td>
<<elseif $temp.meccapet is 1 or $temp.medinapet is 1 and $cur_passage is "Jeddah">>
<td>Suspicious Guest: Audience with the _leader</td>
<<endif>>
</tr>
</table>
</div>
<<if $cur_passage is "Medina">>
<<set _h to setup.ImagePath+'hub/eunuchmedina.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $cur_passage is "Mecca">>
<<set _h to setup.ImagePath+'hub/sharif.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif $cur_passage is "Jeddah">>
<<set _h to setup.ImagePath+'hub/pashajeddah.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.medinapet is 1 and $cur_passage is "Medina">>
The _leader feels as if you have overstayed your welcome in $cur_passage! You may have been too eager in your requests and you do not wish to anger the _leader more!
<<elseif $temp.meccapet is 1 and $cur_passage is "Mecca">>
The _leader feels as if you have overstayed your welcome in $cur_passage! You may have been too eager in your requests and you do not wish to anger the _leader more!
<<elseif $temp.jeddahpet is 1 and $cur_passage is "Jeddah">>
The _leader feels as if you have overstayed your welcome in $cur_passage! You may have been too eager in your requests and you do not wish to anger the _leader more!
<<elseif $temp.meccapet is 1 or $temp.jeddahpet is 1 and $cur_passage is "Medina">>
The _leader refuses to meet with you as his local allies have informed him that you have already sought favor with his rivals in the Hijaz. You quickly depart his estate for fear that you may draw more of his ire!
<<elseif $temp.medinapet is 1 or $temp.jeddahpet is 1 and $cur_passage is "Mecca">>
The _leader refuses to meet with you as his bedouin allies have informed him that you have already sought favor with his Ottoman rivals in the Hijaz. You quickly depart his estate for fear that you may draw more of his ire!
<<elseif $temp.meccapet is 1 or $temp.medinapet is 1 and $cur_passage is "Jeddah">>
The _leader refuses to meet with you as his merchant allies have informed him that you have already sought favor with his local rivals in the Hijaz. You quickly depart his estate near the port for fear that you may draw more of his ire!
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Decay Functions]] <<set $player.regions.arabia to 1>>
/* -- New Map -- */
<div style="text-align: center;">
<h3>Region Map</h3>
</div>
<div>
<div id="regionmapid"></div>
<div id="regionlegend" style="text-align: center;">
<h3>LEGEND</h3>
</div>
</div>
<br>
<br>
<u><b>Welcome to Arabia!</b></u> <br><br>
You have made it to the last leg of the hajj journey! The route from Ma’an along the desert hajj road to Mecca passes through a region of Arabia known as the Hijaz (or Hejaz) and is marked by a series of hajj forts, wells, Bedouin tribes, and the difficult desert road. Along this route you will first come to the desert ruins of ancient Mada’in Salih, then the small oasis town of al-'Ula, the holy city of Medina, and finally the destination of the hajj pilgrimage - the holy city of Mecca. The journey through the desert is difficult and many pilgrims decided to travel by caravan at night to avoid the heat - though traveling at night will come with its own set of dangers. Traveling this route during the daylight hours will be faster though pilgrims may encounter Bedouin (hostile and friendly) more often during the day.
<<if $temp.palestinefrom is 1>>
/*--------------------------------*/
/*----- Set Palestine Score ------*/
/*--------------------------------*/
<br>
<br>
<u><b>Palestine Score Summary:</b></u>
<br>
<br>
<button type="button" class="collapsible"><b>Palestine Pilgrim's Path Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.shrinecountpalestine gte 10 and $player.shrinecountpalestine lt 15>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+10>>
<i>The Palestinian Pilgrim: Visit at least 10 Religious Sites in Palestine</i>: 10 <br>
<<elseif $player.shrinecountpalestine gte 15>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+20>>
<i>The Way of the Sufi: Visit 15 or more Religious Sites in Palestine</i>: 20 <br>
<<endif>>
<<if $player.shrinejerusalem is 1>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+10>>
<i>Naqshbandi Sufi: Visit the Dome of the Rock in Jerusalem</i>: 10 <br>
<<endif>>
<<if $player.shrinehalil is 1>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+10>>
<i>The Studious Dervish: Visit the Shrine of Ibrahim in al-Khalil al-Rahman (Hebron)</i>: 10 <br>
<<endif>>
<<if $player.shrinenabimusa is 1>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+10>>
<i>Well-Traveled Dervish: Visit the Shrine of Nabi Musa</i>: 10 <br>
<<endif>>
<<if $player.shrineisa1 is 1 and $player.shrineisa2 is 1 and $player.shrineisa3 is 1 and $player.shrineisa4 is 1 and $player.shrineisa5 is 1>>
<<set $player.pietyscorepalestine to $player.pietyscorepalestine+15>>
<i>Following the Prophet Isa (Jesus): Visit the five significant sites of Palestine related to the life of the Prophet Isa (Jesus) (Jerusalem,Bethlehem,Nazareth,Mount Tabor (Khan al-Tujjar), and the Sea of Galilee(Safed))</i>: 15 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Palestine Merchant Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.inventory.olivewood.amount gte 10 and $player.inventory.prayerbeads.amount gte 10 and $player.inventory.carving.amount gte 10 and $player.inventory.gazzatum.amount gte 5 and $player.inventory.fur.amount gt 0 and $player.inventory.menasik.amount gt 0>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+15>>
<<set $player.merchantjaffa to 1>>
<i>The Jaffa Merchant: As a merchant moving goods from the Palestinian coast you have made it out of Palestine to the next region with at least 10 sets of Olive Wood Carvings, at least 10 sets of Misbaha Prayer Beads, at least 10 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 15 <br>
<<endif>>
<<if $player.inventory.salt.amount gte 5 and $player.inventory.lace.amount gte 5 and $player.inventory.goatbutter.amount gte 10>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+5>>
<<set $player.merchantcyprus to 1>>
<i>The Cypriot Merchant: As a merchant moving goods from Cyprus and the Palestinian coast you have made it out of Palestine to the next region with at least 5 bags of Rock Salt, at least 5 examples of Lefkaritika Lace, at least 10 jars of Goat Butter</i>: 5 <br>
<<endif>>
<<if $player.inventory.blownglass.amount gte 5>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+5>>
<<set $player.merchantlebanon to 1>>
<i>The Merchant of Mount Lebanon: As a merchant moving goods from Lebanese coast and through Palestine you have made it to the next region with at least 5 fine examples of Sarafand Blown Glass</i>: 5 <br>
<<endif>>
<<if $player.inventory.gazzatum.amount gte 10>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+3>>
<<set $player.merchantgaza to 1>>
<i>The Silk Merchant of Gaza: You leave Palestine with at least 10 reels of Gazzatum Silk</i>: 3 <br>
<<endif>>
<<if $player.money gte 8000>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+10>>
<<set $player.merchantnablus to 1>>
<i>The Merchant of Nablus: More than 8,000 akçe in your purse by the time you leave Palestine</i>: 10 <br>
<<endif>>
<<if $player.money gte 4000 and $player.money lt 8000>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+5>>
<<set $player.merchantshaubek to 1>>
<i>The Merchant of Shaubek: More than 4,000 akçe in your purse by the time you leave Palestine</i>: 5 <br>
<<endif>>
<<if $player.money gte 2500 and $player.money lt 4000>>
<<set $player.merchantscorepalestine to $player.merchantscorepalestine+3>>
<<set $player.merchantsafed to 1>>
<i>The Merchant of Safed: More than 2,000 akçe in your purse by the time you leave Palestine</i>: 3 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Palestine Travel Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.lebanontravel is 1>>
<i>The Lebanese Sailor: Traveled along the Lebanese Coast</i>: 5 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+5>>
<<endif>>
<<if $player.cyprustravel is 1>>
<i>The Cypriot Corsair: Traveled to Cyprus</i>: 10 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+10>>
<<endif>>
<<if $player.gazatravel is 1>>
<i>The Palestinian Traveler: Traveled to Gaza</i>: 5 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+5>>
<<endif>>
<<if $player.jerusalemtravel is 1>>
<i>The Holy Traveler: Traveled to Jerusalem</i>: 15 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+15>>
<<endif>>
<<if $player.petratravel is 1 and $player.tyretravel is 1>>
<i>Traveler in the Ruins: Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br>
<<set $player.achievementscorepalestine to $player.achievementscorepalestine+15>>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br><b>Totals from Palestine:</b><br><br>
<b>Syrian Pilgrim's Path Score:</b> $player.pietyscorepalestine <br>
<b>Syrian Merchant Score:</b> $player.merchantscorepalestine <br>
<b>Syrian Achievement Score:</b> $player.achievementscorepalestine <br>
-These Points Exclude Running Totals-
<<elseif $temp.syriafrom is 1 and $temp.syriascorechecked is 0>>
/*------------------------------*/
/*----- Set Syria Score --------*/
/*------------------------------*/
<br>
<br>
<u><b>Syria Score Summary</b></u>
<br>
<br>
<button type="button" class="collapsible"><b>Syria Pilgrim's Path Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.shrinecountsyria gte 6 and $player.shrinecountsyria lt 10>>
<<set $player.pietyscoresyria to $player.pietyscoresyria+10>>
<i>The Shami Pilgrim: Visit at least 6 Religious Sites in Syria</i>: 10 <br>
<<elseif $player.shrinecountsyria gte 10>>
<<set $player.pietyscoresyria to $player.pietyscoresyria+15>>
<i>The Akbarian Sufi: Visit 10 or more Religious Sites in Syria</i>: 15 <br>
<<endif>>
<<if $player.shrinedamascus is 1>>
<<set $player.pietyscoresyria to $player.pietyscoresyria+5>>
<i>The Shami Dervish: Visit the Great Mosque of Damascus</i>: 5 <br>
<<endif>>
<<if $player.shrineurfa is 1>>
<<set $player.pietyscoresyria to $player.pietyscoresyria+10>>
<i>In the Footsteps of Ibrahim: Visit Urfa and the Birthplace of the Prophet Ibarahim (Abraham)</i>: 10 <br>
<<endif>>
<<if $player.shrineibnarabi is 1>>
<<set $player.pietyscoresyria to $player.pietyscoresyria+10>>
<i>The Wise Sufi: Visit the Shrine of Ibn Arabi</i>: 10 <br>
<<endif>>
<<if $player.shrinefool is 1>>
<<set $player.pietyscoresyria to $player.pietyscoresyria-5>>
<<set $player.shrinefoolsyria to 1>>
<<if $player.pietyscoresyria lt 0>>
<<set $player.pietyscoresyria to 0>>
<<endif>>
<i>The Foolish Pilgrim: Visit a Dubious Shrine in Syria</i>: -5 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Syria Merchant Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.inventory.turkmencarpet.amount gte 10 and $player.inventory.waterskin.amount gte 5 and $player.inventory.pistachios.amount gte 10 and $player.inventory.levantinesoap.amount gte 10 and $player.inventory.dagger.amount gt 0 and $player.inventory.spices.amount gt 0 and $player.inventory.kutnu.amount gt 0>>
<<set $player.merchantscoresyria to $player.merchantscoresyria+15>>
<<set $player.merchantdamascus to 1>>
<i>The Merchant of Damascus: As a merchant moving goods out of Syria you make it to the next region with at least 10 Turkmen Carpets, at least 5 Leather Waterskins, at least 10 baskets of Pistachios, at least 10 bars of Levantine Soap, at least one Mother of Pearl Inlaid Dagger, at least bag of Spices, and at least one piece of Kutnu Fabric</i>: 15 <br>
<<endif>>
<<if $player.inventory.arak.amount gte 5>>
<<set $player.merchantscoresyria to $player.merchantscoresyria+2>>
<<set $player.selimarak to 1>>
<i>Sarhoş Selim: You leave Syria with at least 5 bottles of Arak</i>: 2 <br>
<<endif>>
<<if $player.inventory.turkmencarpet.amount gte 20>>
<<set $player.merchantscoresyria to $player.merchantscoresyria+5>>
<<set $player.merchantturkmen to 1>>
<i>The Turkmen Merchant: As you leave Syria you carry with you at least 20 Turkmen Carpets</i>: 2 <br>
<<endif>>
<<if $player.inventory.talisman.amount gt 0 or $player.inventory.scorpiontalisman.amount gt 0 or $player.inventory.talismanicring.amount gt 0 or $player.inventory.talismanicscroll.amount gt 0>>
<<set $player.merchantscoresyria to $player.merchantscoresyria+2>>
<<set $player.occultsyria to 1>>
<i>The Believer in the Occult Sciences: You leave Syria with at least one of the four talisman items of Syria</i>: 2 <br>
<<endif>>
<<if $player.inventory.kutnu.amount gte 5 and $player.inventory.copperware.amount gte 5>>
<<set $player.merchantscoresyria to $player.merchantscoresyria+5>>
<<set $player.merchantaintab to 1>>
<i>The Merchant of Aintab: You leave Syria with at least 5 sets of Copperware and Kutnu Fabric from Aintab</i>: 5 <br>
<<endif>>
<<if $player.money gte 7000>>
<<set $player.merchantscoresyria to $player.merchantscoresyria+10>>
<<set $player.merchantaleppo to 1>>
<i>The Halabi Merchant: More than 7,000 akçe in your purse by the time you leave Syria</i>: 10 <br>
<<endif>>
<<if $player.money gte 3000 and $player.money lt 7000>>
<<set $player.merchantscoresyria to $player.merchantscoresyria+5>>
<<set $player.merchantiskenderun to 1>>
<i>The Merchant of Iskenderun: More than 3,000 akçe in your purse by the time you leave Syria</i>: 5 <br>
<<endif>>
<<if $player.money gte 2000 and $player.money lt 3000>>
<<set $player.merchantscoresyria to $player.merchantscoresyria+3>>
<<set $player.merchanthama to 1>>
<i>The Merchant of Hama: More than 2,000 akçe in your purse by the time you leave Syria</i>: 3 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Syria Travel Score Breakdown</b></button>
<div class="scoring"> <br>
<<if $player.aleppotravel is 1>>
<i>The Halabi Traveler: Traveled to Aleppo</i>: 5 <br>
<<set $player.achievementscoresyria to $player.achievementscoresyria+5>>
<<endif>>
<<if $player.urfatravel is 1>>
<i>Crossing of the Euphrates: Traveled to Urfa</i>: 10 <br>
<<set $player.achievementscoresyria to $player.achievementscoresyria+10>>
<<endif>>
<<if $player.damascustravel is 1>>
<i>The Shami Traveler: Traveled to Damascus</i>: 10 <br>
<<set $player.achievementscoresyria to $player.achievementscoresyria+10>>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br><b>Totals from Syria:</b><br><br>
<b>Syrian Pilgrim's Path Score:</b> $player.pietyscoresyria <br>
<b>Syrian Merchant Score:</b> $player.merchantscoresyria <br>
<b>Syrian Achievement Score:</b> $player.achievementscoresyria <br>
-These Points Exclude Running Totals-
<<elseif $temp.syriascorechecked is 1>>
<br><br>
You have already had your Syria and Palestine scores calculated.
<<endif>>
[[|Ma’an]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.tabukvisited to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Scuffle at the Well: Tabuk</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/tabuk_event.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(300,400)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(75,150)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(200,300)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(100,200)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you come to the Oasis of Tabuk you hear that a crowd has gathered near the well of Tabuk. The local Bedouin leader of the Bani Shehr tribe has demanded that the pilgrims will need to provide tribute if they wish to use the well here. In order to enforce this, he has cut palm trees and placed them in the well guarded by his soldiers so that no one can draw water from the well. The Ottoman //Amir al-Hajj// (head of the caravan) does not want any trouble and has left it up to the pilgrims if they wish to negotiate with the leader of the Bani Shehr. If pilgrims wish to use the well they can demonstrate that they have paid a tribute to Bedouin leaders previously or they may pay a tribute of $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// directly to the leader of the Bani Shehr. Pilgrims may choose not to pay and spend their time in Tabuk without taking water from the well.
<br>
<br>
<div align="center">
<<if $player.inventory.bedouintribute.amount gte 1>>
<span id="initialDestination">
<<button "Show Proof of Payments">>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount-1>>
<<set $temp.tabukwell to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Show Proof of Payments">><</button>></span>
<<endif>>
<<if $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Pay Bedouin Tribute">>
<<set $temp.tabukwell to 1>>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<br><br>
<<else>>
<span id="dummyButton"><<button "Pay Bedouin Tribute">><</button>></span>
<br><br>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<set $temp.tabukwell to 0>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Tabuk (day)]]
[[|Tabuk (night)]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.madainvisited to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Legends of Al-Ḥijr: The Ruined Cities of Mada’in Salih</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/madain_event.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _pietyloss to random(10,15)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _pietyloss to random(5,10)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _pietyloss to random(15,20)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _pietyloss to random(20,30)>>
<<endif>>
<<set $temp.madainloss to _pietyloss>>
Your caravan comes to the ruins of Mada’in Salih, also known as al-Ḥijr. You know this place from the Quran (Surah XI, 64-71) where the story of the Prophey Salih is recounted. The Prophet Salih came here to preach monotheism to the idol-worshipping Thamudis who lived in the caravan cities here. As proof the Thamudis demanded a miracle from the Prophet Salih to prove his prophethood. God then created a she-camel out of stone and the Prophet Salih told the Thamudis not to harm the she-camel. However, they hamstrung the camel and then God punished the Thamudis by causing an earthquake and making the cities of al-Ḥijr uninhabitable and ruins. These ruined cities became later known as the cities of Salih - or Mada’in Salih. While many pilgrims take a moment to remember this story while they pass through here they also tend to follow the tradition of the Prophet Muhammad who on his way to Tabuk in 631 forbid his men to drink from the water here as the cities were cursed by God! You hear that the wells of Mada’in Salih are full of quality water but are apprehensive because of the legends of the water being cursed, stories that the ruins are rife with djinn, and fear of the Bedouin camps near to the old tombs. It is up to you if you wish to ignore these fears and take water from the wells of Mada’in Salih, to warn others of the dangers, or to avoid the wells but tell no one why. hear that a crowd has gathered near the well of Tabuk. The local Bedouin leader of the Bani Shehr tribe has demanded that the pilgrims will need to provide tribute if they wish to use the well here.
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The medieval traveler Ibn Battuta described Mada’in Salih in the following manner: //'On the fifth day after leaving Tabuk, they (the caravan) reached the well of al-Ḥijr - The Ḥijr of Thamud - which has an abundance of water, but not one of the pilgrims draws from it, however violent their thirst, following the example set by the Apostle of God (God bless and give him peace), when he passed it by on the expedition to Tabuk. For he drove on his riding camel, giving orders that none should water from it, and those who had use dit to make dough fed their camels with it. At this place are the dwellings of Thamud, in some hills of red rock. They are hewn out and have carved thresholds, such that anyone seeing them would take them to be of recent construction. Their bones lie crumbling inside these houses...The place of kneeling of the she-camel of Salih (on him be peace) is between two hills there, and in the space between them are the traces of a mosque, in which the pilgrims perform a prayer.'//
<br>
<br> </div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Visit Ruins of Mada’in Salih">>
<<set $player.piety to $player.piety-$temp.madainloss>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<set $temp.madainwell to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Tell Others to Avoid the Ruins">>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $temp.madainwell to 2>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<br><br>
<span id="initialDestination">
<<button "Avoid the Ruins and Say Nothing">>
<<set $temp.madainwell to 0>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Mada’in Salih (day)]]
[[|Mada’in Salih (night)]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td><i>Surre</i> Distribution in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/surre.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
You have already received support from the //surre// from this location, so they refuse to give you more food as they need to provide for other pilgrims.
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "market">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Decay Functions]] <<nobr>>
<<set $temp.loopdest2 to 0>>
<<set $temp.loopdest3 to 0>>
<<set $temp.loopdest4 to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Well of Ali">>
<<set _desc to "On a hill above Medina your caravan gathers for the journey to Mecca. The Well of Ali has a few reservoirs of water for the caravans so that the pilgrims can once again prepare for the journey though the desert mountains of the Hijaz. You are sad to depart the city of Medina but anticipation fills your spirit as you know the hajj and Mecca are now closer than ever before! As with your last caravan through the desert, some pilgrims are opting to travel at night at a slower and safer pace while others rush on the Mecca in the caravan that travels during the day.">>
<<set _hist to "The seventeenth-century Ottoman pilgrim Yusuf Nabi describes his departure from Medina (back to Istanbul, he had already visted Mecca) in the following manner: \n\n //'Once the day of departure came I was very distressed,and began to groan loudly. What a difficult time it is when you say 'farewell' to the Prophet instead of offering prayers in his presence. O unfortunate man, from now on be sorrowful that you are leaving the fortune of being and praying in the presence of the Prophet! O disloyal man, you still did not pass away at this sanctuary which you had been yearning for since you were born! O senseless man, although you have found the body of the Prophet, you are going back to do mundane deeds! Whereas at the first day of visit I was very ardent, now I felt impotent to bid farewell to the tomb of the Prophet. In the end, I bid farewell unwillingly and shamefully to the Prophet's tomb, and went away slowly and in bewilderment. It is impossible to portray the sadness of that time. In this mood we set out from Medina for the desert, weeping, and proceeded to Damascus, seeing the sanctuaries in our minds, and sometimes talking about them. Once we amved in Damascus the pilgrims proceeded to their own home towns. As for me, God enabled me to come to the Palace in Istanbul safe and secure.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 39>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) While some merchants will head directly to the booming pilgrimage market at Mina, I always go first from Mecca to the Port of Jeddah to find some imported valuable goods to make a profit from!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Sa’id bin Zayd the Bedouin Tribesman: //'(talking to pilgrims) Be wary of the mountain passes ahead, the Sherif of Mecca is often at odd with the Ottoman caravan - I even heard rumors that the Ottoman Pasha of Jeddah tried to have the Sharif assassinated last year during the hajj festivites! If you can travel slowly and at night to avoid the most trouble!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(talking to other pilgrims) If you wish to have the most access in Mecca and be a truely pious pilgrim, I would suggest you pay your respects to the Sharif of Mecca there - he is after all a decendent of the Prophet Muhammad himself!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Badr Hunayn (day)">>
<<set _time to 24>>
<<elseif $player.speed is "medium">>
<<set _destination to "Cüdeyde Village (day)">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Cüdeyde Village (day)">>
<<set _time to 14>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Badr Hunayn (night)">>
<<set _time2 to 26>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Cüdeyde Village (night)">>
<<set _time2 to 14>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Cüdeyde Village (night)">>
<<set _time2 to 16>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageArabia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Cüdeyde Village (day)]]
[[|Cüdeyde Village (night)]]
[[|Badr Hunayn (day)]]
[[|Badr Hunayn (night)]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.ihramvisited to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Entrance to the Harameyn: Putting on the Ihram</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/ihram.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _pietygain to random(5,15)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _pietygain to random(10,15)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _pietygain to random(5,10)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _pietygain to random(10,20)>>
<<endif>>
<<set $temp.ihramgain to _pietygain>>
As the caravan comes near to the gates of Medina you enter the Wadi al-Istikbal (the Wadi of Welcome) where the people of Medina come out to greet the pilgrimage caravan and pilgrimage guides come to offer their services to the pilgrims. As you come to a hilltop outside of Medina many pilgrims wash themselves and put on the simple white cloth robe of a hajj pilgrim, the //ihram//. While it is not required of pilgrims to put on the //ihram// here many put on the pilgrim's garb here out of respect for the holy city of Medina and to mark their entrance into the land of the two holy cities, the Harameyn. As pilgrims shed the clothing signifiers of their homes and communities and all dress in this simple cloth they mark out their unity of purpose while performing the hajj pilgrimage. The //ihram// represents your identity as a Muslim pilgrim showing no distinction between the origins, languages, and wealth of the many pilgrims gathered here. For the //ihram// represents one's separation from all that is worldly and your turning towards God in this holy land. However, putting on the //ihram// here and not in Mecca, is optional and some merchants prefer to continue as usual into Medina. While you are in the crowd of pilgrims you notice a group of young confused naive pilgrims who you might be able to trade with here before they can get a sense of what their goods are worth in a place like Medina. You hear they would offer you 10 akçe <img @src=_coinimage style="height: 1.5ex;"> and a Mohair cloak for some trinkets you have on you. You take a moment to wonder if you should forgo putting on the //ihram// here and instead take this golden opportunity to trade! The choice is up to you.
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
Evliya Çelebi describes in detail the process of putting on the //ihram// as he entered the city of Medina. He writes that: <br><br> //'When the pilgrims have reached this hill and viewed Medina, some of the lovers put on the pilgrim's robe (the ihram) and proceed barefoot escorted by some of the inhabitants of Medina...One does not have to wear the pilgrim's robe nor say these prayers but only repeats the noble blessings on the Prophet. There is no obstable according to religious law, however. If, out of love, one puts on the pilgrim's robe here...that is even more fitting...(and) many lovers of God will recite the following verse: 'Let us abdandon the crown of transience, let us be naked for a while.' To put on the pilgrim's robe means to separate oneself from all things but God...(and) the Prophet ordered putting on the pilgrim's robe as a sign of separation from all that is worldly and as a form of turning to God. This is why many pilgrims come to visit the Prophet's tomb dressed in the pilgrim's robe beginning at this point.'// <br><br> The seventeenth-century pilgrim Yusuf Nabi traveled with the Egyptian caravan and writes the following on the donning of the //ihram// at the coastal city of Rabigh before Mecca. He writes: //'All pilgrims put off their ordinary clothes, and after bathing donned the ihram, a sacred white cloth in two pieces put on the shoulders and the waist. Bare footed and bare headed we proceeded to recite aloud the prayer called lebbeyk.'// <br><br> They lebbeyk prayer is as follows: //'Here I am O Lord, in answer to your call! <br> What is thy call, here I am! (3 times) <br> Here I come You Who is without any partner, <br> Thou art without companion <br> What is your call, here I am! <br>
Praise and blessings are thine, and the Dominion.'//
<br>
<br> </div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Put on the Ihram">>
<<set $player.piety to $player.piety+$temp.ihramgain>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $temp.ihramdone to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Trade with Naive Pilgrims">>
<<set $player.piety to $player.piety-$temp.ihramgain>>
<<set $player.money to $player.money+10>>
<<set $player.inventory.mohair.amount to $player.inventory.mohair.amount+1>>
<<set $temp.ihramdone to 2>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Medina City Walls]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.surrevisit to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Distribution of the Surre Funds</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/surremedina.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<<set _surrepayment to random(300,700)>>
<<set $temp.surrepayment to _surrepayment>>
Having made a kind gift to the Chief Harem Eunuch back in Istanbul you were able to get on the list of individuals in Medina to receive a stipend from the //surre// funds meant for the Rumi foreign residents of Medina. After waiting in a long line of individuals you receive 5 purses of coins amounting to _surrepayment akçe <img @src=_coinimage style="height: 1.5ex;">, you thank the imperial eunuch distributing the funds and he reminds you that in exchange for funds you are to say prayers for Sultan Mehmed IV at the holy places you visit. You return to join your companions in Medina knowing you were right to get an audience with the Chief Harem Eunuch in Istanbul.
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> <br>
The Ottoman pilgrim Evliya Çelebi recounts the process by which these //surre// payments were distributed by the Ottoman state providing a glimpse at the scale of this imperial sponsorship project. He writes that 'the trustee of the surre hands these [funds] out day and night by torchlight...the beneficiaries receive their share according to the imperial register and say a prayer for the sultan.'// Having only the days in which the caravan was in either Medina or Mecca, the Ottoman officials needed to provide the correct amount of funds to the correct individuals, who numbered in the thousands. The meticulous records of the distribution of //surre// (The //Surre Defterleri//) provide a vital insight into Ottoman networks of imperial influence and the names of the thousands who lived off these stipends in the holy cities.
<br>
<br> </div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Collect your Surre Stipend">>
<<set $player.money to $player.money+$temp.surrepayment>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Medina]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.surrein to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to random(50,200)>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to random(100,200)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to random(30,50)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to random(50,100)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to random(10,50)>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Surre Register</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/surreistanbul.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
The Chief Harem Eunuch in Istanbul holds the list of individuals in the holy cities who are receive a stipend from the //surre// funds. You hear that they are making a new register for the Rumi foreign residents who will stay in the city of Medina. Before you set off across the Bosporus for Üsküdar a friend of yours in the imperial palace says that the Chief Harem Euchuch may be willing to put your name on the register to collect funds in Medina if you pay him a simple donation of _randomBribe akçe <img @src=_coinimage style="height: 1.5ex;"> for his kindness. Do you pay him or do you refrain from engaging in such an unscrupulous practice?
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The //surre// was a collection of funds and food collected from //waqfs// (pious endowments) across the empire and from taxes collected in the imperial treasury. For instance, all the taxes from the head tax (//jizya//) on Armenians in Istanbul was designated for the //surre// and destined for the people of the holy cities. Pilgrims, people living in the holy cities, Bedouin tribes, and some stations along the hajj route received food and stipends from this large fund. In the seventeenth-century the cost of the //surre// sent to the holy cities from Istanbul amounted to about half the cost of an entire year's funding of a military campaign against the Habsburg Empire in Central Europe - meaning that it represented a significant part of the imperial budget. It is unclear how most people got their names onto the //surre// register and designated as someone who would receive the funds but in the seventeenth century a higher number of people from the central Ottoman provinces made their way onto this list maybe suggesting that a connection was needed to the Ottoman caravan or the Harem Eunuchs in Istanbul who managed the funds.
<br>
<br>
<br><br></div>
<br> <br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Chief Eunuch">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.surrepay to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay the Chief Eunuch">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Istanbul]]
[[|Eyüp-Istanbul]] /*---------------------------------------*/
/*----- End of Simulation Choice (Piety) ------*/
/*---------------------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Celebrations of Eid al-Adha</td>
</tr>
</table>
</div>
<br>
You have made it to the Celebrations of Eid al-Adha and the end of your hajj journey and you now prepare for your months long journey home. Thanks for playing the beta of <i>Hajj Trail</i>. We will be adding some more features to the simulation in the near future! We would love to hear your feedback. If you have the time, please fill out <a href="https://forms.gle/VfCJewfwMXmHJNka9" target="_blank">this Google Form</a>.
<br><br>
<<set $player.finalpiouschoice to 1>>
<h1>Simulation Summary</h1>
/*---------------*/
/*----- Map -----*/
/*---------------*/
<div id="mapid"></div>
<<makeMap>>
/*-------------------------*/
/*----- Piety Summary -----*/
/*-------------------------*/
<br>
<b>Pilgrim's Path Score</b>: <<print '<progress class="piety" id="piety" value="' + $player.piety + '" max="100"></progress>'>> <br>
<b>Shrines Visited</b>: <br>
<<set $tmpKeys to Object.keys($player.shrines)>>
<<if $tmpKeys.length is 0>>
• You did not visit any Religious Sites!<br>
<<else>>
<<for _i to 0; _i lt $tmpKeys.length; _i++>>
• <<print $tmpKeys[_i]>> - <<print $player.shrines[$tmpKeys[_i]].shrine>><br>
<</for>>
<<endif>>
/*----------------------------*/
/*----- Merchant Summary -----*/
/*----------------------------*/
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<b>Ending Akçe</b>: $player.money <img @src=_coinimage style="height: 1.5ex;"> <br>
/*----------------------------*/
/*----- Party Summary -----*/
/*----------------------------*/
<b>Party Status:</b><br>
<table>
<<if $family[0].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[0].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[0].health + '" max="100"></progress>'>></td>
</tr>
<<else>>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[0].name:</b></td>
<td>$family[0].death</td>
</tr>
<<endif>>
<<if $family[1].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[1].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[1].health + '" max="100"></progress>'>></td>
</tr>
<<else>>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[1].name:</b></td>
<td>$family[1].death</td>
</tr>
<<endif>>
<<if $family[2].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[2].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[2].health + '" max="100"></progress>'>></td>
</tr>
<<else>>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[2].name:</b></td>
<td>$family[2].death</td>
</tr>
<<endif>>
</table>
<br><br>
<b>Traveling Party History:</b>
<br><br>
<<print $deathslot>>
<br><br>
/*--------------------------*/
/*----- Points Summary -----*/
/*--------------------------*/
/*-----------------------------------*/
/*-------- Score Summary Score-------*/
/*-----------------------------------*/
<<if $temp.arabiaarrive is 1>>
<br><br>
<button type="button" class="collapsible"><b>Arabia Score Breakdown</b></button>
<div class="scoring"> <br>
/*----------------------------*/
/*----- Set Arabia Score -----*/
/*----------------------------*/
<b>Arabia Pilgrim's Path Score Breakdown:</b><br><br>
<<if $temp.someoneelse is 0 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+100>>
<i>Hajji: Completed Hajj (Yourself)</i>: 100 <br>
<<endif>>
<<if $player.shrinecountarabia gte 10 and $player.shrinecountarabia lt 15>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+30>>
<i>Sufi of the Hijaz: Visit 10 or more Religious Sites in Arabia</i>: 30 <br>
<<elseif $player.shrinecountarabia is 15>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+50>>
<i>Pilgrim of Arabia: Visit 15 Religious Sites in Arabia</i>: 50 <br>
<<endif>>
<<if $player.shrinemedina is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+10>>
<i>Eunuchs of the Prophet's Tomb: Visit the Prophet's Tomb in Medina</i>: 10 <br>
<<endif>>
<<if $temp.meccapet is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+5>>
<i>Guest of the Sharif of Mecca</i>: 5 <br>
<<endif>>
<<if $temp.medinapet is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+5>>
<i>Guest of the Chief Eunuch of Medina</i>: 5 <br>
<<endif>>
<<if $temp.ihramdone is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+10>>
<i>The Ihram: Put on the Ihram outside of Medina</i>: 10 <br>
<<endif>>
<<if $temp.ihramdone is 2>>
<<set $player.pietyscorearabia to $player.pietyscorearabia-10>>
<<if $player.pietyscorearabia lt 0>>
<<set $player.pietyscorearabia to 0>>
<<endif>>
<i>Breach of Trust: Swindle from Pilgrims outside of Medina</i>: -10 <br>
<<endif>>
<br>
<b>Arabia Merchant Score Breakdown:</b><br><br>
<<if $temp.someoneelse is 1 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+30>>
<i>Hajji: Completed Hajj (Someone Else)</i>: 30 <br>
<<endif>>
<<if $temp.thebey is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of the Bey of Iznik</i>: 5 <br>
<<elseif $temp.thepasha is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+15>>
<i>In the Service of the Pasha of Rhodes</i>: 15 <br>
<<elseif $temp.theyoungayan is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of the Ayan of Yanina</i>: 5 <br>
<<elseif $temp.thehatun is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>In the Service of the Widow of Aintab</i>: 10 <br>
<<elseif $temp.thebureaucrat is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>In the Service of the Nişancı of Nablus</i>: 10 <br>
<<elseif $temp.thecorsair is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of a Corsair</i>: 5 <br>
<<endif>>
<<if $temp.jeddahpet is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>Guest of the Pasha of Jeddah</i>: 5 <br>
<<endif>>
<<if $temp.ihramdone is 2>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>The Pilgrim Thief: Swindled Pilgrims in Medina</i>: 5 <br>
<<endif>>
<<if $player.inventory.ambergris.amount gt 0 and $player.inventory.pearls.amount gt 0 and $player.inventory.mohair.amount gt 0 and $player.inventory.dates.amount gte 20 and $player.inventory.coffee.amount gte 10 and $player.inventory.lamp.amount gt 0 and $player.inventory.zamzam.amount gte 4>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>Hijazi Merchant: As a merchant moving goods along the hajj route in the Hijaz you end the simulation with at least 20 bottles of Date Syrup, at least 4 bottles of Zamzam Water, at least 10 sacks of Coffee, at least one bottle of Ambergris Perfume, at least one bag of Pearls, at least one Engraved Oil Lamp, and at least one Fine Mohair Cloak</i>: 10 <br>
<<endif>>
<<if $player.money gte 10000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>King of the Mina Bazaar: More than 10,000 akçe in purse by end of simulation</i>: 10 <br>
<<endif>>
<<if $player.money gte 5000 and $player.money lt 10000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>Red Sea Merchant: More than 5,000 akçe in purse by end of simulation</i>: 5 <br>
<<endif>>
<<if $player.money gte 2000 and $player.money lt 5000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+3>>
<i>Caravan Merchant: More than 2,000 akçe in purse by end of simulation</i>: 3 <br>
<<endif>>
<br><b>Travel Bonuses Breakdown:</b><br><br>
<<if $player.alulatravel is 1>>
<i>The Desert Traveler: Traveled to al-Ula</i>: 15 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+15>>
<<endif>>
<<if $player.medinatravel is 1>>
<i>Following the Surre: Traveled to Medina</i>: 15 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+15>>
<<endif>>
<<if $player.jeddahtravel is 1>>
<i>Pearl of the Red Sea: Traveled to Jeddah</i>: 5 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+5>>
<<endif>>
<br><b>Totals from Arabia:</b><br><br>
<b>Arabian Pilgrim's Path Score:</b> $player.pietyscorearabia <br>
<b>Arabian Merchant Score:</b> $player.merchantscorearabia <br>
<b>Arabian Achievement Score:</b> $player.achievementscorearabia <br>
-These Points Exclude Running Totals-
<br><br>
</div>
<br>
<<endif>>
<br><br>
/*-----------------------------------*/
/*-------- Score Summary Score-------*/
/*-----------------------------------*/
<button type="button" class="collapsible"><b>Final Score Breakdown</b></button>
<div class="scoring"> <br>
<br><br>
<u><b>Final Pilgrim's Path Score Breakdown</b></u>
<br><br>
<i>Pilgrim Path Running Score throughout Journey</i>: $player.pietyscore <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscore>>
<i>Travel Time to Hajj Pilgrimage</i>:
<<if $player.hajjtimefinal is 100>>
On Time - 100 <br>
<<elseif $player.hajjtimefinal is 115>>
Exactly On Time - 115 <br>
<<elseif $player.hajjtimefinal is 50>>
Late - Waited 1 Year - 50 <br>
<<elseif $player.hajjtimefinal is 15>>
Late - Waited 2 Years - 15 <br>
<<elseif $player.hajjtimefinal is 0>>
Did not make it to Mecca for the hajj - 0 <br>
<<endif>>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.hajjtimefinal>>
<i>Pilgrim's Path Score Rumelia</i>: $player.pietyscorerumelia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorerumelia>>
<i>Pilgrim's Path Score Anatolia</i>: $player.pietyscoreanatolia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscoreanatolia>>
<i>Pilgrim's Path Score Syria</i>: $player.pietyscoresyria <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscoresyria>>
<i>Pilgrim's Path Score Palestine</i>: $player.pietyscorepalestine <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorepalestine>>
<i>Pilgrim's Path Score Arabia</i>: $player.pietyscorearabia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorearabia>>
<br><br>
/*------------------------------------*/
/*----------TPP Achievements--------*/
/*------------------------------------*/
<br><br>
<u><b>Pilgrim's Path Achievement Score Breakdown</b></u>
<br><br>
/*----------Final Choice Eid-----------*/
<<if $player.finalpiouschoice is 1>>
<i>Eid al-Adha Celebrations: Ended the simulation with the final choice to go to the Eid al-Adha festivities instead of the market at Jeddah</i>: 50 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+50>>
<<endif>>
/*---------- Four Holy Cities -----------*/
<<if $player.shrinemedina is 1 and $temp.hajj1 is 1 and $player.shrinejerusalem is 1 and $player.shrinehalil is 1>>
<i>The Four Holy Cities: Ended the simulation with visiting the holy sites in the four most sacred cities in Islam (Mecca, Medina, Jerusalem, al-Khalil al-Rahman (Hebron))</i>: 40 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+40>>
<<endif>>
/*---------- Major Sufi Shrines -----------*/
<<if $player.shrinekonya is 1 and $player.shrinebektash is 1 and $player.shrineibnarabi is 1>>
<i>The Mevlevi Pir: Ended the simulation with visiting the three major sufi sites along the way (Konya, Hacıbektaş, Salihiyah)</i>: 30 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+30>>
<<endif>>
<br>
/*------------------------------*/
/*----- Set Merchant Score -----*/
/*------------------------------*/
<br><br>
<u><b>Final Merchant Score Breakdown</b></u>
<br><br>
<br><br>
<i>Daily Akçe Amount throughout Journey Score</i>: $player.merchantscore <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscore>>
<i>Merchant Score Rumelia</i>: $player.merchantscorerumelia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorerumelia>>
<i>Merchant Score Anatolia</i>: $player.merchantscoreanatolia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscoreanatolia>>
<i>Merchant Score Syria</i>: $player.merchantscoresyria <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscoresyria>>
<i>Merchant Score Palestine</i>: $player.merchantscorepalestine <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorepalestine>>
<i>Merchant Score Arabia</i>: $player.merchantscorearabia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorearabia>>
/*------------------------------------*/
/*-------Merchant Achievements--------*/
/*------------------------------------*/
<br><br>
<u><b>Merchant Achievement Score Breakdown</b></u>
<br><br>
/*----------Final Choice Merchant-----------*/
<<if $player.finalmerchantchoice is 1>>
<i>The Hajj Market in Jeddah: Ended the simulation with the final choice to go to the Market in Jeddah instead of the Eid al-Adha festivities</i>: 50 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+50>>
<<endif>>
/*----------Carpet Merchant-----------*/
<<if $player.inventory.anatoliancarpet.amount gt 0 and $player.inventory.bedouincarpet.amount gt 0 and $player.inventory.turkmencarpet.amount gt 0>>
<i>The Carpet Merchant: Ended the simulation with at least 1 of each type of carpet</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*----------Cloth Merchant Check-----------*/
<<if $player.inventory.silk.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.gazzatum.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.venetianganzi.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.mohair.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lace.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lahore.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.fur.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.alaja.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.kutnu.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.englishfabric.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.wool.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.cotton.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lynxfur.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.brocade.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
/*----------Cloth Merchant -----------*/
<<if $temp.clothmerchant lt 10 and $temp.clothmerchant gte 7>>
<i>The Cloth Merchant: Ended the simulation with at least 7 different types of fabric</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<elseif $temp.clothmerchant gte 10>>
<i>The Fine Cloth Merchant: Ended the simulation with at least 10 different types of fabric</i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
<br>
/*----------Book Merchant Check-----------*/
<<if $player.inventory.menasik.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.illuminated.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.quran.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.sufitext.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.maliki.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.poetry.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.futuh.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.jami.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.birgivi.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.divansufi.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.dalail.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
/*----------Book Merchant -----------*/
<<if $temp.bookmerchant lt 7 and $temp.bookmerchant gte 5>>
<i>The Aspiring Scholar: Ended the simulation with at least 5 different manuscripts</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<elseif $temp.bookmerchant gte 7>>
<i>The Sufi Pir: Ended the simulation with at least 7 different manuscripts</i>: 20 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+20>>
<<endif>>
<br>
/*----------Talisman Check-----------*/
<<if $player.inventory.talisman.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.scorpiontalisman.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.talismanicring.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.talismanicscroll.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.amulet.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
/*----------Talisman Merchant -----------*/
<<if $temp.talismanmerch gte 4>>
<i>The Wandering Dervish: Ended the simulation with at least 4 different talismans or amulets</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
<br>
/*----------Foreign Riches Check-----------*/
<<if $player.inventory.pearls.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.lahore.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.ambergris.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.theriac.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.indigo.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.diamonds.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.spices.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.jewels.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.englishfabric.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.venetianganzi.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.pocketwatch.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
/*----------Foreign Riches Merchant -----------*/
<<if $temp.foreigngoods gte 7>>
<i>The Foreign Merchant: Ended the simulation with at least 7 different goods imported foreign goods (Indigo, Pearls, Ambergris, English Fabric, Venetian Ganzi, Spices, Diamonds, Jewels, Theriac, Lahore Cotton, Austrian Pocket Watch) </i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
<br>
/*---------- Pious Check-----------*/
<<if $player.inventory.futuh.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.menasik.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.prayerbeads.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.quran.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.qurancase.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.sufitext.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.maliki.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.kiswah.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.hajjcert.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.zamzam.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.dalail.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
/*---------- Pious Merchant -----------*/
<<if $temp.piousmerchant gte 7>>
<i>The Pious Merchant: Ended the simulation with at least 7 different religous items(Futuh al-Harameyn, Menasik ul-Hajj, Quran, Quran Traveling Case, Piece of the Kiswah, Hajj Certificate, Maliki Text, Naqshibandi Sufi Text, Misbaha Prayer Beads, Zamzam Water, Dala'il Khayrat)</i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
<br>
/*----------The Coffee Merchant -----------*/
<<if $player.inventory.coffee.amount gt 100>>
<i>The Coffee Merchant: Ended the simulation with at least 100 bags of Coffee </i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
<br>
/*----------Balkan Merchant-----------*/
<<if $player.meccacheckrumelia is 1>>
<i>The Balkan Merchant: As a merchant from Rumelia you have made it to Mecca with at least 5 Bushels of Wheat, at least 5 Fruit-scented Soaps, at least 5 Tulip Bulbs, at least 5 boxes of Musk and Ambergris Candies, at least one Silver-inlaid Iron Horseshoe, at least one jar of Plum Pekmez, and at least one Box of Ortasayış Iron Nails</i>: 25 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+25>>
<<endif>>
/*----------Rumi Merchant-----------*/
<<if $player.meccacheckanatolian is 1>>
<i>The Rumi Merchant: As a merchant from Anatolia you have made it to Mecca with at least 5 Anatolian carpets, at least 5 sacks of Tobacco, at least 5 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 20 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+20>>
<<endif>>
/*----------Shami Merchant-----------*/
<<if $player.meccacheckshami is 1>>
<i>The Shami Merchant: As a merchant moving goods from Sham (Syria) you have made it to Mecca with at least 5 Turkmen carpets, at least 5 leather waterskins, at least 5 sacks of pistachios, at least 5 bars of Levantine Soap, at least one bottle of Arak, at least one bundle of imported Spices, and at least one set of Copperware</i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
/*----------Levantine Merchant-----------*/
<<if $player.meccacheckmed is 1>>
<i>The Levantine Merchant: As a merchant moving goods from across the Mediterranean you have made it to Mecca with at least 5 bundles of English Fabric, at least 5 bags of Mastic (Tears of Chios), at least 5 bottles of Malvasia Wine, at least 5 bars of Levantine Soap, at least one bottle of Sarafand Blown Glass, at least one example of Lefkaritika Lace, and at least one piece of Venetian Ganzi Fabric</i>: 25 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+25>>
<<endif>>
/*----------Palestinian Merchant-----------*/
<<if $player.meccacheckpal is 1>>
<i>The Palestinian Merchant: As a merchant moving goods from the Palestinian coast you have made it to Mecca with at least 5 sets of Olive Wood Carvings, at least 5 sets of Misbaha Prayer Beads, at least 5 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
/*----------Bedouin Merchant-----------*/
<<if $player.meccacheckbed is 1>>
<i>The Bedouin Merchant: As a merchant moving goods across the Arabian Desert you have made it to Mecca with at least 5 skins of Camel Milk, at least 5 Bedouin Carpets, at least 5 bottles of Date Syrup, at least 5 copper inscense burners, at least one engraved oil lamp, and at least one record of a paid Bedouin Tribute</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*----------Local Merchant-----------*/
<<if $player.meccachecklocal is 1>>
<i>The Local Merchant: As a merchant moving goods from village to village you have picked up many common items and have made it to Mecca with at least 5 skins of Camel Milk, at least 5 bottles of Olive Oil, at least 5 bottles of Date Syrup, at least 5 servings of Goat Butter, at least 5 yards of wool, at least 5 baskets of Anatolian Fruits, and at least 5 bags of pistachios</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*------------------------------*/
/*-------- Achievements --------*/
/*------------------------------*/
<br><br>
<u><b>Final Achievement Score Breakdown</b></u>
<br><br>
/*----- Travel Check -----*/
<<if $player.dubrovniktravel is 1>>
<i>The Dalmatian Traveler: Traveled to Dubro-Venedik (Dubrovnik)</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.belgradetravel is 1>>
<i>The Soldier of Belgrade: Traveled to Belgrade</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.uskubtravel is 1>>
<i>The Macedonian Traveler: Traveled to Üsküb</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.laketravel is 1>>
<i>The Lakeshore: Traveled to Lake Ohrid</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.barbarytravel is 1>>
<i>The Corsair's Attendant: Traveled to Cerigo</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.edirnetravel is 1>>
<i>The Hunting Expedition: Traveled to Edirne</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.salonikatravel is 1>>
<i>The Sephardic Merchant: Traveled to Salonika</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.sofyatravel is 1>>
<i>The Bulgarian Traveler: Traveled to Sofya</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.inventory.cat.amount is 1>>
<i>The Kedi: You Picked Up a Cat in your Travels</i>: 2 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+2>>
<<endif>>
<<if $player.anatoliatravel is 1>>
<i>Anatolian Traveler: Traveled on land through Anatolia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.taurustravel1 is 1 and $player.taurustravel2 is 1>>
<i>Taurus Mountain Traveler: Traveled on through both the Western Taurus Mountains and through the Cilician Gates</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.aegeantravel is 1>>
<i>Aegean Sailor: Traveled by sea along the coast of Anatolia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.cappadociatravel is 1>>
<i>Ghosts of the Seljuks: Traveled through Cappadocia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.ciliciatravel is 1>>
<i>Through the Cilician Gates: Traveled through Cilician</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.cretetravel is 1>>
<i>Visions of the Siege of Candia: Traveled to Crete and Candia</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.aleppotravel is 1>>
<i>The Halabi Traveler: Traveled to Aleppo</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.urfatravel is 1>>
<i>Crossing of the Euphrates: Traveled to Urfa</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.damascustravel is 1>>
<i>The Shami Traveler: Traveled to Damascus</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.lebanontravel is 1>>
<i>The Lebanese Sailor: Traveled along the Lebanese Coast</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.cyprustravel is 1>>
<i>The Cypriot Corsair: Traveled to Cyprus</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.gazatravel is 1>>
<i>The Palestinian Traveler: Traveled to Gaza</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.jerusalemtravel is 1>>
<i>The Holy Traveler: Traveled to Jerusalem</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.petratravel is 1 and $player.tyretravel is 1>>
<i>Traveler in the Ruins: Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.alulatravel is 1>>
<i>The Desert Traveler: Traveled to al-Ula</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.medinatravel is 1>>
<i>Following the Surre: Traveled to Medina</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.jeddahtravel is 1>>
<i>Pearl of the Red Sea: Traveled to Jeddah</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.desertnight is 1>>
<i>The Torchbearer: Traveled at Night in the Arabian Desert</i>: 2 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+2>>
<<endif>>
<<if $player.desertnight is 0 and $temp.hajjeventvisit is 1>>
<i>Under the Desert Sun: Traveled entirely during the day in the Arabian Desert</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.fear gte $player.trust>>
<i>Fearful Pilgrim: During your travels you choose to be more cautious than trustworthy when you encountered others on the road</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<elseif $player.fear lt $player.trust>>
<i>Trustworthy Pilgrim: During your travels you choose to be more trusting than cautious when you encountered others on the road</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.bandit gte 25>>
<i>The Unlucky Pilgrim: During your travels you were beset upon by all kinds of bandits and pirates more than 25 times</i>: -10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-10>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.bandit gte 10 and $player.bandit lt 25>>
<i>A Difficult Journey: During your travels you were beset upon by all kinds of bandits and pirates more than 10 times</i>: -5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-5>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.luck gte 10 and $player.luck lt 25>>
<i>A Blessed Journey: During your travels you happened upon more than 10 blessings giving you food, water, money, and help along the Pilgrim's Path</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.luck gte 25>>
<i>The Chosen Pilgrim: During your travels you happened upon more than 25 blessings giving you food, water, money, and help along the Pilgrim's Path</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.occult is 1>>
<i>Divine Intervention: It seems you were saved by your talismanic shirt!</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Rumelia Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Rumelia Pilgrim's Path Achievements:</b><br><br>
<<if $player.shrinecountrumelia gte 6 and $player.shrinecountrumelia lt 10>>
<i>The Halveti Pilgrim: Visit at least 6 Religious Sites in Rumelia</i>: 10 <br>
<<elseif $player.shrinecountrumelia gte 10 and $player.shrinecountrumelia lt 15>>
<i>The Kalandar Sufi: Visit at least 10 Religious Sites in Rumelia</i>: 15 <br>
<<elseif $player.shrinecountrumelia gte 15>>
<i>The Tekke: Visit 15 or more Religious Sites in Rumelia</i>: 20 <br>
<<endif>>
<<if $player.shrinekosovo is 1>>
<i>The Memory of Hüdavendigâr: Visit the Repaired Tomb of Sultan Murad Hüdavendigâr</i>: 5 <br>
<<endif>>
<<if $player.shrineuskub is 1>>
<i>The Gentleman Bard: Visit the Tomb of Aşık Çelebi</i>: 5 <br>
<<endif>>
<<if $player.shrinevaliva is 1>>
<i>The Great Outdoors: Visit the Namazgah of Valvia</i>: 5 <br>
<<endif>>
<<if $player.shrineowl is 1>>
<i>Father Owl: Visit the Tomb of Baykuş Baba in Vodina</i>: 5 <br>
<<endif>>
<<if $player.shrineyaz is 1>>
<i>The Brothers Yazıcıoğlu: Visit a Site Related to either Ahmed or Mehmed Yazıcıoğlu</i>: 5 <br>
<<endif>>
<<if $player.shrinebali is 1>>
<i>The Halveti Sheikh: Visit the Tomb of the Halveti Sheikh Bâlî Efendi</i>: 10 <br>
<<endif>>
<<if $player.shrinemosque gte 5>>
<i>The Ottoman Architect: Visit at least 5 notable Ottoman Mosques in Rumelia</i>: 10 <br>
<<endif>>
<br>
<b>Rumelia Merchant Achievements:</b><br><br>
<<if $player.merchantherz is 1>>
<i>The Merchant of Herzegovina: As a merchant moving goods out of Rumelia you make it to the next region with at least 20 Bushels of Wheat, at least 2 Beeswax Candles, at least 2 Casks of Grape Juice, at least one Traditional Folk Jacket, at least one Mother of Pearl Writing Box, and at least one bottle of Quince Rakija</i>: 15 <br>
<<endif>>
<<if $player.selimraki is 1>>
<i>Sultan Sarhoş Selim: You leave Rumelia with at least 3 bottles of Quince Rakija and at least 3 bottles of Bulgarian Misket Wine</i>: 5 <br>
<<endif>>
<<if $player.merchantmusic is 1>>
<i>The Musician: As you leave Rumelia you carry with you at least 5 Kaval Flutes and 5 Gusle String Instrument </i>: 3 <br>
<<endif>>
<<if $player.venice is 1>>
<i>The Merchant of Venice: You leave Rumelia with goods from Venice - 1 Mappa Mundi, 1 Venetian Letter of Safe Conduct, and 1 Austrian Pocket Watch</i>: 2 <br>
<<endif>>
<<if $player.merchantdalail is 1>>
<i>The Hajji Merchant: You leave Rumelia with 1 copy of the Dala'il Khayrat</i>: 2 <br>
<<endif>>
<<if $player.merchantmarket is 1>>
<i>The Merchant Fair: Visit the Uzunca Ova Fair</i>: 2 <br>
<<endif>>
<<if $player.merchantbosnian is 1>>
<i>The Bosnian Merchant: More than 7,000 akçe in your purse by the time you leave Rumelia</i>: 10 <br>
<<endif>>
<<if $player.merchantdubrovnik is 1>>
<i>The Merchant of Dubrovnik: More than 3,000 akçe in your purse by the time you leave Rumelia</i>: 5 <br>
<<endif>>
<<if $player.merchantedirne is 1>>
<i>The Merchant of Edirne: More than 2,000 akçe in your purse by the time you leave Ruemlia</i>: 3 <br>
<<endif>>
<br><b>Rumelia Travel Bonuses:</b><br><br>
<<if $player.dubrovniktravel is 1>>
<i>The Dalmatian Traveler: Traveled to Dubro-Venedik (Dubrovnik)</i>: 5 <br>
<<endif>>
<<if $player.belgradetravel is 1>>
<i>The Soldier of Belgrade: Traveled to Belgrade</i>: 5 <br>
<<endif>>
<<if $player.uskubtravel is 1>>
<i>The Macedonian Traveler: Traveled to Üsküb</i>: 5 <br>
<<endif>>
<<if $player.laketravel is 1>>
<i>The Lakeshore: Traveled to Lake Ohrid</i>: 10 <br>
<<endif>>
<<if $player.barbarytravel is 1>>
<i>The Corsair's Attendant: Traveled to Cerigo</i>: 10 <br>
<<endif>>
<<if $player.edirnetravel is 1>>
<i>The Hunting Expedition: Traveled to Edirne</i>: 5 <br>
<<endif>>
<<if $player.salonikatravel is 1>>
<i>The Sephardic Merchant: Traveled to Salonika</i>: 5 <br>
<<endif>>
<<if $player.sofyatravel is 1>>
<i>The Bulgarian Traveler: Traveled to Sofya</i>: 5 <br>
<<endif>>
<<if $player.inventory.cat.amount is 1>>
<i>The Kedi: You Picked Up a Cat in your Travels</i>: 2 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Anatolia Score Breakdown</b></button>
<div class="scoring"> <br><br>
<i>Anatolia Pilgrim's Path Achievements</i>:
<u><b>Anatolia Score Summary</b></u>
<br><br>
<<if $player.shrinecountanatolia gte 7 and $player.shrinecountanatolia lt 10>>
<i>The Ottoman Pilgrim: Visit at least 7 Religious Sites in Anatolia</i>: 10 <br>
<<elseif $player.shrinecountanatolia gte 10>>
<i>The Rumi Pilgrim: Visit 10 or more Religious Sites in Anatolia</i>: 15 <br>
<<endif>>
<<if $player.shrinekonya is 1>>
<i>The Whirling Dervish: Visit Mevlana Jalaluddin Rumi's Tomb in Konya</i>: 10 <br>
<<endif>>
<<if $player.shrinebektash is 1>>
<i>The Bektashi Sufi: Visit the Shrine of Haji Bektash in Cappadocia</i>: 10 <br>
<<endif>>
<<if $player.shrinegazi1 is 1 and $player.shrinegazi2 is 1 and $player.shrinegazi3 is 1 and $player.shrinegazi4 is 1>>
<i>The Mythic Sufi: Visit the Shrines of Anatolia dedicated to Mythic Medieval Muslim Heroes and Legendary Figures (Nesreddin Hoca, Ertuğrul Gazi, Sarı Saltuk, Seyyid Battal Gazi)</i>: 10 <br>
<<endif>>
<<if $player.shrinesleepers is 1>>
<i>The Dreamer: Visit the Cave of the Seven Sleepers in Ephesus</i>: 5 <br>
<<endif>>
<<if $player.shrinebey is 1>>
<i>The Lakeside Sufi: Visit the Shrine of Eşrefoğlu Rumi in Beyşehir</i>: 5 <br>
<<endif>>
<br>
<i>Anatolia Merchant Achievements:</i><br><br>
<<if $player.anatolianmerchantcheck is 1>>
<i>The Anatolian Merchant: As a merchant moving goods out of Anatolia you make it to Syria with at least 10 Anatolian carpets, at least 5 sacks of Tobacco, at least 10 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 10 <br>
<<endif>>
<<if $player.aegeanscore is 1>>
<i>The Aegean Merchant: As a merchant moving goods out of Aegean Sea you make it to the Syrian Coast with at least 3 pouches of Mastic (Tears of Chios), at least 3 yards of English Fabric, at least one bottle of Malvasia Wine, at least one fine example of Venetian Ganzi Fabric, and at least one piece of clothing made of silk</i>: 15 <br>
<<endif>>
<<if $player.tiryaki is 1>>
<i>A Friend of Tiryaki Hasan Pasha: As a merchant of addictive goods of at least 3 pouches of Opium, at least 3 Meershaum Pipes, and at least 3 sacks of Tobacco you become fast friends which Tiryaki Hasan Pasha (Hasan Pasha the Addict)</i>: 5 <br>
<<endif>>
<<if $player.bozaci is 1>>
<i>The Bozaci: As you leave Anatolia you bring with you at least 30 bottles of Boza with you and are known by your traveling companions as the Bozaci (Bozaji - a Boza seller)</i>: 2 <br>
<<endif>>
<<if $player.talismananatolia is 1>>
<i><b>The Occult Merchant:</b> You leave Anatolia with a Talsimanic Shirt as you belive the words on it will protect you from death</i>: 2 <br>
<<endif>>
<<if $player.cretanmerchant is 1>>
<i>The Cretan Merchant: You leave Anatolia with at least 5 bottles of Malvasia Wine from Crete to sell</i>: 5 <br>
<<endif>>
<<if $player.anatoliancarpetscore is 1>>
<i>The Anatolian Carpet Seller: You leave Anatolia with at least 30 Anatolian Carpets to sell in regions beyond</i>: 3 <br>
<<endif>>
<<if $player.merchantistanbul is 1>>
<i>The Merchant of Istanbul: More than 5,000 akçe in your purse by the time of your arrival in Syria</i>: 10 <br>
<<endif>>
<<if $player.merchantbursa is 1>>
<i>The Merchant of Bursa: More than 2,000 akçe in your purse by the time of your arrival in Syria</i>: 5 <br>
<<endif>>
<<if $player.merchantadana is 1>>
<i>The Merchant of Adana: More than 1,000 akçe in your purse by the time of your arrival in Syria</i>: 3 <br>
<<endif>>
<br><b>Anatolia Travel Bonuses:</b><br><br>
<<if $player.anatoliatravelscore is 1>>
<i>Anatolian Traveler: Traveled on land through Anatolia</i>: 10 <br>
<<endif>>
<<if $player.taurustravelscore is 1>>
<i>Taurus Mountain Traveler: Traveled on through both the Western Taurus Mountains and through the Cilician Gates</i>: 15 <br>
<<endif>>
<<if $player.aegeantravelscore is 1>>
<i>Aegean Sailor: Traveled by sea along the coast of Anatolia</i>: 10 <br>
<<endif>>
<<if $player.cappadociatravelscore is 1>>
<i>Ghosts of the Seljuks: Traveled through Cappadocia</i>: 10 <br>
<<endif>>
<<if $player.ciliciatravelscore is 1>>
<i>Through the Cilician Gates: Traveled through Cilician</i>: 5 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Syria Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Syria Pilgrim's Path Achievements:</b><br><br>
<<if $player.shrinecountsyria gte 6 and $player.shrinecountsyria lt 10>>
<i>The Shami Pilgrim: Visit at least 6 Religious Sites in Syria</i>: 10 <br>
<<elseif $player.shrinecountsyria gte 10>>
<i>The Akbarian Sufi: Visit 10 or more Religious Sites in Syria</i>: 15 <br>
<<endif>>
<<if $player.shrinedamascus is 1>>
<i>The Shami Dervish: Visit the Great Mosque of Damascus</i>: 5 <br>
<<endif>>
<<if $player.shrineurfa is 1>>
<i>In the Footsteps of Ibrahim: Visit Urfa and the Birthplace of the Prophet Ibarahim (Abraham)</i>: 10 <br>
<<endif>>
<<if $player.shrineibnarabi is 1>>
<i>The Wise Sufi: Visit the Shrine of Ibn Arabi</i>: 10 <br>
<<endif>>
<<if $player.shrinefoolsyria is 1>>
<i>The Foolish Pilgrim: Visit a Dubious Shrine in Syria</i>: -5 <br>
<<endif>>
<br>
<b>Syria Merchant Achievements:</b><br><br>
<<if $player.merchantdamascus is 1>>
<i>The Merchant of Damascus: As a merchant moving goods out of Syria you make it to the next region with at least 10 Turkmen Carpets, at least 5 Leather Waterskins, at least 10 baskets of Pistachios, at least 10 bars of Levantine Soap, at least one Mother of Pearl Inlaid Dagger, at least bag of Spices, and at least one piece of Kutnu Fabric</i>: 15 <br>
<<endif>>
<<if $player.selimarak is 1>>
<i>Sarhoş Selim: You leave Syria with at least 5 bottles of Arak</i>: 2 <br>
<<endif>>
<<if $player.merchantturkmen is 1>>
<i>The Turkmen Merchant: As you leave Syria you carry with you at least 20 Turkmen Carpets</i>: 2 <br>
<<endif>>
<<if $player.occultsyria is 1>>
<i>The Believer in the Occult Sciences: You leave Syria with at least one of the four talisman items of Syria</i>: 2 <br>
<<endif>>
<<if $player.merchantaintab is 1>>
<i>The Merchant of Aintab: You leave Syria with at least 5 sets of Copperware and Kutnu Fabric from Aintab</i>: 5 <br>
<<endif>>
<<if $player.merchantaleppo is 1>>
<i>The Halabi Merchant: More than 7,000 akçe in your purse by the time you leave Syria</i>: 10 <br>
<<endif>>
<<if $player.merchantiskenderun is 1>>
<i>The Merchant of Iskenderun: More than 3,000 akçe in your purse by the time you leave Syria</i>: 5 <br>
<<endif>>
<<if $player.merchanthama is 1>>
<i>The Merchant of Hama: More than 2,000 akçe in your purse by the time you leave Syria</i>: 3 <br>
<<endif>>
<br><b>Syria Travel Bonuses:</b><br><br>
<<if $player.aleppotravel is 1>>
<i>The Halabi Traveler: Traveled to Aleppo</i>: 5 <br>
<<endif>>
<<if $player.urfatravel is 1>>
<i>Crossing of the Euphrates: Traveled to Urfa</i>: 10 <br>
<<endif>>
<<if $player.damascustravel is 1>>
<i>The Shami Traveler: Traveled to Damascus</i>: 10 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Palestine Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Palestine Pilgrim's Path Achievements:</b>
<br><br>
<<if $player.shrinecountpalestine gte 10 and $player.shrinecountpalestine lt 15>>
<i>The Palestinian Pilgrim: Visit at least 10 Religious Sites in Palestine</i>: 10 <br>
<<elseif $player.shrinecountpalestine gte 15>>
<i>The Way of the Sufi: Visit 15 or more Religious Sites in Palestine</i>: 20 <br>
<<endif>>
<<if $player.shrinejerusalem is 1>>
<i>Naqshbandi Sufi: Visit the Dome of the Rock in Jerusalem</i>: 10 <br>
<<endif>>
<<if $player.shrinehalil is 1>>
<i>The Studious Dervish: Visit the Shrine of Ibrahim in al-Khalil al-Rahman (Hebron)</i>: 10 <br>
<<endif>>
<<if $player.shrinenabimusa is 1>>
<i>Well-Traveled Dervish: Visit the Shrine of Nabi Musa</i>: 10 <br>
<<endif>>
<<if $player.shrineisa1 is 1 and $player.shrineisa2 is 1 and $player.shrineisa3 is 1 and $player.shrineisa4 is 1 and $player.shrineisa5 is 1>>
<i>Following the Prophet Isa (Jesus): Visit the five significant sites of Palestine related to the life of the Prophet Isa (Jesus) (Jerusalem,Bethlehem,Nazareth,Mount Tabor (Khan al-Tujjar), and the Sea of Galilee(Safed))</i>: 15 <br>
<<endif>>
<br>
<b>Palestine Merchant Achievements:</b><br><br>
<<if $player.merchantjaffa is 1>>
<i>The Jaffa Merchant: As a merchant moving goods from the Palestinian coast you have made it out of Palestine to the next region with at least 10 sets of Olive Wood Carvings, at least 10 sets of Misbaha Prayer Beads, at least 10 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 15 <br>
<<endif>>
<<if $player.merchantcyprus is 1>>
<i>The Cypriot Merchant: As a merchant moving goods from Cyprus and the Palestinian coast you have made it out of Palestine to the next region with at least 5 bags of Rock Salt, at least 5 examples of Lefkaritika Lace, at least 10 jars of Goat Butter</i>: 5 <br>
<<endif>>
<<if $player.merchantlebanon is 1>>
<i>The Merchant of Mount Lebanon: As a merchant moving goods from Lebanese coast and through Palestine you have made it to the next region with at least 5 fine examples of Sarafand Blown Glass</i>: 5 <br>
<<endif>>
<<if $player.merchantgaza is 1>>
<i>The Silk Merchant of Gaza: You leave Palestine with at least 10 reels of Gazzatum Silk</i>: 3 <br>
<<endif>>
<<if $player.merchantnablus is 1>>
<i>The Merchant of Nablus: More than 8,000 akçe in your purse by the time you leave Palestine</i>: 10 <br>
<<endif>>
<<if $player.merchantshaubek is 1>>
<i>The Merchant of Shaubek: More than 4,000 akçe in your purse by the time you leave Palestine</i>: 5 <br>
<<endif>>
<<if $player.merchantsafed is 1>>
<i>The Merchant of Safed: More than 2,000 akçe in your purse by the time you leave Palestine</i>: 3 <br>
<<endif>>
<br><b>Palestine Travel Bonuses:</b><br><br>
<<if $player.lebanontravel is 1>>
<i>The Lebanese Sailor: Traveled along the Lebanese Coast</i>: 5 <br>
<<endif>>
<<if $player.cyprustravel is 1>>
<i>The Cypriot Corsair: Traveled to Cyprus</i>: 10 <br>
<<endif>>
<<if $player.gazatravel is 1>>
<i>The Palestinian Traveler: Traveled to Gaza</i>: 5 <br>
<<endif>>
<<if $player.jerusalemtravel is 1>>
<i>The Holy Traveler: Traveled to Jerusalem</i>: 15 <br>
<<endif>>
<<if $player.petratravel is 1 and $player.tyretravel is 1>>
<i>Traveler in the Ruins: Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br>
<br>
/*-------------------------------------*/
/*-------- Secondary Challenges -------*/
/*-------------------------------------*/
<button type="button" class="collapsible"><b>Secondary Challenges</b></button>
<div class="scoring"> <br>
<br><br>
<u><b>Secondary and Character Challenges Score Breakdown</b></u>
<br><br>
<<if $player.pauper is 1>>
<i>The Pauper Pilgrim: Made it to Mecca with the Pauper Pilgrim in your Caravan</i>: 100<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+100>>
<<endif>>
<<if $player.original3 is 1>>
<i>A Safe Journey: Made it to Mecca with no Caravan Members Departing</i>: 200<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+200>>
<<endif>>
<<if $player.hodja is 1>>
<i>The Hodja: Made it to Mecca with the Hodja in your Caravan</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.mughalmerchant is 1>>
<i>The Mughal Merchant: Made it to Mecca with the Mughal Merchant in your caravan and at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.nowarningfinish is 1>>
<i>The Observant Pilgrim: Made it to Mecca while having the Water Quality Warning turned off</i>: 200<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+200>>
<<endif>>
<<if $player.ottomansoldierchallengedone is 1>>
<i>The Ottoman Soldier: Delivered janissary payment to the garrison in Alanya Fortress</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.soldierfriendchallengeboza is 1>>
<i>A Friend in the Desert: Found and delivered Boza to your friend Pertev Mehmed Ağa in Arabia</i>: 65<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+65>>
<<endif>>
<<if $player.soldierfriendchallengenoboza is 1>>
<i>A Friend in the Desert: Found your friend Pertev Mehmed Ağa in Arabia but failed to bring him the Boza he asked for</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.fallenfriendchallengedone1 is 1>>
<i>Graves of Fallen Friends</i>: Candia: Visited the grave of your mentor Mirahor Mehmed Ağa in Candia</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.fallenfriendchallengedone2 is 1>>
<i>Graves of Fallen Friends</i>: Aksaray: Visited the grave of your childhood friend Ermeni Suleyman in Aksaray</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.fallenfriendchallengedone3 is 1>>
<i>Graves of Fallen Friends</i>: Aksaray: Visited the grave of your old stern commander Çetrefilzade Gürcü Hüseyin Ağa in the Port of Gaza</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.ottomansufichallengedone is 5 and $player.ottomansufichallenge is 1>>
<i>The Ottoman Sufi: Visited the shrines of Mahmud Hudayi in Üsküdar, Sarı Saltuk in Lefke, Rumi in Konya, Haji Bektash in Cappadocia, and Ibn Arabi in Salihiyah</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.friendschallengedone1yes is 1>>
<i>A Network of Friends</i>: Urfa: Visited Kurd Abdullah Efendi in Urfa and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.friendschallengedone2yes is 1>>
<i>A Network of Friends</i>: Damascus: Visited Abd al-Ghani al-Nabulsi in Damascus and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.friendschallengedone3yes is 1>>
<i>A Network of Friends</i>: Medina: Visited Hezârfen Ahmed Çelebi in Medina near Mount Uhud and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.evliyachallengedone is 18>>
<i>The Path of Evliya: Visit each of the following locations. In Rumelia - Belgrade, Manastır, Gelibolu - In Anatolia - Bursa, Manisa, Candia, Beyşehir, Konya, Aksaray, Derinkuyu, and Çiftehan - In Syria - Muratpaşa Bridge, Manbij, and Kiswa - In Palestine - Nazareth and Nabi Musa - In Arabia - Tabuk and Meymun Ovası</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.princesschallengedoneyes is 1>>
<i>The Ottoman Princess: Visited your sister, Gülnuş Sultan, in the city of Candia. You brought with you 5 bags of Tears of Chios as a gift</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.princesschallengedoneno is 1>>
<i>The Ottoman Princess: Visited your sister, Gülnuş Sultan, in the city of Candia. You did not bring with you 5 bags of Tears of Chios as a gift</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.damatchallengepay is 1>>
<i>Finding the Damat: Found your brother-in-law, Silahdar Damat Yusuf Pasha, and paid his ransom</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.vakifchallengedone1 is 1>>
<i>Endowments and Reputation</i>: The Caravanserai: Founded a Caravanserai in Afyonkarahisar</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.vakifchallengedone2 is 1>>
<i>Endowments and Reputation</i>: The Hamam: Founded a Hamam in Uçhisar</i>: 30<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+30>>
<<endif>>
<<if $player.vakifchallengedone3 is 1>>
<i>Endowments and Reputation</i>: The Sebil: Founded a Sebil in Tarsus</i>: 15<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.vakifchallengedone4 is 1>>
<i>Endowments and Reputation</i>: The Imaret: Founded an Imaret in Jisr al-Shughur</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.vakifchallengedone5 is 1>>
<i>Endowments and Reputation</i>: The Well: Founded a Well in Rabigh</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.vakifchallenge is 1 and $player.vakifchallengedone1 is 0 and $player.vakifchallengedone2 is 0 and $player.vakifchallengedone3 is 0 and $player.vakifchallengedone4 is 0 and $player.vakifchallengedone5 is 0>>
<i>Endowments and Reputation</i>: Stolen Funds: Did not provide funding to any of the endowments: -50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-50>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.carpetchallengedone1 is 1>>
<i>The Carpet Merchant's Request</i>: The Turkmen Carpet: Bought a Turkmen Carpet for the pasha in Derebucak</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone2 is 1>>
<i>The Carpet Merchant's Request</i>: The Seljuk Carpet: Bought a Seljuk Carpet for the pasha in at the Caravanserai of Sultan Han</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone3 is 1>>
<i>The Carpet Merchant's Request</i>: The Kurdish Carpet: Bought a Kurdish Carpet for the pasha in Birecik</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone4 is 1>>
<i>The Carpet Merchant's Request</i>: The Assyrian Carpet: Bought an Assyrian Carpet for the pasha in from the Syriac Monastery in al-Nabk</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone5 is 1>>
<i>The Carpet Merchant's Request</i>: The Bedouin Carpet: Bought a Bedouin Carpet for the pasha in the old city of al-Ula</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.highplaceschallengeattend is 1>>
<i>Friends in High Places</i>: The Köprülü Wedding: Made it to Lefkoşa within 35 days</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.highplaceschallengedone is 1>>
<i>Friends in High Places</i>: The Wedding Festivities: Made it to Lefkoşa with at least 5 sacks of Tears of Chios, 4 bottles of Malvasia Wine, and 5 jugs of Boza</i>: 45<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+45>>
<<endif>>
/*----------Building a Trade Network Check-----------*/
<<if $player.networkchallenge is 1 and $player.meccacheckanatolian is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccachecklocal is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckshami is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckmed is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckpal is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckbed is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
/*----------Building a Trade Network Check End-----------*/
<<if $player.networkchallengedone gte 4>>
<i>Building a Trade Network</i>:: You achieved 4 of the following 6 merchant titles by the end of the simulation. 1) The Rumi Merchant, 2) The Shami Merchant, 3) The Levantine Merchant, 4) the Palestinian Merchant, 5) The Bedouin Merchant, 6) The Local Merchant</i>: 70<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+70>>
<<endif>>
/*----------Impoverished Widow Tasks-----------*/
<<if $player.unclechallengedone is 1>>
<i>The Distant Uncle: You visited your long-lost uncle, Yusuf Bey, in Sidon bringing him 10 parcels of tobacco as a gift</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.manuscriptchallengedone is 1>>
<i>The Manuscript and the Pasha: You delivered an illuminated manuscript given to you by a pasha in Istanbul to his friend in Jeddah</i>: 60<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+60>>
<<endif>>
<<if $player.seditionchallengedone1 is 1 and $player.seditionchallengedone2 and $temp.someoneelse is 0 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<i>Road to Sedition: You delivered a chest from the Dizdar in al-Ma’arra to the Janissary Commander in Shoubak unopened. You then completed the hajj for yourself earning you your stipend from the //surre// and spend the rest of your days in the Holy Cities.</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.seditionchallengeopened is 1>>
<i>The Treasonous Profit: You opened the mysterious chest and stole the 10,000 //akçe// inside forging a new path for yourself</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.skipdecay is 1>>
<i>The Easy Road: Played without Water or Food decay: Final Score Set to 0</i><br><br>
<<set $player.pietyscorefinal to 0>>
<<set $player.merchantscorefinal to 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<br><br> </div>
<br><br>
/*------------------------------*/
/*----- Final Score Output -----*/
/*------------------------------*/
<br><br>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Final Score</td>
</tr>
</table>
</div>
<br>
<b>Pilgrim's Path Score:</b> $player.pietyscorefinal <br><br>
<b>Merchant Score:</b> $player.merchantscorefinal <br><br>
<b>Achievement Score:</b> $player.achievementscorefinal <br><br>
-----------------
<br><br>
<<if $player.skipdecay is 1>>
<<set $finalscore to 0>>
<<else>>
<<set $finalscore to $player.pietyscorefinal+$player.merchantscorefinal+$player.achievementscorefinal>>
<<endif>>
<b>Final Score: $finalscore</b>
/*------------------------------*/
/*-------- Restart Simulation --------*/
/*------------------------------*/
<div align="center">
<span id="initialDestination">
<<button "Restart Simulation">>
<<script>>
SimpleAudio.tracks.clear();
Save.autosave.delete();
<</script>>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<goto "A moment of inspiration...">>
<<script>>SimpleAudio.stop();<</script>>
<</button>>
</span>
</div>/*---------------------------------------*/
/*---- End of Simulation Choice (Merchant) ----*/
/*---------------------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Hajj Market of Jeddah</td>
</tr>
</table>
</div>
<br>
You have made it to the Hajj Market of Jeddah to sell more of your wares before the ships and merchants of the Indian Ocean World depart. This marks the end of your hajj journey and you now prepare for your months long journey home. Thanks for playing the beta of <i>Hajj Trail</i>. We will be adding some more features to the simulation in the near future! We would love to hear your feedback. If you have the time, please fill out <a href="https://forms.gle/VfCJewfwMXmHJNka9" target="_blank">this Google Form</a>.
<br><br>
<<set $player.finalmerchantchoice to 1>>
<h1>Simulation Summary</h1>
/*---------------*/
/*----- Map -----*/
/*---------------*/
<div id="mapid"></div>
<<makeMap>>
/*-------------------------*/
/*----- Piety Summary -----*/
/*-------------------------*/
<br>
<b>Pilgrim's Path Score</b>: <<print '<progress class="piety" id="piety" value="' + $player.piety + '" max="100"></progress>'>> <br>
<b>Shrines Visited</b>: <br>
<<set $tmpKeys to Object.keys($player.shrines)>>
<<if $tmpKeys.length is 0>>
• You did not visit any Religious Sites!<br>
<<else>>
<<for _i to 0; _i lt $tmpKeys.length; _i++>>
• <<print $tmpKeys[_i]>> - <<print $player.shrines[$tmpKeys[_i]].shrine>><br>
<</for>>
<<endif>>
/*----------------------------*/
/*----- Merchant Summary -----*/
/*----------------------------*/
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<b>Ending Akçe</b>: $player.money <img @src=_coinimage style="height: 1.5ex;"> <br>
/*----------------------------*/
/*----- Party Summary -----*/
/*----------------------------*/
<b>Party Status:</b><br>
<table>
<<if $family[0].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[0].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[0].health + '" max="100"></progress>'>></td>
</tr>
<<else>>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[0].name:</b></td>
<td>$family[0].death</td>
</tr>
<<endif>>
<<if $family[1].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[1].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[1].health + '" max="100"></progress>'>></td>
</tr>
<<else>>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[1].name:</b></td>
<td>$family[1].death</td>
</tr>
<<endif>>
<<if $family[2].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[2].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[2].health + '" max="100"></progress>'>></td>
</tr>
<<else>>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[2].name:</b></td>
<td>$family[2].death</td>
</tr>
<<endif>>
</table>
<br><br>
<b>Traveling Party History:</b>
<br><br>
<<print $deathslot>>
<br><br>
/*--------------------------*/
/*----- Points Summary -----*/
/*--------------------------*/
/*-----------------------------------*/
/*-------- Score Summary Score-------*/
/*-----------------------------------*/
<<if $temp.arabiaarrive is 1>>
<br><br>
<button type="button" class="collapsible"><b>Arabia Score Breakdown</b></button>
<div class="scoring"> <br>
/*----------------------------*/
/*----- Set Arabia Score -----*/
/*----------------------------*/
<b>Arabia Pilgrim's Path Score Breakdown:</b><br><br>
<<if $temp.someoneelse is 0 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+100>>
<i>Hajji: Completed Hajj (Yourself)</i>: 100 <br>
<<endif>>
<<if $player.shrinecountarabia gte 10 and $player.shrinecountarabia lt 15>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+30>>
<i>Sufi of the Hijaz: Visit 10 or more Religious Sites in Arabia</i>: 30 <br>
<<elseif $player.shrinecountarabia is 15>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+50>>
<i>Pilgrim of Arabia: Visit 15 Religious Sites in Arabia</i>: 50 <br>
<<endif>>
<<if $player.shrinemedina is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+10>>
<i>Eunuchs of the Prophet's Tomb: Visit the Prophet's Tomb in Medina</i>: 10 <br>
<<endif>>
<<if $temp.meccapet is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+5>>
<i>Guest of the Sharif of Mecca</i>: 5 <br>
<<endif>>
<<if $temp.medinapet is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+5>>
<i>Guest of the Chief Eunuch of Medina</i>: 5 <br>
<<endif>>
<<if $temp.ihramdone is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+10>>
<i>The Ihram: Put on the Ihram outside of Medina</i>: 10 <br>
<<endif>>
<<if $temp.ihramdone is 2>>
<<set $player.pietyscorearabia to $player.pietyscorearabia-10>>
<<if $player.pietyscorearabia lt 0>>
<<set $player.pietyscorearabia to 0>>
<<endif>>
<i>Breach of Trust: Swindle from Pilgrims outside of Medina</i>: -10 <br>
<<endif>>
<br>
<b>Arabia Merchant Score Breakdown:</b><br><br>
<<if $temp.someoneelse is 1 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+30>>
<i>Hajji: Completed Hajj (Someone Else)</i>: 30 <br>
<<endif>>
<<if $temp.thebey is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of the Bey of Iznik</i>: 5 <br>
<<elseif $temp.thepasha is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+15>>
<i>In the Service of the Pasha of Rhodes</i>: 15 <br>
<<elseif $temp.theyoungayan is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of the Ayan of Yanina</i>: 5 <br>
<<elseif $temp.thehatun is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>In the Service of the Widow of Aintab</i>: 10 <br>
<<elseif $temp.thebureaucrat is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>In the Service of the Nişancı of Nablus</i>: 10 <br>
<<elseif $temp.thecorsair is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of a Corsair</i>: 5 <br>
<<endif>>
<<if $temp.jeddahpet is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>Guest of the Pasha of Jeddah</i>: 5 <br>
<<endif>>
<<if $temp.ihramdone is 2>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>The Pilgrim Thief: Swindled Pilgrims in Medina</i>: 5 <br>
<<endif>>
<<if $player.inventory.ambergris.amount gt 0 and $player.inventory.pearls.amount gt 0 and $player.inventory.mohair.amount gt 0 and $player.inventory.dates.amount gte 20 and $player.inventory.coffee.amount gte 10 and $player.inventory.lamp.amount gt 0 and $player.inventory.zamzam.amount gte 4>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>Hijazi Merchant: As a merchant moving goods along the hajj route in the Hijaz you end the simulation with at least 20 bottles of Date Syrup, at least 4 bottles of Zamzam Water, at least 10 sacks of Coffee, at least one bottle of Ambergris Perfume, at least one bag of Pearls, at least one Engraved Oil Lamp, and at least one Fine Mohair Cloak</i>: 10 <br>
<<endif>>
<<if $player.money gte 10000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>King of the Mina Bazaar: More than 10,000 akçe in purse by end of simulation</i>: 10 <br>
<<endif>>
<<if $player.money gte 5000 and $player.money lt 10000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>Red Sea Merchant: More than 5,000 akçe in purse by end of simulation</i>: 5 <br>
<<endif>>
<<if $player.money gte 2000 and $player.money lt 5000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+3>>
<i>Caravan Merchant: More than 2,000 akçe in purse by end of simulation</i>: 3 <br>
<<endif>>
<br><b>Travel Bonuses Breakdown:</b><br><br>
<<if $player.alulatravel is 1>>
<i>The Desert Traveler: Traveled to al-Ula</i>: 15 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+15>>
<<endif>>
<<if $player.medinatravel is 1>>
<i>Following the Surre: Traveled to Medina</i>: 15 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+15>>
<<endif>>
<<if $player.jeddahtravel is 1>>
<i>Pearl of the Red Sea: Traveled to Jeddah</i>: 5 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+5>>
<<endif>>
<br><b>Totals from Arabia:</b><br><br>
<b>Arabian Pilgrim's Path Score:</b> $player.pietyscorearabia <br>
<b>Arabian Merchant Score:</b> $player.merchantscorearabia <br>
<b>Arabian Achievement Score:</b> $player.achievementscorearabia <br>
-These Points Exclude Running Totals-
<br><br>
</div>
<br>
<<endif>>
<br><br>
/*-----------------------------------*/
/*-------- Score Summary Score-------*/
/*-----------------------------------*/
<button type="button" class="collapsible"><b>Final Score Breakdown</b></button>
<div class="scoring"> <br>
<br><br>
<u><b>Final Pilgrim's Path Score Breakdown</b></u>
<br><br>
<i>Pilgrim Path Running Score throughout Journey</i>: $player.pietyscore <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscore>>
<i>Travel Time to Hajj Pilgrimage</i>:
<<if $player.hajjtimefinal is 100>>
On Time - 100 <br>
<<elseif $player.hajjtimefinal is 115>>
Exactly On Time - 115 <br>
<<elseif $player.hajjtimefinal is 50>>
Late - Waited 1 Year - 50 <br>
<<elseif $player.hajjtimefinal is 15>>
Late - Waited 2 Years - 15 <br>
<<elseif $player.hajjtimefinal is 0>>
Did not make it to Mecca for the hajj - 0 <br>
<<endif>>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.hajjtimefinal>>
<i>Pilgrim's Path Score Rumelia</i>: $player.pietyscorerumelia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorerumelia>>
<i>Pilgrim's Path Score Anatolia</i>: $player.pietyscoreanatolia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscoreanatolia>>
<i>Pilgrim's Path Score Syria</i>: $player.pietyscoresyria <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscoresyria>>
<i>Pilgrim's Path Score Palestine</i>: $player.pietyscorepalestine <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorepalestine>>
<i>Pilgrim's Path Score Arabia</i>: $player.pietyscorearabia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorearabia>>
<br><br>
/*------------------------------------*/
/*----------TPP Achievements--------*/
/*------------------------------------*/
<br><br>
<u><b>Pilgrim's Path Achievement Score Breakdown</b></u>
<br><br>
/*----------Final Choice Eid-----------*/
<<if $player.finalpiouschoice is 1>>
<i>Eid al-Adha Celebrations: Ended the simulation with the final choice to go to the Eid al-Adha festivities instead of the market at Jeddah</i>: 50 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+50>>
<<endif>>
/*---------- Four Holy Cities -----------*/
<<if $player.shrinemedina is 1 and $temp.hajj1 is 1 and $player.shrinejerusalem is 1 and $player.shrinehalil is 1>>
<i>The Four Holy Cities: Ended the simulation with visiting the holy sites in the four most sacred cities in Islam (Mecca, Medina, Jerusalem, al-Khalil al-Rahman (Hebron))</i>: 40 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+40>>
<<endif>>
/*---------- Major Sufi Shrines -----------*/
<<if $player.shrinekonya is 1 and $player.shrinebektash is 1 and $player.shrineibnarabi is 1>>
<i>The Mevlevi Pir: Ended the simulation with visiting the three major sufi sites along the way (Konya, Hacıbektaş, Salihiyah)</i>: 30 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+30>>
<<endif>>
<br>
/*------------------------------*/
/*----- Set Merchant Score -----*/
/*------------------------------*/
<br><br>
<u><b>Final Merchant Score Breakdown</b></u>
<br><br>
<br><br>
<i>Daily Akçe Amount throughout Journey Score</i>: $player.merchantscore <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscore>>
<i>Merchant Score Rumelia</i>: $player.merchantscorerumelia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorerumelia>>
<i>Merchant Score Anatolia</i>: $player.merchantscoreanatolia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscoreanatolia>>
<i>Merchant Score Syria</i>: $player.merchantscoresyria <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscoresyria>>
<i>Merchant Score Palestine</i>: $player.merchantscorepalestine <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorepalestine>>
<i>Merchant Score Arabia</i>: $player.merchantscorearabia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorearabia>>
/*------------------------------------*/
/*-------Merchant Achievements--------*/
/*------------------------------------*/
<br><br>
<u><b>Merchant Achievement Score Breakdown</b></u>
<br><br>
/*----------Final Choice Merchant-----------*/
<<if $player.finalmerchantchoice is 1>>
<i>The Hajj Market in Jeddah: Ended the simulation with the final choice to go to the Market in Jeddah instead of the Eid al-Adha festivities</i>: 50 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+50>>
<<endif>>
/*----------Carpet Merchant-----------*/
<<if $player.inventory.anatoliancarpet.amount gt 0 and $player.inventory.bedouincarpet.amount gt 0 and $player.inventory.turkmencarpet.amount gt 0>>
<i>The Carpet Merchant: Ended the simulation with at least 1 of each type of carpet</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*----------Cloth Merchant Check-----------*/
<<if $player.inventory.silk.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.gazzatum.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.venetianganzi.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.mohair.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lace.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lahore.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.fur.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.alaja.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.kutnu.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.englishfabric.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.wool.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.cotton.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lynxfur.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.brocade.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
/*----------Cloth Merchant -----------*/
<<if $temp.clothmerchant lt 10 and $temp.clothmerchant gte 7>>
<i>The Cloth Merchant: Ended the simulation with at least 7 different types of fabric</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<elseif $temp.clothmerchant gte 10>>
<i>The Fine Cloth Merchant: Ended the simulation with at least 10 different types of fabric</i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
<br>
/*----------Book Merchant Check-----------*/
<<if $player.inventory.menasik.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.illuminated.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.quran.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.sufitext.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.maliki.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.poetry.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.futuh.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.jami.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.birgivi.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.divansufi.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.dalail.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
/*----------Book Merchant -----------*/
<<if $temp.bookmerchant lt 7 and $temp.bookmerchant gte 5>>
<i>The Aspiring Scholar: Ended the simulation with at least 5 different manuscripts</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<elseif $temp.bookmerchant gte 7>>
<i>The Sufi Pir: Ended the simulation with at least 7 different manuscripts</i>: 20 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+20>>
<<endif>>
<br>
/*----------Talisman Check-----------*/
<<if $player.inventory.talisman.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.scorpiontalisman.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.talismanicring.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.talismanicscroll.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.amulet.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
/*----------Talisman Merchant -----------*/
<<if $temp.talismanmerch gte 4>>
<i>The Wandering Dervish: Ended the simulation with at least 4 different talismans or amulets</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
<br>
/*----------Foreign Riches Check-----------*/
<<if $player.inventory.pearls.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.lahore.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.ambergris.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.theriac.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.indigo.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.diamonds.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.spices.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.jewels.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.englishfabric.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.venetianganzi.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.pocketwatch.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
/*----------Foreign Riches Merchant -----------*/
<<if $temp.foreigngoods gte 7>>
<i>The Foreign Merchant: Ended the simulation with at least 7 different goods imported foreign goods (Indigo, Pearls, Ambergris, English Fabric, Venetian Ganzi, Spices, Diamonds, Jewels, Theriac, Lahore Cotton, Austrian Pocket Watch) </i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
<br>
/*---------- Pious Check-----------*/
<<if $player.inventory.futuh.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.menasik.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.prayerbeads.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.quran.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.qurancase.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.sufitext.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.maliki.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.kiswah.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.hajjcert.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.zamzam.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.dalail.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
/*---------- Pious Merchant -----------*/
<<if $temp.piousmerchant gte 7>>
<i>The Pious Merchant: Ended the simulation with at least 7 different religous items(Futuh al-Harameyn, Menasik ul-Hajj, Quran, Quran Traveling Case, Piece of the Kiswah, Hajj Certificate, Maliki Text, Naqshibandi Sufi Text, Misbaha Prayer Beads, Zamzam Water, Dala'il Khayrat)</i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
<br>
/*----------The Coffee Merchant -----------*/
<<if $player.inventory.coffee.amount gt 100>>
<i>The Coffee Merchant: Ended the simulation with at least 100 bags of Coffee </i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
<br>
/*----------Balkan Merchant-----------*/
<<if $player.meccacheckrumelia is 1>>
<i>The Balkan Merchant: As a merchant from Rumelia you have made it to Mecca with at least 5 Bushels of Wheat, at least 5 Fruit-scented Soaps, at least 5 Tulip Bulbs, at least 5 boxes of Musk and Ambergris Candies, at least one Silver-inlaid Iron Horseshoe, at least one jar of Plum Pekmez, and at least one Box of Ortasayış Iron Nails</i>: 25 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+25>>
<<endif>>
/*----------Rumi Merchant-----------*/
<<if $player.meccacheckanatolian is 1>>
<i>The Rumi Merchant: As a merchant from Anatolia you have made it to Mecca with at least 5 Anatolian carpets, at least 5 sacks of Tobacco, at least 5 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 20 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+20>>
<<endif>>
/*----------Shami Merchant-----------*/
<<if $player.meccacheckshami is 1>>
<i>The Shami Merchant: As a merchant moving goods from Sham (Syria) you have made it to Mecca with at least 5 Turkmen carpets, at least 5 leather waterskins, at least 5 sacks of pistachios, at least 5 bars of Levantine Soap, at least one bottle of Arak, at least one bundle of imported Spices, and at least one set of Copperware</i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
/*----------Levantine Merchant-----------*/
<<if $player.meccacheckmed is 1>>
<i>The Levantine Merchant: As a merchant moving goods from across the Mediterranean you have made it to Mecca with at least 5 bundles of English Fabric, at least 5 bags of Mastic (Tears of Chios), at least 5 bottles of Malvasia Wine, at least 5 bars of Levantine Soap, at least one bottle of Sarafand Blown Glass, at least one example of Lefkaritika Lace, and at least one piece of Venetian Ganzi Fabric</i>: 25 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+25>>
<<endif>>
/*----------Palestinian Merchant-----------*/
<<if $player.meccacheckpal is 1>>
<i>The Palestinian Merchant: As a merchant moving goods from the Palestinian coast you have made it to Mecca with at least 5 sets of Olive Wood Carvings, at least 5 sets of Misbaha Prayer Beads, at least 5 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
/*----------Bedouin Merchant-----------*/
<<if $player.meccacheckbed is 1>>
<i>The Bedouin Merchant: As a merchant moving goods across the Arabian Desert you have made it to Mecca with at least 5 skins of Camel Milk, at least 5 Bedouin Carpets, at least 5 bottles of Date Syrup, at least 5 copper inscense burners, at least one engraved oil lamp, and at least one record of a paid Bedouin Tribute</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*----------Local Merchant-----------*/
<<if $player.meccachecklocal is 1>>
<i>The Local Merchant: As a merchant moving goods from village to village you have picked up many common items and have made it to Mecca with at least 5 skins of Camel Milk, at least 5 bottles of Olive Oil, at least 5 bottles of Date Syrup, at least 5 servings of Goat Butter, at least 5 yards of wool, at least 5 baskets of Anatolian Fruits, and at least 5 bags of pistachios</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*------------------------------*/
/*-------- Achievements --------*/
/*------------------------------*/
<br><br>
<u><b>Final Achievement Score Breakdown</b></u>
<br><br>
/*----- Travel Check -----*/
<<if $player.dubrovniktravel is 1>>
<i>The Dalmatian Traveler: Traveled to Dubro-Venedik (Dubrovnik)</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.belgradetravel is 1>>
<i>The Soldier of Belgrade: Traveled to Belgrade</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.uskubtravel is 1>>
<i>The Macedonian Traveler: Traveled to Üsküb</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.laketravel is 1>>
<i>The Lakeshore: Traveled to Lake Ohrid</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.barbarytravel is 1>>
<i>The Corsair's Attendant: Traveled to Cerigo</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.edirnetravel is 1>>
<i>The Hunting Expedition: Traveled to Edirne</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.salonikatravel is 1>>
<i>The Sephardic Merchant: Traveled to Salonika</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.sofyatravel is 1>>
<i>The Bulgarian Traveler: Traveled to Sofya</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.inventory.cat.amount is 1>>
<i>The Kedi: You Picked Up a Cat in your Travels</i>: 2 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+2>>
<<endif>>
<<if $player.anatoliatravel is 1>>
<i>Anatolian Traveler: Traveled on land through Anatolia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.taurustravel1 is 1 and $player.taurustravel2 is 1>>
<i>Taurus Mountain Traveler: Traveled on through both the Western Taurus Mountains and through the Cilician Gates</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.aegeantravel is 1>>
<i>Aegean Sailor: Traveled by sea along the coast of Anatolia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.cappadociatravel is 1>>
<i>Ghosts of the Seljuks: Traveled through Cappadocia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.ciliciatravel is 1>>
<i>Through the Cilician Gates: Traveled through Cilician</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.cretetravel is 1>>
<i>Visions of the Siege of Candia: Traveled to Crete and Candia</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.aleppotravel is 1>>
<i>The Halabi Traveler: Traveled to Aleppo</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.urfatravel is 1>>
<i>Crossing of the Euphrates: Traveled to Urfa</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.damascustravel is 1>>
<i>The Shami Traveler: Traveled to Damascus</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.lebanontravel is 1>>
<i>The Lebanese Sailor: Traveled along the Lebanese Coast</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.cyprustravel is 1>>
<i>The Cypriot Corsair: Traveled to Cyprus</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.gazatravel is 1>>
<i>The Palestinian Traveler: Traveled to Gaza</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.jerusalemtravel is 1>>
<i>The Holy Traveler: Traveled to Jerusalem</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.petratravel is 1 and $player.tyretravel is 1>>
<i>Traveler in the Ruins: Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.alulatravel is 1>>
<i>The Desert Traveler: Traveled to al-Ula</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.medinatravel is 1>>
<i>Following the Surre: Traveled to Medina</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.jeddahtravel is 1>>
<i>Pearl of the Red Sea: Traveled to Jeddah</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.desertnight is 1>>
<i>The Torchbearer: Traveled at Night in the Arabian Desert</i>: 2 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+2>>
<<endif>>
<<if $player.desertnight is 0 and $temp.hajjeventvisit is 1>>
<i>Under the Desert Sun: Traveled entirely during the day in the Arabian Desert</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.fear gte $player.trust>>
<i>Fearful Pilgrim: During your travels you choose to be more cautious than trustworthy when you encountered others on the road</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<elseif $player.fear lt $player.trust>>
<i>Trustworthy Pilgrim: During your travels you choose to be more trusting than cautious when you encountered others on the road</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.bandit gte 25>>
<i>The Unlucky Pilgrim: During your travels you were beset upon by all kinds of bandits and pirates more than 25 times</i>: -10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-10>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.bandit gte 10 and $player.bandit lt 25>>
<i>A Difficult Journey: During your travels you were beset upon by all kinds of bandits and pirates more than 10 times</i>: -5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-5>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.luck gte 10 and $player.luck lt 25>>
<i>A Blessed Journey: During your travels you happened upon more than 10 blessings giving you food, water, money, and help along the Pilgrim's Path</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.luck gte 25>>
<i>The Chosen Pilgrim: During your travels you happened upon more than 25 blessings giving you food, water, money, and help along the Pilgrim's Path</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.occult is 1>>
<i>Divine Intervention: It seems you were saved by your talismanic shirt!</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Rumelia Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Rumelia Pilgrim's Path Achievements:</b><br><br>
<<if $player.shrinecountrumelia gte 6 and $player.shrinecountrumelia lt 10>>
<i>The Halveti Pilgrim: Visit at least 6 Religious Sites in Rumelia</i>: 10 <br>
<<elseif $player.shrinecountrumelia gte 10 and $player.shrinecountrumelia lt 15>>
<i>The Kalandar Sufi: Visit at least 10 Religious Sites in Rumelia</i>: 15 <br>
<<elseif $player.shrinecountrumelia gte 15>>
<i>The Tekke: Visit 15 or more Religious Sites in Rumelia</i>: 20 <br>
<<endif>>
<<if $player.shrinekosovo is 1>>
<i>The Memory of Hüdavendigâr: Visit the Repaired Tomb of Sultan Murad Hüdavendigâr</i>: 5 <br>
<<endif>>
<<if $player.shrineuskub is 1>>
<i>The Gentleman Bard: Visit the Tomb of Aşık Çelebi</i>: 5 <br>
<<endif>>
<<if $player.shrinevaliva is 1>>
<i>The Great Outdoors: Visit the Namazgah of Valvia</i>: 5 <br>
<<endif>>
<<if $player.shrineowl is 1>>
<i>Father Owl: Visit the Tomb of Baykuş Baba in Vodina</i>: 5 <br>
<<endif>>
<<if $player.shrineyaz is 1>>
<i>The Brothers Yazıcıoğlu: Visit a Site Related to either Ahmed or Mehmed Yazıcıoğlu</i>: 5 <br>
<<endif>>
<<if $player.shrinebali is 1>>
<i>The Halveti Sheikh: Visit the Tomb of the Halveti Sheikh Bâlî Efendi</i>: 10 <br>
<<endif>>
<<if $player.shrinemosque gte 5>>
<i>The Ottoman Architect: Visit at least 5 notable Ottoman Mosques in Rumelia</i>: 10 <br>
<<endif>>
<br>
<b>Rumelia Merchant Achievements:</b><br><br>
<<if $player.merchantherz is 1>>
<i>The Merchant of Herzegovina: As a merchant moving goods out of Rumelia you make it to the next region with at least 20 Bushels of Wheat, at least 2 Beeswax Candles, at least 2 Casks of Grape Juice, at least one Traditional Folk Jacket, at least one Mother of Pearl Writing Box, and at least one bottle of Quince Rakija</i>: 15 <br>
<<endif>>
<<if $player.selimraki is 1>>
<i>Sultan Sarhoş Selim: You leave Rumelia with at least 3 bottles of Quince Rakija and at least 3 bottles of Bulgarian Misket Wine</i>: 5 <br>
<<endif>>
<<if $player.merchantmusic is 1>>
<i>The Musician: As you leave Rumelia you carry with you at least 5 Kaval Flutes and 5 Gusle String Instrument </i>: 3 <br>
<<endif>>
<<if $player.venice is 1>>
<i>The Merchant of Venice: You leave Rumelia with goods from Venice - 1 Mappa Mundi, 1 Venetian Letter of Safe Conduct, and 1 Austrian Pocket Watch</i>: 2 <br>
<<endif>>
<<if $player.merchantdalail is 1>>
<i>The Hajji Merchant: You leave Rumelia with 1 copy of the Dala'il Khayrat</i>: 2 <br>
<<endif>>
<<if $player.merchantmarket is 1>>
<i>The Merchant Fair: Visit the Uzunca Ova Fair</i>: 2 <br>
<<endif>>
<<if $player.merchantbosnian is 1>>
<i>The Bosnian Merchant: More than 7,000 akçe in your purse by the time you leave Rumelia</i>: 10 <br>
<<endif>>
<<if $player.merchantdubrovnik is 1>>
<i>The Merchant of Dubrovnik: More than 3,000 akçe in your purse by the time you leave Rumelia</i>: 5 <br>
<<endif>>
<<if $player.merchantedirne is 1>>
<i>The Merchant of Edirne: More than 2,000 akçe in your purse by the time you leave Ruemlia</i>: 3 <br>
<<endif>>
<br><b>Rumelia Travel Bonuses:</b><br><br>
<<if $player.dubrovniktravel is 1>>
<i>The Dalmatian Traveler: Traveled to Dubro-Venedik (Dubrovnik)</i>: 5 <br>
<<endif>>
<<if $player.belgradetravel is 1>>
<i>The Soldier of Belgrade: Traveled to Belgrade</i>: 5 <br>
<<endif>>
<<if $player.uskubtravel is 1>>
<i>The Macedonian Traveler: Traveled to Üsküb</i>: 5 <br>
<<endif>>
<<if $player.laketravel is 1>>
<i>The Lakeshore: Traveled to Lake Ohrid</i>: 10 <br>
<<endif>>
<<if $player.barbarytravel is 1>>
<i>The Corsair's Attendant: Traveled to Cerigo</i>: 10 <br>
<<endif>>
<<if $player.edirnetravel is 1>>
<i>The Hunting Expedition: Traveled to Edirne</i>: 5 <br>
<<endif>>
<<if $player.salonikatravel is 1>>
<i>The Sephardic Merchant: Traveled to Salonika</i>: 5 <br>
<<endif>>
<<if $player.sofyatravel is 1>>
<i>The Bulgarian Traveler: Traveled to Sofya</i>: 5 <br>
<<endif>>
<<if $player.inventory.cat.amount is 1>>
<i>The Kedi: You Picked Up a Cat in your Travels</i>: 2 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Anatolia Score Breakdown</b></button>
<div class="scoring"> <br><br>
<i>Anatolia Pilgrim's Path Achievements</i>:
<u><b>Anatolia Score Summary</b></u>
<br><br>
<<if $player.shrinecountanatolia gte 7 and $player.shrinecountanatolia lt 10>>
<i>The Ottoman Pilgrim: Visit at least 7 Religious Sites in Anatolia</i>: 10 <br>
<<elseif $player.shrinecountanatolia gte 10>>
<i>The Rumi Pilgrim: Visit 10 or more Religious Sites in Anatolia</i>: 15 <br>
<<endif>>
<<if $player.shrinekonya is 1>>
<i>The Whirling Dervish: Visit Mevlana Jalaluddin Rumi's Tomb in Konya</i>: 10 <br>
<<endif>>
<<if $player.shrinebektash is 1>>
<i>The Bektashi Sufi: Visit the Shrine of Haji Bektash in Cappadocia</i>: 10 <br>
<<endif>>
<<if $player.shrinegazi1 is 1 and $player.shrinegazi2 is 1 and $player.shrinegazi3 is 1 and $player.shrinegazi4 is 1>>
<i>The Mythic Sufi: Visit the Shrines of Anatolia dedicated to Mythic Medieval Muslim Heroes and Legendary Figures (Nesreddin Hoca, Ertuğrul Gazi, Sarı Saltuk, Seyyid Battal Gazi)</i>: 10 <br>
<<endif>>
<<if $player.shrinesleepers is 1>>
<i>The Dreamer: Visit the Cave of the Seven Sleepers in Ephesus</i>: 5 <br>
<<endif>>
<<if $player.shrinebey is 1>>
<i>The Lakeside Sufi: Visit the Shrine of Eşrefoğlu Rumi in Beyşehir</i>: 5 <br>
<<endif>>
<br>
<i>Anatolia Merchant Achievements:</i><br><br>
<<if $player.anatolianmerchantcheck is 1>>
<i>The Anatolian Merchant: As a merchant moving goods out of Anatolia you make it to Syria with at least 10 Anatolian carpets, at least 5 sacks of Tobacco, at least 10 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 10 <br>
<<endif>>
<<if $player.aegeanscore is 1>>
<i>The Aegean Merchant: As a merchant moving goods out of Aegean Sea you make it to the Syrian Coast with at least 3 pouches of Mastic (Tears of Chios), at least 3 yards of English Fabric, at least one bottle of Malvasia Wine, at least one fine example of Venetian Ganzi Fabric, and at least one piece of clothing made of silk</i>: 15 <br>
<<endif>>
<<if $player.tiryaki is 1>>
<i>A Friend of Tiryaki Hasan Pasha: As a merchant of addictive goods of at least 3 pouches of Opium, at least 3 Meershaum Pipes, and at least 3 sacks of Tobacco you become fast friends which Tiryaki Hasan Pasha (Hasan Pasha the Addict)</i>: 5 <br>
<<endif>>
<<if $player.bozaci is 1>>
<i>The Bozaci: As you leave Anatolia you bring with you at least 30 bottles of Boza with you and are known by your traveling companions as the Bozaci (Bozaji - a Boza seller)</i>: 2 <br>
<<endif>>
<<if $player.talismananatolia is 1>>
<i><b>The Occult Merchant:</b> You leave Anatolia with a Talsimanic Shirt as you belive the words on it will protect you from death</i>: 2 <br>
<<endif>>
<<if $player.cretanmerchant is 1>>
<i>The Cretan Merchant: You leave Anatolia with at least 5 bottles of Malvasia Wine from Crete to sell</i>: 5 <br>
<<endif>>
<<if $player.anatoliancarpetscore is 1>>
<i>The Anatolian Carpet Seller: You leave Anatolia with at least 30 Anatolian Carpets to sell in regions beyond</i>: 3 <br>
<<endif>>
<<if $player.merchantistanbul is 1>>
<i>The Merchant of Istanbul: More than 5,000 akçe in your purse by the time of your arrival in Syria</i>: 10 <br>
<<endif>>
<<if $player.merchantbursa is 1>>
<i>The Merchant of Bursa: More than 2,000 akçe in your purse by the time of your arrival in Syria</i>: 5 <br>
<<endif>>
<<if $player.merchantadana is 1>>
<i>The Merchant of Adana: More than 1,000 akçe in your purse by the time of your arrival in Syria</i>: 3 <br>
<<endif>>
<br><b>Anatolia Travel Bonuses:</b><br><br>
<<if $player.anatoliatravelscore is 1>>
<i>Anatolian Traveler: Traveled on land through Anatolia</i>: 10 <br>
<<endif>>
<<if $player.taurustravelscore is 1>>
<i>Taurus Mountain Traveler: Traveled on through both the Western Taurus Mountains and through the Cilician Gates</i>: 15 <br>
<<endif>>
<<if $player.aegeantravelscore is 1>>
<i>Aegean Sailor: Traveled by sea along the coast of Anatolia</i>: 10 <br>
<<endif>>
<<if $player.cappadociatravelscore is 1>>
<i>Ghosts of the Seljuks: Traveled through Cappadocia</i>: 10 <br>
<<endif>>
<<if $player.ciliciatravelscore is 1>>
<i>Through the Cilician Gates: Traveled through Cilician</i>: 5 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Syria Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Syria Pilgrim's Path Achievements:</b><br><br>
<<if $player.shrinecountsyria gte 6 and $player.shrinecountsyria lt 10>>
<i>The Shami Pilgrim: Visit at least 6 Religious Sites in Syria</i>: 10 <br>
<<elseif $player.shrinecountsyria gte 10>>
<i>The Akbarian Sufi: Visit 10 or more Religious Sites in Syria</i>: 15 <br>
<<endif>>
<<if $player.shrinedamascus is 1>>
<i>The Shami Dervish: Visit the Great Mosque of Damascus</i>: 5 <br>
<<endif>>
<<if $player.shrineurfa is 1>>
<i>In the Footsteps of Ibrahim: Visit Urfa and the Birthplace of the Prophet Ibarahim (Abraham)</i>: 10 <br>
<<endif>>
<<if $player.shrineibnarabi is 1>>
<i>The Wise Sufi: Visit the Shrine of Ibn Arabi</i>: 10 <br>
<<endif>>
<<if $player.shrinefoolsyria is 1>>
<i>The Foolish Pilgrim: Visit a Dubious Shrine in Syria</i>: -5 <br>
<<endif>>
<br>
<b>Syria Merchant Achievements:</b><br><br>
<<if $player.merchantdamascus is 1>>
<i>The Merchant of Damascus: As a merchant moving goods out of Syria you make it to the next region with at least 10 Turkmen Carpets, at least 5 Leather Waterskins, at least 10 baskets of Pistachios, at least 10 bars of Levantine Soap, at least one Mother of Pearl Inlaid Dagger, at least bag of Spices, and at least one piece of Kutnu Fabric</i>: 15 <br>
<<endif>>
<<if $player.selimarak is 1>>
<i>Sarhoş Selim: You leave Syria with at least 5 bottles of Arak</i>: 2 <br>
<<endif>>
<<if $player.merchantturkmen is 1>>
<i>The Turkmen Merchant: As you leave Syria you carry with you at least 20 Turkmen Carpets</i>: 2 <br>
<<endif>>
<<if $player.occultsyria is 1>>
<i>The Believer in the Occult Sciences: You leave Syria with at least one of the four talisman items of Syria</i>: 2 <br>
<<endif>>
<<if $player.merchantaintab is 1>>
<i>The Merchant of Aintab: You leave Syria with at least 5 sets of Copperware and Kutnu Fabric from Aintab</i>: 5 <br>
<<endif>>
<<if $player.merchantaleppo is 1>>
<i>The Halabi Merchant: More than 7,000 akçe in your purse by the time you leave Syria</i>: 10 <br>
<<endif>>
<<if $player.merchantiskenderun is 1>>
<i>The Merchant of Iskenderun: More than 3,000 akçe in your purse by the time you leave Syria</i>: 5 <br>
<<endif>>
<<if $player.merchanthama is 1>>
<i>The Merchant of Hama: More than 2,000 akçe in your purse by the time you leave Syria</i>: 3 <br>
<<endif>>
<br><b>Syria Travel Bonuses:</b><br><br>
<<if $player.aleppotravel is 1>>
<i>The Halabi Traveler: Traveled to Aleppo</i>: 5 <br>
<<endif>>
<<if $player.urfatravel is 1>>
<i>Crossing of the Euphrates: Traveled to Urfa</i>: 10 <br>
<<endif>>
<<if $player.damascustravel is 1>>
<i>The Shami Traveler: Traveled to Damascus</i>: 10 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Palestine Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Palestine Pilgrim's Path Achievements:</b>
<br><br>
<<if $player.shrinecountpalestine gte 10 and $player.shrinecountpalestine lt 15>>
<i>The Palestinian Pilgrim: Visit at least 10 Religious Sites in Palestine</i>: 10 <br>
<<elseif $player.shrinecountpalestine gte 15>>
<i>The Way of the Sufi: Visit 15 or more Religious Sites in Palestine</i>: 20 <br>
<<endif>>
<<if $player.shrinejerusalem is 1>>
<i>Naqshbandi Sufi: Visit the Dome of the Rock in Jerusalem</i>: 10 <br>
<<endif>>
<<if $player.shrinehalil is 1>>
<i>The Studious Dervish: Visit the Shrine of Ibrahim in al-Khalil al-Rahman (Hebron)</i>: 10 <br>
<<endif>>
<<if $player.shrinenabimusa is 1>>
<i>Well-Traveled Dervish: Visit the Shrine of Nabi Musa</i>: 10 <br>
<<endif>>
<<if $player.shrineisa1 is 1 and $player.shrineisa2 is 1 and $player.shrineisa3 is 1 and $player.shrineisa4 is 1 and $player.shrineisa5 is 1>>
<i>Following the Prophet Isa (Jesus): Visit the five significant sites of Palestine related to the life of the Prophet Isa (Jesus) (Jerusalem,Bethlehem,Nazareth,Mount Tabor (Khan al-Tujjar), and the Sea of Galilee(Safed))</i>: 15 <br>
<<endif>>
<br>
<b>Palestine Merchant Achievements:</b><br><br>
<<if $player.merchantjaffa is 1>>
<i>The Jaffa Merchant: As a merchant moving goods from the Palestinian coast you have made it out of Palestine to the next region with at least 10 sets of Olive Wood Carvings, at least 10 sets of Misbaha Prayer Beads, at least 10 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 15 <br>
<<endif>>
<<if $player.merchantcyprus is 1>>
<i>The Cypriot Merchant: As a merchant moving goods from Cyprus and the Palestinian coast you have made it out of Palestine to the next region with at least 5 bags of Rock Salt, at least 5 examples of Lefkaritika Lace, at least 10 jars of Goat Butter</i>: 5 <br>
<<endif>>
<<if $player.merchantlebanon is 1>>
<i>The Merchant of Mount Lebanon: As a merchant moving goods from Lebanese coast and through Palestine you have made it to the next region with at least 5 fine examples of Sarafand Blown Glass</i>: 5 <br>
<<endif>>
<<if $player.merchantgaza is 1>>
<i>The Silk Merchant of Gaza: You leave Palestine with at least 10 reels of Gazzatum Silk</i>: 3 <br>
<<endif>>
<<if $player.merchantnablus is 1>>
<i>The Merchant of Nablus: More than 8,000 akçe in your purse by the time you leave Palestine</i>: 10 <br>
<<endif>>
<<if $player.merchantshaubek is 1>>
<i>The Merchant of Shaubek: More than 4,000 akçe in your purse by the time you leave Palestine</i>: 5 <br>
<<endif>>
<<if $player.merchantsafed is 1>>
<i>The Merchant of Safed: More than 2,000 akçe in your purse by the time you leave Palestine</i>: 3 <br>
<<endif>>
<br><b>Palestine Travel Bonuses:</b><br><br>
<<if $player.lebanontravel is 1>>
<i>The Lebanese Sailor: Traveled along the Lebanese Coast</i>: 5 <br>
<<endif>>
<<if $player.cyprustravel is 1>>
<i>The Cypriot Corsair: Traveled to Cyprus</i>: 10 <br>
<<endif>>
<<if $player.gazatravel is 1>>
<i>The Palestinian Traveler: Traveled to Gaza</i>: 5 <br>
<<endif>>
<<if $player.jerusalemtravel is 1>>
<i>The Holy Traveler: Traveled to Jerusalem</i>: 15 <br>
<<endif>>
<<if $player.petratravel is 1 and $player.tyretravel is 1>>
<i>Traveler in the Ruins: Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br>
<br>
/*-------------------------------------*/
/*-------- Secondary Challenges -------*/
/*-------------------------------------*/
<button type="button" class="collapsible"><b>Secondary Challenges</b></button>
<div class="scoring"> <br>
<br><br>
<u><b>Secondary and Character Challenges Score Breakdown</b></u>
<br><br>
<<if $player.pauper is 1>>
<i>The Pauper Pilgrim: Made it to Mecca with the Pauper Pilgrim in your Caravan</i>: 100<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+100>>
<<endif>>
<<if $player.original3 is 1>>
<i>A Safe Journey: Made it to Mecca with no Caravan Members Departing</i>: 200<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+200>>
<<endif>>
<<if $player.hodja is 1>>
<i>The Hodja: Made it to Mecca with the Hodja in your Caravan</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.mughalmerchant is 1>>
<i>The Mughal Merchant: Made it to Mecca with the Mughal Merchant in your caravan and at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.nowarningfinish is 1>>
<i>The Observant Pilgrim: Made it to Mecca while having the Water Quality Warning turned off</i>: 200<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+200>>
<<endif>>
<<if $player.ottomansoldierchallengedone is 1>>
<i>The Ottoman Soldier: Delivered janissary payment to the garrison in Alanya Fortress</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.soldierfriendchallengeboza is 1>>
<i>A Friend in the Desert: Found and delivered Boza to your friend Pertev Mehmed Ağa in Arabia</i>: 65<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+65>>
<<endif>>
<<if $player.soldierfriendchallengenoboza is 1>>
<i>A Friend in the Desert: Found your friend Pertev Mehmed Ağa in Arabia but failed to bring him the Boza he asked for</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.fallenfriendchallengedone1 is 1>>
<i>Graves of Fallen Friends</i>: Candia: Visited the grave of your mentor Mirahor Mehmed Ağa in Candia</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.fallenfriendchallengedone2 is 1>>
<i>Graves of Fallen Friends</i>: Aksaray: Visited the grave of your childhood friend Ermeni Suleyman in Aksaray</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.fallenfriendchallengedone3 is 1>>
<i>Graves of Fallen Friends</i>: Aksaray: Visited the grave of your old stern commander Çetrefilzade Gürcü Hüseyin Ağa in the Port of Gaza</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.ottomansufichallengedone is 5 and $player.ottomansufichallenge is 1>>
<i>The Ottoman Sufi: Visited the shrines of Mahmud Hudayi in Üsküdar, Sarı Saltuk in Lefke, Rumi in Konya, Haji Bektash in Cappadocia, and Ibn Arabi in Salihiyah</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.friendschallengedone1yes is 1>>
<i>A Network of Friends</i>: Urfa: Visited Kurd Abdullah Efendi in Urfa and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.friendschallengedone2yes is 1>>
<i>A Network of Friends</i>: Damascus: Visited Abd al-Ghani al-Nabulsi in Damascus and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.friendschallengedone3yes is 1>>
<i>A Network of Friends</i>: Medina: Visited Hezârfen Ahmed Çelebi in Medina near Mount Uhud and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.evliyachallengedone is 18>>
<i>The Path of Evliya: Visit each of the following locations. In Rumelia - Belgrade, Manastır, Gelibolu - In Anatolia - Bursa, Manisa, Candia, Beyşehir, Konya, Aksaray, Derinkuyu, and Çiftehan - In Syria - Muratpaşa Bridge, Manbij, and Kiswa - In Palestine - Nazareth and Nabi Musa - In Arabia - Tabuk and Meymun Ovası</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.princesschallengedoneyes is 1>>
<i>The Ottoman Princess: Visited your sister, Gülnuş Sultan, in the city of Candia. You brought with you 5 bags of Tears of Chios as a gift</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.princesschallengedoneno is 1>>
<i>The Ottoman Princess: Visited your sister, Gülnuş Sultan, in the city of Candia. You did not bring with you 5 bags of Tears of Chios as a gift</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.damatchallengepay is 1>>
<i>Finding the Damat: Found your brother-in-law, Silahdar Damat Yusuf Pasha, and paid his ransom</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.vakifchallengedone1 is 1>>
<i>Endowments and Reputation</i>: The Caravanserai: Founded a Caravanserai in Afyonkarahisar</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.vakifchallengedone2 is 1>>
<i>Endowments and Reputation</i>: The Hamam: Founded a Hamam in Uçhisar</i>: 30<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+30>>
<<endif>>
<<if $player.vakifchallengedone3 is 1>>
<i>Endowments and Reputation</i>: The Sebil: Founded a Sebil in Tarsus</i>: 15<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.vakifchallengedone4 is 1>>
<i>Endowments and Reputation</i>: The Imaret: Founded an Imaret in Jisr al-Shughur</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.vakifchallengedone5 is 1>>
<i>Endowments and Reputation</i>: The Well: Founded a Well in Rabigh</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.vakifchallenge is 1 and $player.vakifchallengedone1 is 0 and $player.vakifchallengedone2 is 0 and $player.vakifchallengedone3 is 0 and $player.vakifchallengedone4 is 0 and $player.vakifchallengedone5 is 0>>
<i>Endowments and Reputation</i>: Stolen Funds: Did not provide funding to any of the endowments: -50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-50>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.carpetchallengedone1 is 1>>
<i>The Carpet Merchant's Request</i>: The Turkmen Carpet: Bought a Turkmen Carpet for the pasha in Derebucak</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone2 is 1>>
<i>The Carpet Merchant's Request</i>: The Seljuk Carpet: Bought a Seljuk Carpet for the pasha in at the Caravanserai of Sultan Han</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone3 is 1>>
<i>The Carpet Merchant's Request</i>: The Kurdish Carpet: Bought a Kurdish Carpet for the pasha in Birecik</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone4 is 1>>
<i>The Carpet Merchant's Request</i>: The Assyrian Carpet: Bought an Assyrian Carpet for the pasha in from the Syriac Monastery in al-Nabk</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone5 is 1>>
<i>The Carpet Merchant's Request</i>: The Bedouin Carpet: Bought a Bedouin Carpet for the pasha in the old city of al-Ula</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.highplaceschallengeattend is 1>>
<i>Friends in High Places</i>: The Köprülü Wedding: Made it to Lefkoşa within 35 days</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.highplaceschallengedone is 1>>
<i>Friends in High Places</i>: The Wedding Festivities: Made it to Lefkoşa with at least 5 sacks of Tears of Chios, 4 bottles of Malvasia Wine, and 5 jugs of Boza</i>: 45<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+45>>
<<endif>>
/*----------Building a Trade Network Check-----------*/
<<if $player.networkchallenge is 1 and $player.meccacheckanatolian is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccachecklocal is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckshami is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckmed is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckpal is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckbed is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
/*----------Building a Trade Network Check End-----------*/
<<if $player.networkchallengedone gte 4>>
<i>Building a Trade Network</i>:: You achieved 4 of the following 6 merchant titles by the end of the simulation. 1) The Rumi Merchant, 2) The Shami Merchant, 3) The Levantine Merchant, 4) the Palestinian Merchant, 5) The Bedouin Merchant, 6) The Local Merchant</i>: 70<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+70>>
<<endif>>
/*----------Impoverished Widow Tasks-----------*/
<<if $player.unclechallengedone is 1>>
<i>The Distant Uncle: You visited your long-lost uncle, Yusuf Bey, in Sidon bringing him 10 parcels of tobacco as a gift</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.manuscriptchallengedone is 1>>
<i>The Manuscript and the Pasha: You delivered an illuminated manuscript given to you by a pasha in Istanbul to his friend in Jeddah</i>: 60<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+60>>
<<endif>>
<<if $player.seditionchallengedone1 is 1 and $player.seditionchallengedone2 and $temp.someoneelse is 0 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<i>Road to Sedition: You delivered a chest from the Dizdar in al-Ma’arra to the Janissary Commander in Shoubak unopened. You then completed the hajj for yourself earning you your stipend from the //surre// and spend the rest of your days in the Holy Cities.</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.seditionchallengeopened is 1>>
<i>The Treasonous Profit: You opened the mysterious chest and stole the 10,000 //akçe// inside forging a new path for yourself</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.skipdecay is 1>>
<i>The Easy Road: Played without Water or Food decay: Final Score Set to 0</i><br><br>
<<set $player.pietyscorefinal to 0>>
<<set $player.merchantscorefinal to 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<br><br> </div>
<br><br>
/*------------------------------*/
/*----- Final Score Output -----*/
/*------------------------------*/
<br><br>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Final Score</td>
</tr>
</table>
</div>
<br>
<b>Pilgrim's Path Score:</b> $player.pietyscorefinal <br><br>
<b>Merchant Score:</b> $player.merchantscorefinal <br><br>
<b>Achievement Score:</b> $player.achievementscorefinal <br><br>
-----------------
<br><br>
<<if $player.skipdecay is 1>>
<<set $finalscore to 0>>
<<else>>
<<set $finalscore to $player.pietyscorefinal+$player.merchantscorefinal+$player.achievementscorefinal>>
<<endif>>
<b>Final Score: $finalscore</b>
/*------------------------------*/
/*-------- Restart Simulation --------*/
/*------------------------------*/
<div align="center">
<span id="initialDestination">
<<button "Restart Simulation">>
<<script>>
SimpleAudio.tracks.clear();
Save.autosave.delete();
<</script>>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<goto "A moment of inspiration...">>
<<script>>SimpleAudio.stop();<</script>>
<</button>>
</span>
</div><<set $temp.lock to 1>>
<<set $temp.coffeefind to 0>>
/*------------------------------*/
/*----- Check Food Amounts -----*/
/*------------------------------*/
/*-- Calculate Carry Weight --*/
<<set $temp.carryfood to 120+$player.classcarryfood+($player.stable.horses.amount*33)+($player.stable.camels.amount*40)>>
<<set $temp.carrywater to 120+$player.classcarrywater+($player.stable.horses.amount*43)+($player.stable.camels.amount*50)>>
/*-- Check Current Stores --*/
<<if $player.inventory.food.amount lte $temp.carryfood and $player.inventory.water.amount lte $temp.carrywater>>
<<goto "Randomizer">>
<<else>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>You Are Overburdened!</td>
</tr>
</table>
<br><br>
<<set _h to setup.ImagePath+'events/leak.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<if $player.inventory.food.amount gt $temp.carryfood>>
<<set $temp.foodloss to $player.inventory.food.amount-$temp.carryfood>>
<<set $player.inventory.food.amount to $temp.carryfood>>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<silently>><<replace "#story-caption">><<display "StoryCaption">><</replace>><</silently>>
You have too much food for your party to carry! You were forced to abandon $temp.foodloss <img @src=_foodimage style='height: 1.5ex;'> in order to continue on.
<<endif>>
<br><br>
<<if $player.inventory.water.amount gt $temp.carrywater>>
<<set $temp.waterloss to $player.inventory.water.amount-$temp.carrywater>>
<<set $player.inventory.water.amount to $temp.carrywater>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<silently>><<replace "#story-caption">><<display "StoryCaption">><</replace>><</silently>>
You have too much water for your party to carry! You were forced to abandon $temp.waterloss <img @src=_waterimage style='height: 1.5ex;'> in order to continue on.
<<endif>>
<br><br>
</div>
<div align="center">
<span id="initialDestination">
<<button "Continue on Your Journey">>
<<goto "Randomizer">>
<</button>>
</span>
</div>
<<endif>>
[[|Randomizer]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.hajjeventvisit to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Waiting for the Hajj Season to Begin</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/meccahajjevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<<set _day to Math.floor($player.time/12)>>
<<if _day lt 142>>
<<set _daysleft to 145-_day>>
<<elseif _day gte 142 and _day lte 145>>
<<set _daysleft to 0>>
<<elseif _day gt 145 and _day lte 500>>
<<set _daysleft to 500-_day>>
<<elseif _day gt 500>>
<<set _daysleft to 854-_day>>
<<endif>>
<<if _day lt 142>>
You have made it to Mecca prior to the beginning of the hajj of the year 1082 Hijri with the intent to complete the pilgrimage on the 10th of the month of Dhu al-Hijjah (April 9th 1672), the beginning of Eid al-Adha (feast of the sacrifice). You feel blessed to have made it to the hajj this year on time, only having to wait _daysleft days to begin the pious tradtions of the hajj.
<<set $player.hajjtimefinal to 100>>
<<elseif _day gte 142 and _day lte 145>>
You have made it to Mecca just in time for the hajj festivities of 1082 Hijri to begin and aim to complete the pilgrimage on the 10th of the month of Dhu al-Hijjah (April 9th 1672), the beginning of Eid al-Adha (feast of the sacrifice). You feel blessed to have made it to the holy cities on time after such a long journey and so many challenges along the way!
<<set $player.hajjtimefinal to 115>>
<<elseif _day gt 145 and _day lte 500>>
You have missed the hajj of 1082 taking a few too many detours along the way to Mecca. However, like many pilgrims you decide to reside in the holy cities as a foreign resident (a //muhajir//) until the next hajj season. You reside in Mecca for the next _daysleft days and you spend your time conversing with other foreign residents, engaging in debates, reflecting on your life in prayer, and performing the Umrah (pilgrimage in Mecca outside of the month of hajj). The hajj season of 1083 finally arrives and you indend to complete the pilgrimage on the 10th of the month of Dhu al-Hijjah (March 29th 1673), the beginning of Eid al-Adha (feast of the sacrifice). You feel blessed to have made it to the hajj and to have spent these last days making new friends from across the Muslim world in the holy cities.
`<<set $player.hajjtimefinal to 50>>
<<elseif _day gt 500>>
You have missed the hajj of 1082 and 1083 taking a few too many detours along the way to Mecca. However, like many pilgrims you decide to reside in the holy cities as a foreign resident (a //muhajir//) until the next hajj season. You reside in Mecca for the next _daysleft days and you spend your time conversing with other foreign residents, engaging in debates, reflecting on your life in prayer, and performing the Umrah (pilgrimage in Mecca outside of the month of hajj). The hajj season of 1084 finally arrives and you indend to complete the pilgrimage on the 10th of the month of Dhu al-Hijjah (March 18th 1674), the beginning of Eid al-Adha (feast of the sacrifice). You feel blessed to have made it to the hajj and to have spent these last days making new friends from across the Muslim world in the holy cities.
<<set $player.hajjtimefinal to 15>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The arrival to the city of Mecca was a moment for celebration and the cumulation of a lifetime of anticipation. The seventeenth-century pilgrim Yusuf Nabi described his experience in the following way: <br><br>
//'As I had been compelled to accept the invitation of Abraham before coming into the world (being born in Abraham's city, Urfa), after coming into it I was commanded by God to visit the Kaaba. From my childhood onwards whenever I have heard the description of the sanctuaries I felt a strong desire to go there, shedding tears, and sighing. From the day I set out on the journey I was very eager to visit the sanctuaries. However, such a long journey had wearied me, although knowing beforehand how delightful it would be to arrive in Mecca and to pray to God and ask forgiveness for my past sins. Nevertheless, after such an arduous and long journey it is difficult for one to arrive at the holy place in full awareness and patience...A thousand thanks to God, who has not deprived me of seeing the sacred place, and of rubbing my forehead on the earth of the sacred territory before passing away from this world...I gazed in wonder at the pinnacles of the elevated minarets of the Harem mosque (where the Kaaba is located). On reaching the holy gate of Selam, I was completely overwhelmed by the sight of the courtyard of the Harem mosque, and I felt that I could almost die from excitement.'//
<br>
<br> </div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Wait for the Hajj to Begin">>
<<set $player.time to $player.time+Math.floor(_daysleft*12)>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Mecca]]<<nobr>>
<<set $temp.loopdest2 to 0>>
<<set $temp.loopdest3 to 0>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Plain of Mina, Mount Arafat, and Muzdalifah">>
<<set _desc to "Walking amidst a large throng of pilgrims you arrive to the three major sites of the hajj rites outside of Mecca - the Plain of Mina, Mount Arafat, and Muzdalifa. It is here that you must complete the hajj pilgrimage and gain the title of Hajji, an honorific that will gain you respect back home! After your hajj is complete you plan to visit the Mina Bazaar where pilgrims sell goods from all across the Muslim World.\n\n">>
<<set _hist to "The manuscript painting above the seventeenth-century Ottoman hajj account of Moralı Bahti shows the pilgrim encampment before Mount Arafat, the high point of the hajj pilgrimage and often marked as the final stop on many hajj itineraries. The Ottoman pilgrim Yusuf Nabi describes his visit to Mount Arafat during his hajj in 1679 writing: \n\n //'On the eighth day of Zilhicce (Dhu al-Hijjah) (21 January 1679), when the time to depart for Arafat approached, the pilgrims became impatient to set off. The blowing of the trumpet for departure like that of Doomsday revived those resting, and they began to sigh and cry with yearning. The noises of pilgrims and mounts caused a great tumult. It was as if the water of Zamzam together with tears of lovers would flow to Mina, and the veil of the Kaaba would fly to Arafat through sighs of lovers. The pilgrims proceeded together with mass of mounts toward Mina through Batha and Mu'alla, raising great clouds of dust behind them, and reciting prayers very loudly...Mount Arafat is a captivating area located three hours to the east of Mina. Its earth is more perfumed than the hair of the houris of paradise, and its half-dry grass makes mock of those around Tesnim. The sun is jealous of every particle of its jewel-like stones. Every drop of its water, which washes out sins, claims superiority over the fountains of paradise. Its every tree bestows fruits to the branches of Tuba, and its every thorn points into the eye of the sun. \n\n The valley of Arafat is so large that even if all the caravans of prayers and all angels descending from heaven were to put up their tents there in the disguise of human beings there would still be some empty space. In the middle of it is Mount Arafat, on the top of which is a dome, and at the skirt of which is a river, near which the Prophet Adam had prepared food. The vicinity of the mount is occupied by crowds of colourful tents, and the mount is like a full-moon in the middle. At noon, all pilgrims went to the Abraham mosque in order to pray. As directed by the angel Gabriel, the mosque is situated in an empty area between the two flags detennining the edge of the precinct of the Harem mosque (Mesjid al-Haram) and that of Arafat...The courtyard of the mosque was filled by pilgrims wearing the ihram. It was like a garden full of fallen white almond petals, and like the white-coloured lines of a book of deeds of past saints...trembling because of our sins, with tears in our eyes and pale faces, we prayed to God by prostrating, suffering, sighing and shedding tears. \n\n The valley of Arafat with partly naked pilgrims was like Arasat, the meeting place on the day of Judgment. The pilgrims continued to cry out and to sigh, reciting the lebbeyk very loudly in accordance with the signals of müezzins...It is an extraordinary time when the residents of Muslim lands gather in order to perform one-hour vakfe (wuquf - or standing before God) at Arafat at a determined time after undertaking a journey of seven or eight years by land and sea...How wonderful is that time when pious people from distant lands come to offer prayers to God to pursue their salvation! What a moment it is when all the accumulated heaps of sins are blown away faster than dry grass, and became rarer than the elixir of life.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<if $temp.someoneelse is 0>>
<<set _shrine to 9>>
<<elseif $temp.someoneelse is 1>>
<<set _shrine to 10>>
<<endif>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Salih the Egyptian Merchant: //'(talking to other merchants) You must spend time at the Mina Bazaar to sell your wares to all the pilgrims, you are sure to get a good price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) It is such a wonder to see all these pilgrims here together at the foot of Mount Arafat, even though we speak different languages were are here as members of one community!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to other pilgrims) Make sure to complete the hajj rites or your hajj will be invalid! Some pilgrims seem to just head directly to the Mina Bazaar and do not even stop to join in the pilgrimage rites making them unworthy of the title of 'hajji'!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mina Bazaar">>
<<set _time to 3>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mina Bazaar">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mina Bazaar">>
<<set _time to 3>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<DisplayPassageHajj _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Mina Bazaar]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.thebey to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Offer from the Bey of Iznik</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thebey.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(700,1000)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(300,400)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(500,700)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(1000,1200)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you make your way into the city of Iznik a messenger arrives to your caravan. It seems that the Bey of Iznik, Sinan Bey, has heard that you were a caravan of pilgrims and is offering $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// for someone in your caravan to do the hajj in his name. Doing the hajj in someone else's name is permissible if the one who pays cannot do the hajj themselves. In fact, you have heard that the Ottoman Sultans and imperial princes regularly do this to fulfill their obligation of hajj without having to go all the way to Mecca. However, this will invalidate your own hajj, as you can only do the hajj rites for one person at a time! Do you take the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// or do you continue on determined to complete the hajj for your own salvation?
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Perform the Hajj for Sinan Bey">>
<<set $temp.someoneelse to 1>>
<<set $player.money to $player.money+$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Refuse Sinan Bey's Offer">>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Iznik]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.thepasha to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Offer from the Pasha of Rhodes</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/pasharhodes.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(1000,1200)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(400,500)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(700,800)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(800,900)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you make your way into the port of Rhodes, a small ship arrives with messenger aboard from the Kapudan Pasha - Bozoklu Mustafa Pasha the governor of Rhodes. It seems that the Pasha of Rhodes has heard that your ship had pilgrims heading for Mecca and is offering $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// for someone in your party to do the hajj in his name. Doing the hajj in someone else's name is permissible if the one who pays cannot do the hajj themselves. In fact, you have heard that the Ottoman Sultans and imperial princes regularly do this to fulfill their obligation of hajj without having to go all the way to Mecca. However, this will invalidate your own hajj, as you can only do the hajj rites for one person at a time! Do you take the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// or do you continue on determined to complete the hajj for your own salvation?
<div align="center">
<span id="initialDestination">
<<button "Perform the Hajj for Bozoklu Mustafa Pasha">>
<<set $temp.someoneelse to 1>>
<<set $player.money to $player.money+$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Refuse Bozoklu Mustafa Pasha's Offer">>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Rhodes]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.thecorsair to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Offer from the Corsair Captain</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thecorsair.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(1500,1800)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(500,600)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(800,1000)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(1000,1300)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you make your way across the Medierranean a corsair ship pulls up besides yours. The Corsair Captain, Turgut Reis - a renegade convert to Islam, has heard that your ship had pilgrims heading for Mecca and is offering $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// for someone in your party to do the hajj in his name, he does not wish to travel so far from his ship. Doing the hajj in someone else's name is permissible if the one who pays cannot do the hajj themselves. In fact, you have heard that the Ottoman Sultans and imperial princes regularly do this to fulfill their obligation of hajj without having to go all the way to Mecca. However, this will invalidate your own hajj, as you can only do the hajj rites for one person at a time! Do you take the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// or do you continue on determined to complete the hajj for your own salvation?
<div align="center">
<span id="initialDestination">
<<button "Perform the Hajj for Turgut Reis">>
<<set $temp.someoneelse to 1>>
<<set $player.money to $player.money+$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Refuse Turgut Reis' Offer">>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Mediterranean Crossing]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.thehatun to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Offer from a Young Widow</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thehatun.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(1000,1500)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(600,700)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(1200,1500)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(800,1500)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you make your into the city of Aintab a messenger on horseback arrives to your caravan. A wealthy young widow, Zeynep Hatun, has heard that you are heading on pilgrimage to Mecca. She is reluctant to go herself as she needs to manage the affairs of her departed husband's estate and cannot be away for long. She is offering $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// for someone in your party to do the hajj in her name. Doing the hajj in someone else's name is permissible if the one who pays cannot do the hajj themselves. In fact, you have heard that the Ottoman Sultans and imperial princes regularly do this to fulfill their obligation of hajj without having to go all the way to Mecca. However, this will invalidate your own hajj, as you can only do the hajj rites for one person at a time! Do you take the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// or do you continue on determined to complete the hajj for your own salvation?
<div align="center">
<span id="initialDestination">
<<button "Perform the Hajj for Zeynep Hatun">>
<<set $temp.someoneelse to 1>>
<<set $player.money to $player.money+$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Refuse Zeynep Hatun's Offer">>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Aintab]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.theyoungayan to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Offer from the Young Ayan</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/theyoungayan.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(500,900)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(200,300)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(400,800)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(1200,1600)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you make your way into the Hacıbektaş Shrine you meet a Young Ayan (Ayans are local elites in the Ottoman Empire), named Veli Bey, who has traveled here from Ottoman Albania as his father wished for him to see the world and see its sacred sites. However, he is tired of traveling and wishes to return home to Yanina. Hearing that you are going on hajj and wishing not to travel so far, he offers you $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// to do the hajj in his name. He would then be able to tell his father that he have completed the hajj. Doing the hajj in someone else's name is permissible if the one who pays cannot do the hajj themselves. In fact, you have heard that the Ottoman Sultans and imperial princes regularly do this to fulfill their obligation of hajj without having to go all the way to Mecca. However, this will invalidate your own hajj, as you can only do the hajj rites for one person at a time! Do you take the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// or do you continue on determined to complete the hajj for your own salvation?
<div align="center">
<span id="initialDestination">
<<button "Perform the Hajj for Veli Bey">>
<<set $temp.someoneelse to 1>>
<<set $player.money to $player.money+$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Refuse Veli Bey's Offer">>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Hacıbektaş Shrine]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.thebureaucrat to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Offer from the Bureaucrat</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thebureaucrat.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(1600,2000)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(700,900)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(1000,1300)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(1900,2100)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you make your into Nablus and horseman arrives with a message from the wealthy Nişancı (scribe) of Nablus, Yusuf Çelebi. The bureaucrat has heard that your caravan had pilgrims heading for Mecca and is offering $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// for someone in your party to do the hajj in his name, he does not wish to travel so far from his imperial posting - wishing to seek his next promotion further from Mecca rather than closer to it. Doing the hajj in someone else's name is permissible if the one who pays cannot do the hajj themselves. In fact, you have heard that the Ottoman Sultans and imperial princes regularly do this to fulfill their obligation of hajj without having to go all the way to Mecca. However, this will invalidate your own hajj, as you can only do the hajj rites for one person at a time! Do you take the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// or do you continue on determined to complete the hajj for your own salvation?
<div align="center">
<span id="initialDestination">
<<button "Perform the Hajj for Yusuf Çelebi">>
<<set $temp.someoneelse to 1>>
<<set $player.money to $player.money+$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Refuse Yusuf Çelebi's Offer">>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Nablus]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.hersekcrossing to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomloss to random(30,80)>>
<<set _randomfish to random(10,30)>>
<<set _randomhersekloss to random(1,3)>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomloss to random(40,80)>>
<<set _randomfish to random(10,15)>>
<<set _randomhersekloss to random(1,2)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomloss to random(5,10)>>
<<set _randomfish to random(10,20)>>
<<set _randomhersekloss to random(1,3)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomloss to random(20,30)>>
<<set _randomfish to random(15,20)>>
<<set _randomhersekloss to random(1,3)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomloss to random(5,20)>>
<<set _randomfish to random(20,30)>>
<<set _randomhersekloss to random(1,2)>>
<<endif>>
<<set $temp.loss to _randomloss>>
<<set $temp.fish to _randomfish>>
<<set $temp.hersekloss to _randomhersekloss>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Crossing of the Gulf of Izmit to Hersek</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/hersekcrossing.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte _randomloss and $temp.hesekloss is 1>>
<<set $player.money to $player.money-$temp.loss>>
As you make your way to the other side of the Sea of Marmara and the Gulf of Izmit you lose _randomloss akçe <img @src=_coinimage style="height: 1.5ex;"> during the rush to load your baggage onto the small boat. You pray that this is not a sign of things to come for your long journey to Mecca.
<<else>>
You make your way safely across the Gulf of Izmit and the Sea of Marmara and unload your baggage along the shore near Hersek to continue your journey to Mecca! A local fisherman hears of your pious journey and gives you _randomfish small fish to give you strength on your journey!
<<set $player.inventory.food.amount = $player.inventory.food.amount+$temp.fish>>
<<endif>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Off the Boats to Hersek">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Hersek]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Lost in the Desert</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/lost_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(10,16)>>
<<if $player.inventory.amulet.amount gt 0>>
<<set $player.inventory.amulet.amount to $player.inventory.amulet.amount-1>>
<<set $player.inventory.water.amount = $player.inventory.water.amount+5>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align: center;">
While traveling to $temp.destination your caravan leader suddenly looks confused, looking around in all directions. Worry and concern spreads amongst you and your fellow travelers as you fear that you are lost in the desert and separated from the larger caravan. You recite the Surah of Deliverance, //[[Surah al-Ikhlas (112, 1-4)|https://quran.com/112]]// to calm your nerves and in a moment you see your caravan just beyond the next hill! You manage to make your way quickly back to your caravan finding a small stream along the way where you find 10 <img @src=_waterimage style="height: 1.5ex;"> jugs worth of water. Truely a blessing, though curiously the amulet you purchased is now missing, you must have dropped it in the confusion.
<br>
<br>
</div>
<<elseif $family[0].trait is "Caravan Leader" or $family[1].trait is "Caravan Leader" or $family[2].trait is "Caravan Leader" or $family[0].trait is "Hodja" or $family[1].trait is "Hodja" or $family[2].trait is "Hodja" or $family[0].trait is "Teacher" or $family[1].trait is "Teacher" or $family[2].trait is "Teacher" or $family[0].trait is "Widow" or $family[1].trait is "Widow" or $family[2].trait is "Widow">>
<<if $family[0].trait is "Caravan Leader" or $family[0].trait is "Teacher" or $family[0].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon <b>$family[0].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[1].trait is "Caravan Leader" or $family[1].trait is "Teacher" or $family[1].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon <b>$family[1].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[2].trait is "Caravan Leader" or $family[2].trait is "Teacher" or $family[2].trait is "Hodja">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon <b>$family[2].name</b> steps forward and quickly leads the caravan back on the right track losing no time!
<<elseif $family[0].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon while you get back on track you notice that <b>$family[0].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[0].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon while you get back on track you notice that <b>$family[1].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[1].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Widow">>
While traveling to $temp.destination the members at the front of the caravan suddenly look confused, looking around in all directions. It appears you are lost! However, soon while you get back on track you notice that <b>$family[2].name</b> is not with you! You spend a few hours searching but it seems that they became lost in all the confusion earlier. You continue on your way and pray that $family[2].name is not hurt and will eventually make their way to Mecca!
<<set $player.time to $player.time+4>>
<<set $temp.lost to 1>>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<else>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
While traveling to $temp.destination your caravan leader suddenly looks confused, looking around in all directions he cannot see the caravan. Worry and concern spreads amongst you and your fellow travelers as you fear that you are lost in the desert. You recite the Surah of Deliverance, //[[Surah al-Ikhlas (112, 1-4)|https://quran.com/112]]// to calm your nerves and ask God to bring you out of the wilderness. After _random hours of searching for the main caravan heading to $temp.destination you find it! You and your companions breathe in a deep sigh of relief.
</div>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Being separated from the main caravan and then getting lost was a common occurrence for many pilgrims, even experienced ones. In 1661 the Moroccan pilgrim, Abu Salim al-'Ayyashi, while on his third hajj hajj wrote in his pilgrimage narrative how he and his fellow travelers got separated from the main caravan as they were crossing the Sinai Peninsula in Egypt. He mentions that they wandered for days in the desert heat without water, unable to find the main Egyptian caravan or their way to the next hajj caravan stop of the oasis of al-Nekhel in the heart of the Sinai Peninsula. Several of his friends died during this experience and they were forced to slaugther their camels and drink the water pressed from the dung held in the bowels in a desperate effort to stay alive. Eventually, they made it to al-Nekhel and the water of that oasis but his expereince being lost in the desert demonstrates the trails that pilgrims traveling towards Mecca had to conquer in order to make it to Islam’s holy cities in order to perform the hajj. Sticking with the caravan and local guides would be more and more neccessary as pilgrims got closer and closer to Mecca as the environment became harsher and harsher.<br>
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if $temp.lost is 1>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.lost to 0>>
<<set $temp.from to "delay">>
<<goto "Lost en Route">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Lost en Route]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bedouin Encampment</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp_night.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While on your way to $temp.destination you see a distant campfire which seems to be a Bedouin encampment in a nearby plateau. The smell of food cooking over the fire wafts over the valley and you think about going to meet the Bedouin to see if they will share their meal with you. However, the secluded encampment poses a great danger if these Bedouin do not take kindly to your sudden arrival. Do you want approach the Bedouin encampment or do you keep your distance?
</div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<goto "Yes Investigate Night">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Keep your Distance Night">>
<</button>>
</span>
</div>
[[|Keep your Distance Night]]
[[|Yes Investigate Night]] <<set $temp.lock to 1>>
<<if $family[0].trait is "Kadi" or $family[1].trait is "Kadi" or $family[2].trait is "Kadi">>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Offical of $temp.destination</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official_holycities.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomBribe to random(100,300)>>
<div style="text-align: center;">
A pompous local official who manages the pilgrim encampments around the holy cities confronts you outside the gates of $temp.destination and demands payment for his protection for you and your traveling companions. He says that the holy cities are full of untrustworthy people who will take advantage of naive pilgrims. As such, he stipulates that his protection costs _randomBribe <img @src=_coinimage style="height: 1.5ex;"> akçe.
<br>
<br>
</div>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay Bribe">>
<<goto "Extortion Holy Cities Pay Bribe">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Bribe">><</button>></span>
<<endif>>
<<if $player.piety >= 75>>
<span id="initialDestination">
<<button "Explain You are on Hajj">>
<<goto "Extortion Holy Cities Piety Out">>
<</button>>
</span>
<<endif>>
<<if $player.job is "Ottoman Merchant" and $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Negotiate a Lower Fee">>
<<goto "Extortion Holy Cities Negotiate Bribe">>
<</button>>
</span>
<<endif>>
<<if $player.job is "Ottoman Princess">>
<span id="initialDestination">
<<button "Explain You are a Princess">>
<<goto "Extortion Holy Cities Princess Out">>
<</button>>
</span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay Bribe">>
<<goto "Extortion Holy Cities Refuse Bribe">>
<</button>>
</span>
</div>
<<endif>>
[[|Extortion Holy Cities Pay Bribe]]
[[|Extortion Holy Cities Refuse Bribe]]
[[|Extortion Holy Cities Piety Out]]
[[|Extortion Holy Cities Negotiate Bribe]]
[[|Extortion Holy Cities Princess Out]]<<set $player.luck to $player.luck+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>An Old Friend</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/an_old_friend.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----- Encampment Outcome -----*/
<br>
<<set _randomwater to random(10,20)>>
<<set _randomfood to random(10,20)>>
<<set _random to random(4,7)>>
<<set $player.time to $player.time+_random>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_randomwater>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomfood>>
<<set $player.inventory.futuh.amount to $player.inventory.futuh.amount+1>>
<<set $player.inventory.sufitext.amount to $player.inventory.sufitext.amount+1>>
<<set $player.inventory.poetry.amount to $player.inventory.poetry.amount+1>>
You arrive to a neighborhood near $temp.destination where you hear that your old friend Katib Efendi, who was like an uncle to you growing up, is staying nearby and living as a foreign resident (muhajir) and scholar. He is more than happy to welcome you into his home after many years apart. As you laugh and tell old stories he explains that he has some gifts for you. He pulls out from a shelf full of manuscripts a copy of the [[Futuh al-Harameyn|https://www.metmuseum.org/art/collection/search/456342]], a copy of the Poetry of [[Hafez|https://harvardartmuseums.org/art/216248]], and a curious [[sufi text|https://www.khalilicollections.org/collections/islamic-art/khalili-collection-islamic-art-falnamah-mss979/]]. You thank him for his gifts after _random hours of conversation you take your leave to rejoin your companions. On your departure, your host gifts you _randomfood <img @src=_foodimage style='height: 1.5ex;'> sacks of food and _randomwater <img @src=_waterimage style="height: 1.5ex;"> jugs of water!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "pasha">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Crowd of Pilgrims</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/stampede.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(5,10)>>
<<set $player.time to $player.time+_random>>
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(20,35)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have fallen as a crowd of pilgrims create a stampede when a shot rings out over them. People have been on edge since the Sharif of Mecca tried to assassinate the Ottoman Pasha of Jeddah the previous year. Your injuries from the stampede prove to be severe, though you live on to continue on your hajj journey.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
You have fallen as a crowd of pilgrims create a stampede when a shot rings out over them. People have been on edge since the Sharif tried to assassinate the Ottoman Pasha of Jeddah the previous year. Your injuries from the stampede prove too much to bear, and you have died as a result. A tragic event in the otherwise serene surroundings of the Holy Cities.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "a stampede of pilgrims">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<if $family[_randomChoice].death is "Alive">>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has fallen as a crowd of pilgrims create a stampede when a shot rings out over them. People have been on edge since the Sharif tried to assassinate the Ottoman Pasha of Jeddah the previous year. Their injuries from the stampede have severely injured them.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
$family[_randomChoice].name has fallen as a crowd of pilgrims create a stampede when a shot rings out over them. People have been on edge since the Sharif tried to assassinate the Ottoman Pasha of Jeddah the previous year. Their injuries from the stampede prove too much to bear, and they have died as a result. A tragic event in the otherwise serene surroundings of the Holy Cities.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "a stampede of pilgrims">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Player Death Filter]]
[[|Family Death]]<<set $temp.lock to 1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Swindled</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/swindled.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gte 50>>
<br>
<<set _randomMoney to random(50,($player.money*0.25))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<set $player.inventory.bedouincarpet.amount to $player.inventory.bedouincarpet.amount+1>>
<<else>>
<<goto "Decay Functions">>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
As you make your way through a local market you purchased a Bedouin Carpet for 15 <img @src=_coinimage style="height: 1.5ex;"> but soon realized that the local merchant actually took _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from you during the exchange! You go back to the market and have no luck finding this merchant again, you have been swindled. You have heard that this is common practice in the holy cities as pilgrims who have often not seen much of the world come ready to trust whomever they meet here.
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Mughal pilgrim Safi ibn Vali writes that the Bedouin made so much profit in the markets of the Hijaz that when //'a Bedouin opens up the belly of a small Acemi (Iranian) and he considers his entrails as pure golden pieces//' - meaning that they see them as 'marks' full of gold. The Moroccan pilgrim Abu Salim al-'Ayyashi, in a similar tone while describing merchants in Medina, writes that normal practice for local money changers and merchants was to swindle pilgrims on the price of gold and silver coins during exchanges. They would call one coin the other when changing the coins since the pilgrims were usually confused by the many different currencies in circulation in the holy cities.
<br> <br> </div>
<br> <br>
</div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Camel Thieves</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/camel_thieves_night.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------------*/
/*----- Check for Animals -----*/
/*-----------------------------*/
<<if $player.stable.camels.amount is 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
/*-----------------------*/
/*----- Steal Money -----*/
/*-------and Text--------*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.30))>>
<<set $player.money to $player.money-_randomMoney>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
While traveling to $temp.destination, one of your camels has been taken by a thief who ran off with it into the desert wilderness. Unfortunately, that camel was carrying some supplies which went off with it! You had _randomMoney <img @src=_coinimage style="height: 1.5ex;"> in a saddlebag on that camel! You just wonder who would steal from pilgrims on their way to Mecca, what a disgrace!
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century pilgrim al-'Ayyashi writes the following about his experience with thieves when he was in the holy cities.
<br>
<br>
He writes: //'We left the tent and the camel those nights in our house of the pilgrims, some of our companions were spending the night in it. However, they suffer much trouble due to thieves in the night. The thieves took the people by surprise with a raid, and their suffering grew in the days of the hajj season with the lack of order due to the negligence of rulers.'//
<br> <br> </div>
<br> <br>
</div>
<br><br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<set _stolenItems to ["malvasiawine", "spices", "tobacco", "jewels", "coffee", "bedouincarpet", "silk", "talismanicring", "dagger", "illuminated", "kutnu", "talisman", "quran"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 2>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
/*-----------------------*/
/*- Camels and Horses ---*/
/*-----------------------*/
<<set $player.stable.camels.amount to $player.stable.camels.amount-1>>
<<if $player.stable.camels.amount+$player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<if $player.stable.camels.amount gte 2 and $player.stable.horses.amount gte 2>>
That leaves you with $player.stable.camels.amount camels and $player.stable.horses.amount horses. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount gte 2 and $player.stable.horses.amount is 1>>
That leaves you with $player.stable.camels.amount camels and $player.stable.horses.amount horse. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount is 1 and $player.stable.horses.amount gte 2>>
That leaves you with $player.stable.camels.amount camel and $player.stable.horses.amount horses. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount gte 3 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camels. You are still traveling at the fastest speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount gte 3>>
That leaves you with no camels. But due to your $player.stable.horses.amount horses you are still traveling at the fastest speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 2>>
<<set $player.speed to "medium">>
<<if $player.stable.camels.amount is 1 and $player.stable.horses.amount is 1>>
That leaves you with $player.stable.camels.amount camel and $player.stable.horses.amount horse. You are still traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 2 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camels. You are still traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount is 2>>
That leaves you without any camels but with your $player.stable.horses.amount horses. You are still traveling at medium speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 1>>
<<set $player.speed to "medium">>
<<if $player.stable.camels.amount is 1 and $player.stable.horses.amount is 0>>
That leaves you with $player.stable.camels.amount camel. This slows you down so that you are now traveling at medium speed.<br>
<<elseif $player.stable.camels.amount is 0 and $player.stable.horses.amount is 1>>
That leaves you with no more camels but only with your one remaining horse. You continue your journey at medium speed.<br>
<<endif>>
<<elseif $player.stable.camels.amount+$player.stable.horses.amount is 0>>
<<set $player.speed to "slow">>
You have lost your only camel and now you are traveling at the slowest speed with the main pilgrimage caravan.<br>
<<endif>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<</button>>
</span>
</div><<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Hypothermia</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/hypo_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(15,30)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have developed hypothermia after being exposed too long to the cold desert air! Your health has declined as a result.
<br><br>
<div align="center">
<span id="initialDestination">
<<if $temp.destination is $cur_passage>>
<<button "Rest for Two Days to Recover">>
<<set $player.time to $player.time+24>>
<<goto "Hypothermia Rest Desert">>
<</button>>
</span>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<goto "Hypothermia Push Desert">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Rest for Five Days to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Hypothermia Rest Desert">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Hypothermia Push Desert">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have developed hypothermia after spending too much time out in the cold desert air. You have died as a result of your poor health.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Hypothermia">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<if $family[_randomChoice].death is "Alive">>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has developed hypothermia after being exposed too long to the cold desert air! Their health has declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Rest for Two Days to Allow Them to Recover">>
<<set $player.time to $player.time+24>>
<<goto "Hypothermia Rest Desert">>
<</button>>
</span>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.healthcharacter to _randomChoice>>
<<goto "Hypothermia Push Desert">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Rest for Five Days to Allow Them to Recover">>
<<set $player.time to $player.time+60>>
<<goto "Hypothermia Rest Desert">>
<</button>>
</span>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<goto "Hypothermia Push Desert">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
$family[_randomChoice].name has developed hypothermia after spending too much time out in the cold desert air. They have died as a result of their illness.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "hypothermia">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Hypothermia Rest Desert]]
[[|Hypothermia Push Desert]]
[[|Player Death Filter]]
[[|Family Death]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Lost in the Darkness of the Desert</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/lost_desert_night.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(14,18)>>
<<if $player.inventory.amulet.amount gt 0>>
<<set $player.inventory.amulet.amount to $player.inventory.amulet.amount-1>>
<<set $player.inventory.water.amount = $player.inventory.water.amount+5>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align: center;">
While traveling to $temp.destination you stopped at a well which you found to have 15 <img @src=_waterimage style="height: 1.5ex;"> jugs worth of water. As you look around after getting water from the well you suddenly cannot find your caravan. Looking around in all directions you panic. Out of fear that you are lost in the desert and separated from the larger caravan, you recite the Surah of Deliverance, //[[Surah al-Ikhlas (112, 1-4)|https://quran.com/112]]// to calm your nerves. In a moment you see your caravan just beyond the next hill, its torches leading the way in the night! You manage to make your way quickly back to your caravan. Truely a blessing to have not been lost too long, though curiously the amulet you purchased is now missing, you must have dropped it in the confusion.
<br>
<br>
</div>
<<else>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
While traveling to $temp.destination you stopped at a well which you found to be empty. As you look around after trying to get water from the well you suddenly cannot find your caravan. Looking around in all directions you panic. Out of fear that you are lost in the desert and separated from the larger caravan, you recite the Surah of Deliverance, //[[Surah al-Ikhlas (112, 1-4)|https://quran.com/112]]// to calm your nerves. You wander through the night and until the morning frantically looking for your caravan, by the time you manage to find its day encampment it has been _random hours! At least you managed to make it back to the safety of your caravan.
<br>
<br>
</div>
<<endif>>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Being separated from the main caravan and then getting lost was a common occurrence for many pilgrims, even experienced ones. In 1661 the Moroccan pilgrim, Abu Salim al-'Ayyashi, while on his third hajj hajj wrote in his pilgrimage narrative how he and his fellow travelers got separated from the main caravan as they were crossing the Sinai Peninsula in Egypt. He mentions that they wandered for days in the desert heat without water, unable to find the main Egyptian caravan or their way to the next hajj caravan stop of the oasis of al-Nekhel in the heart of the Sinai Peninsula. Several of his friends died during this experience and they were forced to slaugther their camels and drink the water pressed from the dung held in the bowels in a desperate effort to stay alive. Eventually, they made it to al-Nekhel and the water of that oasis but his expereince being lost in the desert demonstrates the trails that pilgrims traveling towards Mecca had to conquer in order to make it to Islam’s holy cities in order to perform the hajj. Sticking with the caravan and local guides would be more and more neccessary as pilgrims got closer and closer to Mecca as the environment became harsher and harsher.
<br> <br> </div>
<br> <br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Iranian Pilgrim Encampment</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/pilgrim_encampment.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----- Encampment Outcome -----*/
<br>
<<set _randomwater to random(10,25)>>
<<set _randomfood to random(20,30)>>
<<set _random to random(5,10)>>
<<set $player.time to $player.time+_random>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_randomwater>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomfood>>
<<set _randompiety to random(5,15)>>
<<set $player.piety to $player.piety+_randompiety>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
You arrive to an encampment of a small caravan of pilgrims from Tabriz. The Iranian pilgrims are more than happy to welcome you into their camp. You sit around the fire and exchange stories of the hajj road. The generous hosts gift you _randomfood <img @src=_foodimage style='height: 1.5ex;'> sacks of food and _randomwater <img @src=_waterimage style="height: 1.5ex;"> jugs of water! You thank them for _random hours of hospitality and make your leave. What a blessing to find such kind and pious people in this difficult terrain! You find that you have a new found faith in your fellow Muslims as you all journey towards Mecca.
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "pasha">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Long Way Around</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp_no_night.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(4,7)>>
<<set $player.time to $player.time+_random>>
<<set $player.fear to $player.fear+1>>
<div style="text-align: center;">
You decide to be cautious with Bedouin tribesmen and continue on to $temp.destination via more indirect road to avoid the encampment. Wandering the wilderness took you _random hours but at least you know you are safe.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bedouin Encampment: Night</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp_night.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.trust to $player.trust+1>>
<<set _randomAttack to random(0,100)>>
<<if _randomAttack lte 30>>
<<goto "Bedouin Raid">>
<<else>>
/*----- Encampment Outcome -----*/
<br>
<<set _randomwater to random(20,40)>>
<<set _randomfood to random(20,40)>>
<<set _random to random(5,10)>>
<<set $player.time to $player.time+_random>>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_randomwater>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomfood>>
<<set $player.inventory.bedouintribute.amount to $player.inventory.bedouintribute.amount+1>>
<<set _randompiety to random(5,15)>>
<<set $player.piety to $player.piety+_randompiety>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
You arrive to the Bedouin encampment and they are more than happy to welcome you into their tent. Walking inside you find that many members of their tribe have gathered to celebrate the circumcision of one of the sons of the local sheikh. The generous hosts insist you stay and celebrate with them! You celebrate with the family around the fire for _random hours. After this, on your departure, your host gifts you _randomfood <img @src=_foodimage style='height: 1.5ex;'> sacks of food and _randomwater <img @src=_waterimage style="height: 1.5ex;"> jugs of water! The Bedouin sheikh also lets you know that next time you come across a Bedouin tribe in the desert, let them know his name and you will be taken care of! What a blessing to find such kind and pious people in this difficult terrain! You find that you have a new found faith in your fellow Muslims!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "pasha">>
<<set $player.luck to $player.luck+1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Bedouin Raid]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Offical of $temp.destination</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official_holycities.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.money to $player.money-$temp.bribe>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You pay the corrupt official his bribe of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. Despite his promise of protection, you doubt you will ever see him again.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Offical of $temp.destination</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official_holycities.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomAttack to random(0,100)>>
<<if _randomAttack lte 50>>
<<goto "Thieves">>
<<else>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.time to $player.time+12>>
<div style="text-align: center;">
You refuse to pay the corrupt official his bribe of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. However, he refuses to leave you and your fellow pilgrims alone and in doing so pesters you until the following day, effectively delaying you for a day.
</div>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Thieves]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Offical of $temp.destination</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official_holycities.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.piety to $player.piety-10>>
<div style="text-align: center;">
You explain to the corrupt official that you are a pious pilgrim with little money and unable to pay his fee of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. He is unmoved by your story of your pious journey but nevertheless thinks you are not worth his time and goes to speak to another group of pilgrims. Seeing this corruption makes you feel less pious in this holy space.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Offical of $temp.destination</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official_holycities.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomAttack to random(0,100)>>
<<if _randomAttack lte 30>>
<<goto "Thieves">>
<<else>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.money to $player.money-Math.floor($temp.bribe/2)>>
<<set $player.time to $player.time+2>>
<<set _bribenew to Math.floor($temp.bribe/2)>>
<div style="text-align: center;">
Using your skills as a merchant, you are able to negotiate the corrupt official's 'fee' down to _bribenew <img @src=_coinimage style="height: 1.5ex;">. After haggling for two hours in your camp, you pay this new fee and move on to $temp.destination with no worries.
</div>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Thieves]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Local Offical of $temp.destination</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/corrupt_official_holycities.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomAttack to random(0,100)>>
<<if _randomAttack lte 70>>
<<goto "Thieves">>
<<else>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You explain to the corrupt official that you are a daughter of the sultan and refuse to pay his ridiculous fee of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. He immediately asks for forgiveness and lets you proceed to $temp.destination without any further delays. You vow to inform the any local Ottoman representatives of these activites.
</div>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Thieves]] <<set $temp.lock to 1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Band of Thieves</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/thieves.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.50))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
In a large crowd you and your fellow pilgrims are happened upon a band of local thieves who are taking advantage of the confusion caused by the hajj season in the holy cities. They manage to steal _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from your baggage while you were off inquring about which holy site to visit next with your fellow pilgrims. This is not the first time you have heard of this after you confer with the others in your party and you all agree to be more vigilant! You just wonder who would steal from pilgrims in the holy cities of all places, what a disgrace!
<br>
<br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<set _stolenItems to ["dagger", "diamonds", "talisman", "illuminated", "mohair", "silk", "gazzatum", "englishfabric", "quran", "futuh", "spices"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 2>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century pilgrim al-'Ayyashi writes the following about his experience with thieves when he was in the holy cities.
<br>
<br>
He writes: //'We left the tent and the camel those nights in our house of the pilgrims, some of our companions were spending the night in it. However, they suffer much trouble due to thieves in the night. The thieves took the people by surprise with a raid, and their suffering grew in the days of the hajj season with the lack of order due to the negligence of rulers.'//
<br> <br> </div>
<br> <br>
</div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] /*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Fire</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/desert_camp_night.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<if $temp.healthcharacter is 0>>
<<set _name to $family[0].name>>
<<elseif $temp.healthcharacter is 1>>
<<set _name to $family[1].name>>
<<elseif $temp.healthcharacter is 2>>
<<set _name to $family[2].name>>
<<endif>>
<div style="text-align: center;">
<<if $temp.healthcharacter is 3>>
You decide to rest and stay in a warm place near a fire in order to recover from your hypothermia. While this delays your journey, you take comfort in the knowledge that your health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your health.
<<else>>
You decide to rest in order to give _name time to recover from their hypothermia. A warm fire and the inside of a tent will surely give them comfort! While this delays your journey, you take solace in the knowledge that their health hasn't declined any further following this incident. You vow to visit the nearest bath on your journey in order to fully recover your party's health.
<<endif>>
</div>
<br><br>
/*----------------------------*/
/*----- Continue Buttons -----*/
/*----------------------------*/
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "rest">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
[[|Decay Functions]] /*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>No Rest for the Weary</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/hypo_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------*/
/*----- Add Damage -----*/
/*----------------------*/
<<set _randomHit to random(15,30)>>
<<set _randomChoice to $temp.healthcharacter>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You have decided to press on despite coming down with hypothermia, getting to $temp.destination on schedule is too important! While you ultimately recover from your illness, your health has further declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have decided to press on despite coming down with hypothermia. As a result, your health continues to decline, leading to your death.
<br><br>
<div align="center">
<<button "Remember Your Journey">>
<<set $player.death to "Hypothermia">>
<<goto "Player Death Filter">>
<</button>>
</div>
<<endif>>
<<else>>
<<if $family[_randomChoice].death is "Alive">>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].health > 0>>
You have decided to press on ahead to $temp.destination despite $family[_randomChoice].name coming down with hypothermia. While they ultimately recover from their illness, their health has further declined as a result.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
You have decided to press on to $temp.destination despite $family[_randomChoice].name coming down with hypothermia. As a result, their health continues to decline, leading to their death.
<br><br>
<div align="center">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.healthcharacter to _randomChoice>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "hypothermia">>
<<goto "Family Death">>
<</button>>
</div>
<<endif>>
<<else>>
<<set $temp.from to "illness">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Decay Functions]]
[[|Player Death Filter]]
[[|Family Death]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Sandstorm!</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sandstormnight.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(10,18)>>
<<set $player.time to $player.time+_random>>
/*-----------------------*/
/*----------Lost---------*/
/*-----------------------*/
<<set _randomlost to random(1,2)>>
<<if _randomlost is 1>>
/*----------Nothing---------*/
<<elseif _randomlost is 2>>
<<set _randomChoice to random(0,2)>>
<<set $temp.healthcharacter to _randomChoice>>
<<endif>>
<div style="text-align: center;">
Your caravan is caught in a tremendous sandstorm in the middle of the night obscuring all in view on your way to $temp.destination. The blowing winds and sand make it difficult to move forward as you cannot see a thing! You and your fellow travelers stay _random hours in a small ravine to wait out the storm and gather your scattered belongings and caravan members.
<<if _randomlost is 2 and $family[_randomChoice].death is "Alive">>
However, as you gathered your caravan back together you cannot find <b>$family[_randomChoice].name</b>, they seem to have been separated during the storm and are now lost and alone in the desert wilderness! After a few hours you find them dead in the desert just a few hundred yards from the edge of an encampment, having never made it. You stop to hold a burial before continuing to $temp.destination, thinking to yourself of what you could have done differently, unfortunately in this harsh wilderness no one is ever safe!
<<else>>
Thankfully no one was injured in your caravan during this storm!
<<endif>>
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The early eigtheenth-century Moroccan pilgrim, Ibn al-Tayyib describes his own encounter with the heat and wind while traveling the difficult terrain across the Sinai Peninsula during his hajj journey from North Africa:
<br>
<br>
//'We then crossed the Fire Valley, which is aptly named because its wind is as hot as fire. It is a dusty, narrow valley between two mountains, extending from Nabat to al-Khuçlayra: Mountains stop the wind blowing inland from the sea, so it blows west or east through the valley, becoming the burning //simoom// (a dust blowing storm) because of the heat and dryness of that desert. This harsh valley has taken the lives of many travellers. The hot, dust-laden wind poisoned their bodies, so that hundreds or even thousands might die in a single hour. Many pilgrims have died here on their journey back home. The stifling heat on one night made people pray to Allah to rescue them. He bestowed His mercy on them by sending his cool breeze.'//
<br> <br> </div>
<br> <br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<<if _randomlost is 2 and $family[_randomChoice].death is "Alive">>
<br><br>
<div align="center">
<<button "Say Prayers for the Departed">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].health to $family[_randomChoice].health-100>>
<<set $family[_randomChoice].death to "being lost in a sandstorm">>
<<goto "Family Death">>
<</button>>
</div>
<<else>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Family Death]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Imposter Pilgrimage Guide</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/fake_pilgrim_guide_delay.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(3,10)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
The pilgrimage guide that you and your companions have hired seems to have not been much help. While on your way to $temp.destination he has told you ridiculous stories about the Prophet's life that you are surely false. He also insists that you only shop at the stalls of his relatives in each pilgrimage site you visit. Seeing all this you and the other experienced pilgrims with you have finally had enough. It is clear that this guide does not know anything about the hajj and what pilgrims should do! The argument with the guide and his demands for payment adds _random hours to your journey. Next time, you plan to ask a few more questions to vet the pilgrimage guide and make sure he has traveled on hajj before!
<br>
<br>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<if $player.inventory.food.amount lt 50>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+40>>
<<endif>>
<<if $player.inventory.water.amount lt 50>>
<<set $player.inventory.water.amount to $player.inventory.water.amount+40>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "inspiration">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.konya to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to random(50,200)>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to random(100,200)>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Congestion on the Road to Konya</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/konyaevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
Many pilgrims and merchants have crowded the road heading to the city of Konya where there is a major market and the tomb of Mevlana Jalaladdin Rumi. Many pilgrims of the Mevlevi Sufi order, known for being whirling dervishes - a form of meditation during //Zikr// (//Dhikr//) prayer - have come to Konya to visit Rumi's tomb at the same time your caravan arrives. The hold up on the road means leads your caravan leader to explain that you will have less time in Konya so that the caravan can keep its schedule. You will need to choose if you wish to visit the market in Konya or the tomb of Rumi as you do not have time of both!
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
However, you have talked to the caravan leader and he says he may be willing to hold the caravan for you to visit the market and the shrine if he gets paid _randomBribe akçe <img @src=_coinimage style="height: 1.5ex;"> for waiting.
<<endif>>
<br><br>
<div align="center">
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Caravan Leader his Fee">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.konyamarket to 1>>
<<set $temp.konyashrine to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<br><br>
<<else>>
<span id="dummyButton"><<button "Pay the Caravan Leader his Fee">><</button>></span>
<br><br>
<<endif>>
<<endif>>
<span id="initialDestination">
<<button "Prioritize the Shrine">>
<<set $temp.konyashrine to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Prioritize the Market">>
<<set $temp.konyamarket to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Konya]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Remembering the Dead: A Grave in Candia</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/candiaevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(500,1000)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(350,450)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(1000,1200)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(600,1000)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you arrive into the Port of Candia you find that there is a message waiting for you from you old friend in Istanbul - Nişancı Yusuf Efendi. He writes to you saying that he heard you were heading to Candia and send along $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// for you to establish a proper grave and tombstone for his brother Abdullah Bey who died a few years ago during the final days of the Candia campaign against Venice. He writes that his brother's body is in a small grave outside the walls of the city and that you should be able to use the money he sent to build a fine tombstone. As you prepare to go ahead with your task, you hear more news from Istanbul, it appears that Nişancı Yusuf Efendi has suddenly passed away himself. Do you continue to use his money to build the tombstone for his brother or do you pocket the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//? Maybe it will be better used to help you to make it on the holy pilgrimage to Mecca and Nişancı Yusuf Efendi will now not care what his //akçe// was used for.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Use the Money for a Tombstone">>
<<set $player.piety to $player.piety+20>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<set $temp.candia to 1>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Keep the Money for Yourself">>
<<set $player.money to $player.money+$temp.bribe>>
<<set $player.piety to $player.piety-15>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<set $temp.candia to 1>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Candia]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.sekban to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>In the Company of Strangers</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(700,1200)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(500,1200)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(600,1300)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(400,1000)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you make your way into Niğde you meet a group of //sekban// soldiers (mercenary soldiers of Anatolia) in a small inn near the side of the main road. They invite you inside and you all have a great meal together, sing songs, tell stories of the road, and become fast friends! Eventually, they tell you that they are waiting here because a valuable caravan of //acemi// (Safavid/Ajami) merchants is coming this way and they plan to ambush it. You are shocked that such kind people are truely bandits and that they offer you a cut of the spoils if you help them take the caravan. They tell you that your cut would be $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// since all you have to do is coax the //acemi// merchants into a false sense of security before the //sekban// soldiers attack. You know helping in such an act would be against everything you stand for but you fear the consequences if you refuse the kind yet well-armed //sekbans//. Do you help them or risk disappointing your new friends?
<div align="center">
<span id="initialDestination">
<<button "Agree to Help in the Ambush">>
<<set $player.money to $player.money+$temp.bribe>>
<<set _random to random(20,30)>>
<<set $player.fear to $player.fear+1>>
<<set $player.piety to $player.piety-_random>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Refuse to Help">>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $temp.sekbanno to 1>>
<<set $player.trust to $player.trust+1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Niğde]]
[[|A Moral Choice]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<if $player.money is 0>>
<<goto $temp.destination>>
<<set $temp.sekbanno to 0>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Sekban Attack: Friends No More</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/brigands.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.40))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
The leader of the //sekbans// raises his rusty old //yatagan// sword and takes _randomMoney <img @src=_coinimage style="height: 1.5ex;"> from you and your companions. However, he lets you depart without hurting you in thanks for the happy meal you all had together. You know you did the right thing and once you are back in Niğde you have them send a rider to warn the //Acemi// Safavid caravan before it is too late!
</div>
<br><br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<set _stolenItems to ["malvasiawine", "opium", "tobacco", "pipes", "venetianganzi", "silk", "knightsconduct", "englishfabric", "mastic", "talisman", "illuminated"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 2>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also took the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<div align="center">
<span id="initialDestination">
<<button "Return to Niğde">>
<<set $temp.sekbanno to 0>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Niğde]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.antioch to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Waqf in Antioch</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/antiochwaqf.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.job is "Ottoman Princess" or $player.job is "Ottoman Merchant">>
<<set _randomprice to random(1200,1500)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomprice to random(100,200)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomprice to random(400,800)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomprice to random(450,1000)>>
<<endif>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you enter Antioch (Antakya) the local //mütevelli//, an administrator of a //waqf// (//vakıf// - a pious endowment) is asking pilgrims for donations to the //waqf//. They are trying to construct a new fountain (//sebil//) near the entrance to the mosque. He asks you for $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// in order to finish the fountain. He tells you that this fountain would serve countless pilgrims, travelers, and mosque-goers for generations to come and that your help would be much appreciated! <br> <br>
<<if $player.money gte $temp.bribe>>
Do you donate $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//?
<<else>>
Unfortunately, you do not have enough funds to donate to the waqf. Upon hearing this and that you are heading to Mecca, the //mütevelli// gives you 50 <img @src=_coinimage style="height: 1.5ex;"> //akçe// to help you on your pious journey! <br> <br>
<<endif>>
<div align="center">
<<if $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Donate to the Waqf">>
<<set $player.piety to $player.piety+15>>
<<if $player.piety gte 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Refuse to Donate">>
<<set $player.piety to $player.piety-5>>
<<if $player.piety lte 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Enter Antioch">>
<<set $player.money to $player.money+50>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<endif>>
</div>
[[|Antioch]]
/*-----------------------------------*/
/*-------- Score Summary Score-------*/
/*-----------------------------------*/
<<if $temp.arabiaarrive is 1>>
<br><br>
<button type="button" class="collapsible"><b>Arabia Score Breakdown</b></button>
<div class="scoring"> <br>
/*----------------------------*/
/*----- Set Arabia Score -----*/
/*----------------------------*/
<b>Arabia Pilgrim's Path Score Breakdown:</b><br><br>
<<if $temp.someoneelse is 0 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+100>>
<i>Hajji: Completed Hajj (Yourself)</i>: 100 <br>
<<endif>>
<<if $player.shrinecountarabia gte 10 and $player.shrinecountarabia lt 15>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+30>>
<i>Sufi of the Hijaz: Visit 10 or more Religious Sites in Arabia</i>: 30 <br>
<<elseif $player.shrinecountarabia is 15>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+50>>
<i>Pilgrim of Arabia: Visit 15 Religious Sites in Arabia</i>: 50 <br>
<<endif>>
<<if $player.shrinemedina is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+10>>
<i>Eunuchs of the Prophet's Tomb: Visit the Prophet's Tomb in Medina</i>: 10 <br>
<<endif>>
<<if $temp.meccapet is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+5>>
<i>Guest of the Sharif of Mecca</i>: 5 <br>
<<endif>>
<<if $temp.medinapet is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+5>>
<i>Guest of the Chief Eunuch of Medina</i>: 5 <br>
<<endif>>
<<if $temp.ihramdone is 1>>
<<set $player.pietyscorearabia to $player.pietyscorearabia+10>>
<i>The Ihram: Put on the Ihram outside of Medina</i>: 10 <br>
<<endif>>
<<if $temp.ihramdone is 2>>
<<set $player.pietyscorearabia to $player.pietyscorearabia-10>>
<<if $player.pietyscorearabia lt 0>>
<<set $player.pietyscorearabia to 0>>
<<endif>>
<i>Breach of Trust: Swindle from Pilgrims outside of Medina</i>: -10 <br>
<<endif>>
<br>
<b>Arabia Merchant Score Breakdown:</b><br><br>
<<if $temp.someoneelse is 1 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+30>>
<i>Hajji: Completed Hajj (Someone Else)</i>: 30 <br>
<<endif>>
<<if $temp.thebey is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of the Bey of Iznik</i>: 5 <br>
<<elseif $temp.thepasha is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+15>>
<i>In the Service of the Pasha of Rhodes</i>: 15 <br>
<<elseif $temp.theyoungayan is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of the Ayan of Yanina</i>: 5 <br>
<<elseif $temp.thehatun is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>In the Service of the Widow of Aintab</i>: 10 <br>
<<elseif $temp.thebureaucrat is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>In the Service of the Nişancı of Nablus</i>: 10 <br>
<<elseif $temp.thecorsair is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>In the Service of a Corsair</i>: 5 <br>
<<endif>>
<<if $temp.jeddahpet is 1>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>Guest of the Pasha of Jeddah</i>: 5 <br>
<<endif>>
<<if $temp.ihramdone is 2>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>The Pilgrim Thief: Swindled Pilgrims in Medina</i>: 5 <br>
<<endif>>
<<if $player.inventory.ambergris.amount gt 0 and $player.inventory.pearls.amount gt 0 and $player.inventory.mohair.amount gt 0 and $player.inventory.dates.amount gte 20 and $player.inventory.coffee.amount gte 10 and $player.inventory.lamp.amount gt 0 and $player.inventory.zamzam.amount gte 4>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>Hijazi Merchant: As a merchant moving goods along the hajj route in the Hijaz you end the simulation with at least 20 bottles of Date Syrup, at least 4 bottles of Zamzam Water, at least 10 sacks of Coffee, at least one bottle of Ambergris Perfume, at least one bag of Pearls, at least one Engraved Oil Lamp, and at least one Fine Mohair Cloak</i>: 10 <br>
<<endif>>
<<if $player.money gte 10000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+10>>
<i>King of the Mina Bazaar: More than 10,000 akçe in purse by end of simulation</i>: 10 <br>
<<endif>>
<<if $player.money gte 5000 and $player.money lt 10000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+5>>
<i>Red Sea Merchant: More than 5,000 akçe in purse by end of simulation</i>: 5 <br>
<<endif>>
<<if $player.money gte 2000 and $player.money lt 5000>>
<<set $player.merchantscorearabia to $player.merchantscorearabia+3>>
<i>Caravan Merchant: More than 2,000 akçe in purse by end of simulation</i>: 3 <br>
<<endif>>
<br><b>Travel Bonuses Breakdown:</b><br><br>
<<if $player.alulatravel is 1>>
<i>The Desert Traveler: Traveled to al-Ula</i>: 15 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+15>>
<<endif>>
<<if $player.medinatravel is 1>>
<i>Following the Surre: Traveled to Medina</i>: 15 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+15>>
<<endif>>
<<if $player.jeddahtravel is 1>>
<i>Pearl of the Red Sea: Traveled to Jeddah</i>: 5 <br>
<<set $player.achievementscorearabia to $player.achievementscorearabia+5>>
<<endif>>
<br><b>Totals from Arabia:</b><br><br>
<b>Arabian Pilgrim's Path Score:</b> $player.pietyscorearabia <br>
<b>Arabian Merchant Score:</b> $player.merchantscorearabia <br>
<b>Arabian Achievement Score:</b> $player.achievementscorearabia <br>
-These Points Exclude Running Totals-
<br><br>
</div>
<br>
<<endif>>
<br><br>
/*-----------------------------------*/
/*-------- Score Summary Score-------*/
/*-----------------------------------*/
<button type="button" class="collapsible"><b>Final Score Breakdown</b></button>
<div class="scoring"> <br>
<br><br>
<u><b>Final Pilgrim's Path Score Breakdown</b></u>
<br><br>
<i>Pilgrim Path Running Score throughout Journey</i>: $player.pietyscore <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscore>>
<i>Travel Time to Hajj Pilgrimage</i>:
<<if $player.hajjtimefinal is 100>>
On Time - 100 <br>
<<elseif $player.hajjtimefinal is 115>>
Exactly On Time - 115 <br>
<<elseif $player.hajjtimefinal is 50>>
Late - Waited 1 Year - 50 <br>
<<elseif $player.hajjtimefinal is 15>>
Late - Waited 2 Years - 15 <br>
<<elseif $player.hajjtimefinal is 0>>
Did not make it to Mecca for the hajj - 0 <br>
<<endif>>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.hajjtimefinal>>
<i>Pilgrim's Path Score Rumelia</i>: $player.pietyscorerumelia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorerumelia>>
<i>Pilgrim's Path Score Anatolia</i>: $player.pietyscoreanatolia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscoreanatolia>>
<i>Pilgrim's Path Score Syria</i>: $player.pietyscoresyria <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscoresyria>>
<i>Pilgrim's Path Score Palestine</i>: $player.pietyscorepalestine <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorepalestine>>
<i>Pilgrim's Path Score Arabia</i>: $player.pietyscorearabia <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+$player.pietyscorearabia>>
<br><br>
/*------------------------------------*/
/*----------TPP Achievements--------*/
/*------------------------------------*/
<br><br>
<u><b>Pilgrim's Path Achievement Score Breakdown</b></u>
<br><br>
/*----------Final Choice Eid-----------*/
<<if $player.finalpiouschoice is 1>>
<i>Eid al-Adha Celebrations: Ended the simulation with the final choice to go to the Eid al-Adha festivities instead of the market at Jeddah</i>: 50 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+50>>
<<endif>>
/*---------- Four Holy Cities -----------*/
<<if $player.shrinemedina is 1 and $temp.hajj1 is 1 and $player.shrinejerusalem is 1 and $player.shrinehalil is 1>>
<i>The Four Holy Cities: Ended the simulation with visiting the holy sites in the four most sacred cities in Islam (Mecca, Medina, Jerusalem, al-Khalil al-Rahman (Hebron))</i>: 40 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+40>>
<<endif>>
/*---------- Major Sufi Shrines -----------*/
<<if $player.shrinekonya is 1 and $player.shrinebektash is 1 and $player.shrineibnarabi is 1>>
<i>The Mevlevi Pir: Ended the simulation with visiting the three major sufi sites along the way (Konya, Hacıbektaş, Salihiyah)</i>: 30 <br>
<<set $player.pietyscorefinal to $player.pietyscorefinal+30>>
<<endif>>
<br>
/*------------------------------*/
/*----- Set Merchant Score -----*/
/*------------------------------*/
<br><br>
<u><b>Final Merchant Score Breakdown</b></u>
<br><br>
<br><br>
<i>Daily Akçe Amount throughout Journey Score</i>: $player.merchantscore <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscore>>
<i>Merchant Score Rumelia</i>: $player.merchantscorerumelia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorerumelia>>
<i>Merchant Score Anatolia</i>: $player.merchantscoreanatolia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscoreanatolia>>
<i>Merchant Score Syria</i>: $player.merchantscoresyria <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscoresyria>>
<i>Merchant Score Palestine</i>: $player.merchantscorepalestine <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorepalestine>>
<i>Merchant Score Arabia</i>: $player.merchantscorearabia <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+$player.merchantscorearabia>>
/*------------------------------------*/
/*-------Merchant Achievements--------*/
/*------------------------------------*/
<br><br>
<u><b>Merchant Achievement Score Breakdown</b></u>
<br><br>
/*----------Final Choice Merchant-----------*/
<<if $player.finalmerchantchoice is 1>>
<i>The Hajj Market in Jeddah: Ended the simulation with the final choice to go to the Market in Jeddah instead of the Eid al-Adha festivities</i>: 50 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+50>>
<<endif>>
/*----------Carpet Merchant-----------*/
<<if $player.inventory.anatoliancarpet.amount gt 0 and $player.inventory.bedouincarpet.amount gt 0 and $player.inventory.turkmencarpet.amount gt 0>>
<i>The Carpet Merchant: Ended the simulation with at least 1 of each type of carpet</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*----------Cloth Merchant Check-----------*/
<<if $player.inventory.silk.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.gazzatum.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.venetianganzi.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.mohair.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lace.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lahore.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.fur.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.alaja.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.kutnu.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.englishfabric.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.wool.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.cotton.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.lynxfur.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
<<if $player.inventory.brocade.amount gt 0>>
<<set $temp.clothmerchant to $temp.clothmerchant+1>>
<<endif>>
/*----------Cloth Merchant -----------*/
<<if $temp.clothmerchant lt 10 and $temp.clothmerchant gte 7>>
<i>The Cloth Merchant: Ended the simulation with at least 7 different types of fabric</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<elseif $temp.clothmerchant gte 10>>
<i>The Fine Cloth Merchant: Ended the simulation with at least 10 different types of fabric</i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
<br>
/*----------Book Merchant Check-----------*/
<<if $player.inventory.menasik.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.illuminated.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.quran.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.sufitext.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.maliki.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.poetry.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.futuh.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.jami.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.birgivi.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.divansufi.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
<<if $player.inventory.dalail.amount gt 0>>
<<set $temp.bookmerchant to $temp.bookmerchant+1>>
<<endif>>
/*----------Book Merchant -----------*/
<<if $temp.bookmerchant lt 7 and $temp.bookmerchant gte 5>>
<i>The Aspiring Scholar: Ended the simulation with at least 5 different manuscripts</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<elseif $temp.bookmerchant gte 7>>
<i>The Sufi Pir: Ended the simulation with at least 7 different manuscripts</i>: 20 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+20>>
<<endif>>
<br>
/*----------Talisman Check-----------*/
<<if $player.inventory.talisman.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.scorpiontalisman.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.talismanicring.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.talismanicscroll.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
<<if $player.inventory.amulet.amount gt 0>>
<<set $temp.talismanmerch to $temp.talismanmerch+1>>
<<endif>>
/*----------Talisman Merchant -----------*/
<<if $temp.talismanmerch gte 4>>
<i>The Wandering Dervish: Ended the simulation with at least 4 different talismans or amulets</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
<br>
/*----------Foreign Riches Check-----------*/
<<if $player.inventory.pearls.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.lahore.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.ambergris.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.theriac.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.indigo.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.diamonds.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.spices.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.jewels.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.englishfabric.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.venetianganzi.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
<<if $player.inventory.pocketwatch.amount gt 0>>
<<set $temp.foreigngoods to $temp.foreigngoods+1>>
<<endif>>
/*----------Foreign Riches Merchant -----------*/
<<if $temp.foreigngoods gte 7>>
<i>The Foreign Merchant: Ended the simulation with at least 7 different goods imported foreign goods (Indigo, Pearls, Ambergris, English Fabric, Venetian Ganzi, Spices, Diamonds, Jewels, Theriac, Lahore Cotton, Austrian Pocket Watch) </i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
<br>
/*---------- Pious Check-----------*/
<<if $player.inventory.futuh.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.menasik.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.prayerbeads.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.quran.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.qurancase.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.sufitext.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.maliki.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.kiswah.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.hajjcert.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.zamzam.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
<<if $player.inventory.dalail.amount gt 0>>
<<set $temp.piousmerchant to $temp.piousmerchant+1>>
<<endif>>
/*---------- Pious Merchant -----------*/
<<if $temp.piousmerchant gte 7>>
<i>The Pious Merchant: Ended the simulation with at least 7 different religous items(Futuh al-Harameyn, Menasik ul-Hajj, Quran, Quran Traveling Case, Piece of the Kiswah, Hajj Certificate, Maliki Text, Naqshibandi Sufi Text, Misbaha Prayer Beads, Zamzam Water, Dala'il Khayrat)</i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
<br>
/*----------The Coffee Merchant -----------*/
<<if $player.inventory.coffee.amount gt 100>>
<i>The Coffee Merchant: Ended the simulation with at least 100 bags of Coffee </i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
<br>
/*----------Balkan Merchant-----------*/
<<if $player.meccacheckrumelia is 1>>
<i>The Balkan Merchant: As a merchant from Rumelia you have made it to Mecca with at least 5 Bushels of Wheat, at least 5 Fruit-scented Soaps, at least 5 Tulip Bulbs, at least 5 boxes of Musk and Ambergris Candies, at least one Silver-inlaid Iron Horseshoe, at least one jar of Plum Pekmez, and at least one Box of Ortasayış Iron Nails</i>: 25 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+25>>
<<endif>>
/*----------Rumi Merchant-----------*/
<<if $player.meccacheckanatolian is 1>>
<i>The Rumi Merchant: As a merchant from Anatolia you have made it to Mecca with at least 5 Anatolian carpets, at least 5 sacks of Tobacco, at least 5 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 20 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+20>>
<<endif>>
/*----------Shami Merchant-----------*/
<<if $player.meccacheckshami is 1>>
<i>The Shami Merchant: As a merchant moving goods from Sham (Syria) you have made it to Mecca with at least 5 Turkmen carpets, at least 5 leather waterskins, at least 5 sacks of pistachios, at least 5 bars of Levantine Soap, at least one bottle of Arak, at least one bundle of imported Spices, and at least one set of Copperware</i>: 15 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+15>>
<<endif>>
/*----------Levantine Merchant-----------*/
<<if $player.meccacheckmed is 1>>
<i>The Levantine Merchant: As a merchant moving goods from across the Mediterranean you have made it to Mecca with at least 5 bundles of English Fabric, at least 5 bags of Mastic (Tears of Chios), at least 5 bottles of Malvasia Wine, at least 5 bars of Levantine Soap, at least one bottle of Sarafand Blown Glass, at least one example of Lefkaritika Lace, and at least one piece of Venetian Ganzi Fabric</i>: 25 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+25>>
<<endif>>
/*----------Palestinian Merchant-----------*/
<<if $player.meccacheckpal is 1>>
<i>The Palestinian Merchant: As a merchant moving goods from the Palestinian coast you have made it to Mecca with at least 5 sets of Olive Wood Carvings, at least 5 sets of Misbaha Prayer Beads, at least 5 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 10 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+10>>
<<endif>>
/*----------Bedouin Merchant-----------*/
<<if $player.meccacheckbed is 1>>
<i>The Bedouin Merchant: As a merchant moving goods across the Arabian Desert you have made it to Mecca with at least 5 skins of Camel Milk, at least 5 Bedouin Carpets, at least 5 bottles of Date Syrup, at least 5 copper inscense burners, at least one engraved oil lamp, and at least one record of a paid Bedouin Tribute</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*----------Local Merchant-----------*/
<<if $player.meccachecklocal is 1>>
<i>The Local Merchant: As a merchant moving goods from village to village you have picked up many common items and have made it to Mecca with at least 5 skins of Camel Milk, at least 5 bottles of Olive Oil, at least 5 bottles of Date Syrup, at least 5 servings of Goat Butter, at least 5 yards of wool, at least 5 baskets of Anatolian Fruits, and at least 5 bags of pistachios</i>: 5 <br>
<<set $player.merchantscorefinal to $player.merchantscorefinal+5>>
<<endif>>
/*------------------------------*/
/*-------- Achievements --------*/
/*------------------------------*/
<br><br>
<u><b>Final Achievement Score Breakdown</b></u>
<br><br>
/*----- Travel Check -----*/
<<if $player.dubrovniktravel is 1>>
<i>The Dalmatian Traveler: Traveled to Dubro-Venedik (Dubrovnik)</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.belgradetravel is 1>>
<i>The Soldier of Belgrade: Traveled to Belgrade</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.uskubtravel is 1>>
<i>The Macedonian Traveler: Traveled to Üsküb</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.laketravel is 1>>
<i>The Lakeshore: Traveled to Lake Ohrid</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.barbarytravel is 1>>
<i>The Corsair's Attendant: Traveled to Cerigo</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.edirnetravel is 1>>
<i>The Hunting Expedition: Traveled to Edirne</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.salonikatravel is 1>>
<i>The Sephardic Merchant: Traveled to Salonika</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.sofyatravel is 1>>
<i>The Bulgarian Traveler: Traveled to Sofya</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.inventory.cat.amount is 1>>
<i>The Kedi: You Picked Up a Cat in your Travels</i>: 2 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+2>>
<<endif>>
<<if $player.anatoliatravel is 1>>
<i>Anatolian Traveler: Traveled on land through Anatolia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.taurustravel1 is 1 and $player.taurustravel2 is 1>>
<i>Taurus Mountain Traveler: Traveled on through both the Western Taurus Mountains and through the Cilician Gates</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.aegeantravel is 1>>
<i>Aegean Sailor: Traveled by sea along the coast of Anatolia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.cappadociatravel is 1>>
<i>Ghosts of the Seljuks: Traveled through Cappadocia</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.ciliciatravel is 1>>
<i>Through the Cilician Gates: Traveled through Cilician</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.cretetravel is 1>>
<i>Visions of the Siege of Candia: Traveled to Crete and Candia</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.aleppotravel is 1>>
<i>The Halabi Traveler: Traveled to Aleppo</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.urfatravel is 1>>
<i>Crossing of the Euphrates: Traveled to Urfa</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.damascustravel is 1>>
<i>The Shami Traveler: Traveled to Damascus</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.lebanontravel is 1>>
<i>The Lebanese Sailor: Traveled along the Lebanese Coast</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.cyprustravel is 1>>
<i>The Cypriot Corsair: Traveled to Cyprus</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.gazatravel is 1>>
<i>The Palestinian Traveler: Traveled to Gaza</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.jerusalemtravel is 1>>
<i>The Holy Traveler: Traveled to Jerusalem</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.petratravel is 1 and $player.tyretravel is 1>>
<i>Traveler in the Ruins: Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.alulatravel is 1>>
<i>The Desert Traveler: Traveled to al-Ula</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.medinatravel is 1>>
<i>Following the Surre: Traveled to Medina</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.jeddahtravel is 1>>
<i>Pearl of the Red Sea: Traveled to Jeddah</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.desertnight is 1>>
<i>The Torchbearer: Traveled at Night in the Arabian Desert</i>: 2 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+2>>
<<endif>>
<<if $player.desertnight is 0 and $temp.hajjeventvisit is 1>>
<i>Under the Desert Sun: Traveled entirely during the day in the Arabian Desert</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.fear gte $player.trust>>
<i>Fearful Pilgrim: During your travels you choose to be more cautious than trustworthy when you encountered others on the road</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<elseif $player.fear lt $player.trust>>
<i>Trustworthy Pilgrim: During your travels you choose to be more trusting than cautious when you encountered others on the road</i>: 15 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.bandit gte 25>>
<i>The Unlucky Pilgrim: During your travels you were beset upon by all kinds of bandits and pirates more than 25 times</i>: -10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-10>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.bandit gte 10 and $player.bandit lt 25>>
<i>A Difficult Journey: During your travels you were beset upon by all kinds of bandits and pirates more than 10 times</i>: -5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-5>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.luck gte 10 and $player.luck lt 25>>
<i>A Blessed Journey: During your travels you happened upon more than 10 blessings giving you food, water, money, and help along the Pilgrim's Path</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<<if $player.luck gte 25>>
<i>The Chosen Pilgrim: During your travels you happened upon more than 25 blessings giving you food, water, money, and help along the Pilgrim's Path</i>: 10 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.occult is 1>>
<i>Divine Intervention: It seems you were saved by your talismanic shirt!</i>: 5 <br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+5>>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Rumelia Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Rumelia Pilgrim's Path Achievements:</b><br><br>
<<if $player.shrinecountrumelia gte 6 and $player.shrinecountrumelia lt 10>>
<i>The Halveti Pilgrim: Visit at least 6 Religious Sites in Rumelia</i>: 10 <br>
<<elseif $player.shrinecountrumelia gte 10 and $player.shrinecountrumelia lt 15>>
<i>The Kalandar Sufi: Visit at least 10 Religious Sites in Rumelia</i>: 15 <br>
<<elseif $player.shrinecountrumelia gte 15>>
<i>The Tekke: Visit 15 or more Religious Sites in Rumelia</i>: 20 <br>
<<endif>>
<<if $player.shrinekosovo is 1>>
<i>The Memory of Hüdavendigâr: Visit the Repaired Tomb of Sultan Murad Hüdavendigâr</i>: 5 <br>
<<endif>>
<<if $player.shrineuskub is 1>>
<i>The Gentleman Bard: Visit the Tomb of Aşık Çelebi</i>: 5 <br>
<<endif>>
<<if $player.shrinevaliva is 1>>
<i>The Great Outdoors: Visit the Namazgah of Valvia</i>: 5 <br>
<<endif>>
<<if $player.shrineowl is 1>>
<i>Father Owl: Visit the Tomb of Baykuş Baba in Vodina</i>: 5 <br>
<<endif>>
<<if $player.shrineyaz is 1>>
<i>The Brothers Yazıcıoğlu: Visit a Site Related to either Ahmed or Mehmed Yazıcıoğlu</i>: 5 <br>
<<endif>>
<<if $player.shrinebali is 1>>
<i>The Halveti Sheikh: Visit the Tomb of the Halveti Sheikh Bâlî Efendi</i>: 10 <br>
<<endif>>
<<if $player.shrinemosque gte 5>>
<i>The Ottoman Architect: Visit at least 5 notable Ottoman Mosques in Rumelia</i>: 10 <br>
<<endif>>
<br>
<b>Rumelia Merchant Achievements:</b><br><br>
<<if $player.merchantherz is 1>>
<i>The Merchant of Herzegovina: As a merchant moving goods out of Rumelia you make it to the next region with at least 20 Bushels of Wheat, at least 2 Beeswax Candles, at least 2 Casks of Grape Juice, at least one Traditional Folk Jacket, at least one Mother of Pearl Writing Box, and at least one bottle of Quince Rakija</i>: 15 <br>
<<endif>>
<<if $player.selimraki is 1>>
<i>Sultan Sarhoş Selim: You leave Rumelia with at least 3 bottles of Quince Rakija and at least 3 bottles of Bulgarian Misket Wine</i>: 5 <br>
<<endif>>
<<if $player.merchantmusic is 1>>
<i>The Musician: As you leave Rumelia you carry with you at least 5 Kaval Flutes and 5 Gusle String Instrument </i>: 3 <br>
<<endif>>
<<if $player.venice is 1>>
<i>The Merchant of Venice: You leave Rumelia with goods from Venice - 1 Mappa Mundi, 1 Venetian Letter of Safe Conduct, and 1 Austrian Pocket Watch</i>: 2 <br>
<<endif>>
<<if $player.merchantdalail is 1>>
<i>The Hajji Merchant: You leave Rumelia with 1 copy of the Dala'il Khayrat</i>: 2 <br>
<<endif>>
<<if $player.merchantmarket is 1>>
<i>The Merchant Fair: Visit the Uzunca Ova Fair</i>: 2 <br>
<<endif>>
<<if $player.merchantbosnian is 1>>
<i>The Bosnian Merchant: More than 7,000 akçe in your purse by the time you leave Rumelia</i>: 10 <br>
<<endif>>
<<if $player.merchantdubrovnik is 1>>
<i>The Merchant of Dubrovnik: More than 3,000 akçe in your purse by the time you leave Rumelia</i>: 5 <br>
<<endif>>
<<if $player.merchantedirne is 1>>
<i>The Merchant of Edirne: More than 2,000 akçe in your purse by the time you leave Ruemlia</i>: 3 <br>
<<endif>>
<br><b>Rumelia Travel Bonuses:</b><br><br>
<<if $player.dubrovniktravel is 1>>
<i>The Dalmatian Traveler: Traveled to Dubro-Venedik (Dubrovnik)</i>: 5 <br>
<<endif>>
<<if $player.belgradetravel is 1>>
<i>The Soldier of Belgrade: Traveled to Belgrade</i>: 5 <br>
<<endif>>
<<if $player.uskubtravel is 1>>
<i>The Macedonian Traveler: Traveled to Üsküb</i>: 5 <br>
<<endif>>
<<if $player.laketravel is 1>>
<i>The Lakeshore: Traveled to Lake Ohrid</i>: 10 <br>
<<endif>>
<<if $player.barbarytravel is 1>>
<i>The Corsair's Attendant: Traveled to Cerigo</i>: 10 <br>
<<endif>>
<<if $player.edirnetravel is 1>>
<i>The Hunting Expedition: Traveled to Edirne</i>: 5 <br>
<<endif>>
<<if $player.salonikatravel is 1>>
<i>The Sephardic Merchant: Traveled to Salonika</i>: 5 <br>
<<endif>>
<<if $player.sofyatravel is 1>>
<i>The Bulgarian Traveler: Traveled to Sofya</i>: 5 <br>
<<endif>>
<<if $player.inventory.cat.amount is 1>>
<i>The Kedi: You Picked Up a Cat in your Travels</i>: 2 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Anatolia Score Breakdown</b></button>
<div class="scoring"> <br><br>
<i>Anatolia Pilgrim's Path Achievements</i>:
<u><b>Anatolia Score Summary</b></u>
<br><br>
<<if $player.shrinecountanatolia gte 7 and $player.shrinecountanatolia lt 10>>
<i>The Ottoman Pilgrim: Visit at least 7 Religious Sites in Anatolia</i>: 10 <br>
<<elseif $player.shrinecountanatolia gte 10>>
<i>The Rumi Pilgrim: Visit 10 or more Religious Sites in Anatolia</i>: 15 <br>
<<endif>>
<<if $player.shrinekonya is 1>>
<i>The Whirling Dervish: Visit Mevlana Jalaluddin Rumi's Tomb in Konya</i>: 10 <br>
<<endif>>
<<if $player.shrinebektash is 1>>
<i>The Bektashi Sufi: Visit the Shrine of Haji Bektash in Cappadocia</i>: 10 <br>
<<endif>>
<<if $player.shrinegazi1 is 1 and $player.shrinegazi2 is 1 and $player.shrinegazi3 is 1 and $player.shrinegazi4 is 1>>
<i>The Mythic Sufi: Visit the Shrines of Anatolia dedicated to Mythic Medieval Muslim Heroes and Legendary Figures (Nesreddin Hoca, Ertuğrul Gazi, Sarı Saltuk, Seyyid Battal Gazi)</i>: 10 <br>
<<endif>>
<<if $player.shrinesleepers is 1>>
<i>The Dreamer: Visit the Cave of the Seven Sleepers in Ephesus</i>: 5 <br>
<<endif>>
<<if $player.shrinebey is 1>>
<i>The Lakeside Sufi: Visit the Shrine of Eşrefoğlu Rumi in Beyşehir</i>: 5 <br>
<<endif>>
<br>
<i>Anatolia Merchant Achievements:</i><br><br>
<<if $player.anatolianmerchantcheck is 1>>
<i>The Anatolian Merchant: As a merchant moving goods out of Anatolia you make it to Syria with at least 10 Anatolian carpets, at least 5 sacks of Tobacco, at least 10 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 10 <br>
<<endif>>
<<if $player.aegeanscore is 1>>
<i>The Aegean Merchant: As a merchant moving goods out of Aegean Sea you make it to the Syrian Coast with at least 3 pouches of Mastic (Tears of Chios), at least 3 yards of English Fabric, at least one bottle of Malvasia Wine, at least one fine example of Venetian Ganzi Fabric, and at least one piece of clothing made of silk</i>: 15 <br>
<<endif>>
<<if $player.tiryaki is 1>>
<i>A Friend of Tiryaki Hasan Pasha: As a merchant of addictive goods of at least 3 pouches of Opium, at least 3 Meershaum Pipes, and at least 3 sacks of Tobacco you become fast friends which Tiryaki Hasan Pasha (Hasan Pasha the Addict)</i>: 5 <br>
<<endif>>
<<if $player.bozaci is 1>>
<i>The Bozaci: As you leave Anatolia you bring with you at least 30 bottles of Boza with you and are known by your traveling companions as the Bozaci (Bozaji - a Boza seller)</i>: 2 <br>
<<endif>>
<<if $player.talismananatolia is 1>>
<i><b>The Occult Merchant:</b> You leave Anatolia with a Talsimanic Shirt as you belive the words on it will protect you from death</i>: 2 <br>
<<endif>>
<<if $player.cretanmerchant is 1>>
<i>The Cretan Merchant: You leave Anatolia with at least 5 bottles of Malvasia Wine from Crete to sell</i>: 5 <br>
<<endif>>
<<if $player.anatoliancarpetscore is 1>>
<i>The Anatolian Carpet Seller: You leave Anatolia with at least 30 Anatolian Carpets to sell in regions beyond</i>: 3 <br>
<<endif>>
<<if $player.merchantistanbul is 1>>
<i>The Merchant of Istanbul: More than 5,000 akçe in your purse by the time of your arrival in Syria</i>: 10 <br>
<<endif>>
<<if $player.merchantbursa is 1>>
<i>The Merchant of Bursa: More than 2,000 akçe in your purse by the time of your arrival in Syria</i>: 5 <br>
<<endif>>
<<if $player.merchantadana is 1>>
<i>The Merchant of Adana: More than 1,000 akçe in your purse by the time of your arrival in Syria</i>: 3 <br>
<<endif>>
<br><b>Anatolia Travel Bonuses:</b><br><br>
<<if $player.anatoliatravelscore is 1>>
<i>Anatolian Traveler: Traveled on land through Anatolia</i>: 10 <br>
<<endif>>
<<if $player.taurustravelscore is 1>>
<i>Taurus Mountain Traveler: Traveled on through both the Western Taurus Mountains and through the Cilician Gates</i>: 15 <br>
<<endif>>
<<if $player.aegeantravelscore is 1>>
<i>Aegean Sailor: Traveled by sea along the coast of Anatolia</i>: 10 <br>
<<endif>>
<<if $player.cappadociatravelscore is 1>>
<i>Ghosts of the Seljuks: Traveled through Cappadocia</i>: 10 <br>
<<endif>>
<<if $player.ciliciatravelscore is 1>>
<i>Through the Cilician Gates: Traveled through Cilician</i>: 5 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Syria Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Syria Pilgrim's Path Achievements:</b><br><br>
<<if $player.shrinecountsyria gte 6 and $player.shrinecountsyria lt 10>>
<i>The Shami Pilgrim: Visit at least 6 Religious Sites in Syria</i>: 10 <br>
<<elseif $player.shrinecountsyria gte 10>>
<i>The Akbarian Sufi: Visit 10 or more Religious Sites in Syria</i>: 15 <br>
<<endif>>
<<if $player.shrinedamascus is 1>>
<i>The Shami Dervish: Visit the Great Mosque of Damascus</i>: 5 <br>
<<endif>>
<<if $player.shrineurfa is 1>>
<i>In the Footsteps of Ibrahim: Visit Urfa and the Birthplace of the Prophet Ibarahim (Abraham)</i>: 10 <br>
<<endif>>
<<if $player.shrineibnarabi is 1>>
<i>The Wise Sufi: Visit the Shrine of Ibn Arabi</i>: 10 <br>
<<endif>>
<<if $player.shrinefoolsyria is 1>>
<i>The Foolish Pilgrim: Visit a Dubious Shrine in Syria</i>: -5 <br>
<<endif>>
<br>
<b>Syria Merchant Achievements:</b><br><br>
<<if $player.merchantdamascus is 1>>
<i>The Merchant of Damascus: As a merchant moving goods out of Syria you make it to the next region with at least 10 Turkmen Carpets, at least 5 Leather Waterskins, at least 10 baskets of Pistachios, at least 10 bars of Levantine Soap, at least one Mother of Pearl Inlaid Dagger, at least bag of Spices, and at least one piece of Kutnu Fabric</i>: 15 <br>
<<endif>>
<<if $player.selimarak is 1>>
<i>Sarhoş Selim: You leave Syria with at least 5 bottles of Arak</i>: 2 <br>
<<endif>>
<<if $player.merchantturkmen is 1>>
<i>The Turkmen Merchant: As you leave Syria you carry with you at least 20 Turkmen Carpets</i>: 2 <br>
<<endif>>
<<if $player.occultsyria is 1>>
<i>The Believer in the Occult Sciences: You leave Syria with at least one of the four talisman items of Syria</i>: 2 <br>
<<endif>>
<<if $player.merchantaintab is 1>>
<i>The Merchant of Aintab: You leave Syria with at least 5 sets of Copperware and Kutnu Fabric from Aintab</i>: 5 <br>
<<endif>>
<<if $player.merchantaleppo is 1>>
<i>The Halabi Merchant: More than 7,000 akçe in your purse by the time you leave Syria</i>: 10 <br>
<<endif>>
<<if $player.merchantiskenderun is 1>>
<i>The Merchant of Iskenderun: More than 3,000 akçe in your purse by the time you leave Syria</i>: 5 <br>
<<endif>>
<<if $player.merchanthama is 1>>
<i>The Merchant of Hama: More than 2,000 akçe in your purse by the time you leave Syria</i>: 3 <br>
<<endif>>
<br><b>Syria Travel Bonuses:</b><br><br>
<<if $player.aleppotravel is 1>>
<i>The Halabi Traveler: Traveled to Aleppo</i>: 5 <br>
<<endif>>
<<if $player.urfatravel is 1>>
<i>Crossing of the Euphrates: Traveled to Urfa</i>: 10 <br>
<<endif>>
<<if $player.damascustravel is 1>>
<i>The Shami Traveler: Traveled to Damascus</i>: 10 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<button type="button" class="collapsible"><b>Palestine Score Breakdown</b></button>
<div class="scoring"> <br>
<br>
<br>
<b>Palestine Pilgrim's Path Achievements:</b>
<br><br>
<<if $player.shrinecountpalestine gte 10 and $player.shrinecountpalestine lt 15>>
<i>The Palestinian Pilgrim: Visit at least 10 Religious Sites in Palestine</i>: 10 <br>
<<elseif $player.shrinecountpalestine gte 15>>
<i>The Way of the Sufi: Visit 15 or more Religious Sites in Palestine</i>: 20 <br>
<<endif>>
<<if $player.shrinejerusalem is 1>>
<i>Naqshbandi Sufi: Visit the Dome of the Rock in Jerusalem</i>: 10 <br>
<<endif>>
<<if $player.shrinehalil is 1>>
<i>The Studious Dervish: Visit the Shrine of Ibrahim in al-Khalil al-Rahman (Hebron)</i>: 10 <br>
<<endif>>
<<if $player.shrinenabimusa is 1>>
<i>Well-Traveled Dervish: Visit the Shrine of Nabi Musa</i>: 10 <br>
<<endif>>
<<if $player.shrineisa1 is 1 and $player.shrineisa2 is 1 and $player.shrineisa3 is 1 and $player.shrineisa4 is 1 and $player.shrineisa5 is 1>>
<i>Following the Prophet Isa (Jesus): Visit the five significant sites of Palestine related to the life of the Prophet Isa (Jesus) (Jerusalem,Bethlehem,Nazareth,Mount Tabor (Khan al-Tujjar), and the Sea of Galilee(Safed))</i>: 15 <br>
<<endif>>
<br>
<b>Palestine Merchant Achievements:</b><br><br>
<<if $player.merchantjaffa is 1>>
<i>The Jaffa Merchant: As a merchant moving goods from the Palestinian coast you have made it out of Palestine to the next region with at least 10 sets of Olive Wood Carvings, at least 10 sets of Misbaha Prayer Beads, at least 10 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 15 <br>
<<endif>>
<<if $player.merchantcyprus is 1>>
<i>The Cypriot Merchant: As a merchant moving goods from Cyprus and the Palestinian coast you have made it out of Palestine to the next region with at least 5 bags of Rock Salt, at least 5 examples of Lefkaritika Lace, at least 10 jars of Goat Butter</i>: 5 <br>
<<endif>>
<<if $player.merchantlebanon is 1>>
<i>The Merchant of Mount Lebanon: As a merchant moving goods from Lebanese coast and through Palestine you have made it to the next region with at least 5 fine examples of Sarafand Blown Glass</i>: 5 <br>
<<endif>>
<<if $player.merchantgaza is 1>>
<i>The Silk Merchant of Gaza: You leave Palestine with at least 10 reels of Gazzatum Silk</i>: 3 <br>
<<endif>>
<<if $player.merchantnablus is 1>>
<i>The Merchant of Nablus: More than 8,000 akçe in your purse by the time you leave Palestine</i>: 10 <br>
<<endif>>
<<if $player.merchantshaubek is 1>>
<i>The Merchant of Shaubek: More than 4,000 akçe in your purse by the time you leave Palestine</i>: 5 <br>
<<endif>>
<<if $player.merchantsafed is 1>>
<i>The Merchant of Safed: More than 2,000 akçe in your purse by the time you leave Palestine</i>: 3 <br>
<<endif>>
<br><b>Palestine Travel Bonuses:</b><br><br>
<<if $player.lebanontravel is 1>>
<i>The Lebanese Sailor: Traveled along the Lebanese Coast</i>: 5 <br>
<<endif>>
<<if $player.cyprustravel is 1>>
<i>The Cypriot Corsair: Traveled to Cyprus</i>: 10 <br>
<<endif>>
<<if $player.gazatravel is 1>>
<i>The Palestinian Traveler: Traveled to Gaza</i>: 5 <br>
<<endif>>
<<if $player.jerusalemtravel is 1>>
<i>The Holy Traveler: Traveled to Jerusalem</i>: 15 <br>
<<endif>>
<<if $player.petratravel is 1 and $player.tyretravel is 1>>
<i>Traveler in the Ruins: Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br>
<<endif>>
<br>
<br> <br> </div>
<br><br>
<br>
<br>
/*-------------------------------------*/
/*-------- Secondary Challenges -------*/
/*-------------------------------------*/
<button type="button" class="collapsible"><b>Secondary Challenges</b></button>
<div class="scoring"> <br>
<br><br>
<u><b>Secondary and Character Challenges Score Breakdown</b></u>
<br><br>
<<if $player.pauper is 1>>
<i>The Pauper Pilgrim: Made it to Mecca with the Pauper Pilgrim in your Caravan</i>: 100<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+100>>
<<endif>>
<<if $player.original3 is 1>>
<i>A Safe Journey: Made it to Mecca with no Caravan Members Departing</i>: 200<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+200>>
<<endif>>
<<if $player.hodja is 1>>
<i>The Hodja: Made it to Mecca with the Hodja in your Caravan</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.mughalmerchant is 1>>
<i>The Mughal Merchant: Made it to Mecca with the Mughal Merchant in your caravan and at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.nowarningfinish is 1>>
<i>The Observant Pilgrim: Made it to Mecca while having the Water Quality Warning turned off</i>: 200<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+200>>
<<endif>>
<<if $player.ottomansoldierchallengedone is 1>>
<i>The Ottoman Soldier: Delivered janissary payment to the garrison in Alanya Fortress</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.soldierfriendchallengeboza is 1>>
<i>A Friend in the Desert: Found and delivered Boza to your friend Pertev Mehmed Ağa in Arabia</i>: 65<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+65>>
<<endif>>
<<if $player.soldierfriendchallengenoboza is 1>>
<i>A Friend in the Desert: Found your friend Pertev Mehmed Ağa in Arabia but failed to bring him the Boza he asked for</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.fallenfriendchallengedone1 is 1>>
<i>Graves of Fallen Friends</i>: Candia: Visited the grave of your mentor Mirahor Mehmed Ağa in Candia</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.fallenfriendchallengedone2 is 1>>
<i>Graves of Fallen Friends</i>: Aksaray: Visited the grave of your childhood friend Ermeni Suleyman in Aksaray</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.fallenfriendchallengedone3 is 1>>
<i>Graves of Fallen Friends</i>: Aksaray: Visited the grave of your old stern commander Çetrefilzade Gürcü Hüseyin Ağa in the Port of Gaza</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.ottomansufichallengedone is 5 and $player.ottomansufichallenge is 1>>
<i>The Ottoman Sufi: Visited the shrines of Mahmud Hudayi in Üsküdar, Sarı Saltuk in Lefke, Rumi in Konya, Haji Bektash in Cappadocia, and Ibn Arabi in Salihiyah</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.friendschallengedone1yes is 1>>
<i>A Network of Friends</i>: Urfa: Visited Kurd Abdullah Efendi in Urfa and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.friendschallengedone2yes is 1>>
<i>A Network of Friends</i>: Damascus: Visited Abd al-Ghani al-Nabulsi in Damascus and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.friendschallengedone3yes is 1>>
<i>A Network of Friends</i>: Medina: Visited Hezârfen Ahmed Çelebi in Medina near Mount Uhud and presented him with a manuscript from your private collection</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.evliyachallengedone is 18>>
<i>The Path of Evliya: Visit each of the following locations. In Rumelia - Belgrade, Manastır, Gelibolu - In Anatolia - Bursa, Manisa, Candia, Beyşehir, Konya, Aksaray, Derinkuyu, and Çiftehan - In Syria - Muratpaşa Bridge, Manbij, and Kiswa - In Palestine - Nazareth and Nabi Musa - In Arabia - Tabuk and Meymun Ovası</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.princesschallengedoneyes is 1>>
<i>The Ottoman Princess: Visited your sister, Gülnuş Sultan, in the city of Candia. You brought with you 5 bags of Tears of Chios as a gift</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.princesschallengedoneno is 1>>
<i>The Ottoman Princess: Visited your sister, Gülnuş Sultan, in the city of Candia. You did not bring with you 5 bags of Tears of Chios as a gift</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.damatchallengepay is 1>>
<i>Finding the Damat: Found your brother-in-law, Silahdar Damat Yusuf Pasha, and paid his ransom</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.vakifchallengedone1 is 1>>
<i>Endowments and Reputation</i>: The Caravanserai: Founded a Caravanserai in Afyonkarahisar</i>: 40<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+40>>
<<endif>>
<<if $player.vakifchallengedone2 is 1>>
<i>Endowments and Reputation</i>: The Hamam: Founded a Hamam in Uçhisar</i>: 30<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+30>>
<<endif>>
<<if $player.vakifchallengedone3 is 1>>
<i>Endowments and Reputation</i>: The Sebil: Founded a Sebil in Tarsus</i>: 15<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+15>>
<<endif>>
<<if $player.vakifchallengedone4 is 1>>
<i>Endowments and Reputation</i>: The Imaret: Founded an Imaret in Jisr al-Shughur</i>: 25<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+25>>
<<endif>>
<<if $player.vakifchallengedone5 is 1>>
<i>Endowments and Reputation</i>: The Well: Founded a Well in Rabigh</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.vakifchallenge is 1 and $player.vakifchallengedone1 is 0 and $player.vakifchallengedone2 is 0 and $player.vakifchallengedone3 is 0 and $player.vakifchallengedone4 is 0 and $player.vakifchallengedone5 is 0>>
<i>Endowments and Reputation</i>: Stolen Funds: Did not provide funding to any of the endowments: -50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal-50>>
<<if $player.achievementscorefinal lt 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<<endif>>
<<if $player.carpetchallengedone1 is 1>>
<i>The Carpet Merchant's Request</i>: The Turkmen Carpet: Bought a Turkmen Carpet for the pasha in Derebucak</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone2 is 1>>
<i>The Carpet Merchant's Request</i>: The Seljuk Carpet: Bought a Seljuk Carpet for the pasha in at the Caravanserai of Sultan Han</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone3 is 1>>
<i>The Carpet Merchant's Request</i>: The Kurdish Carpet: Bought a Kurdish Carpet for the pasha in Birecik</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone4 is 1>>
<i>The Carpet Merchant's Request</i>: The Assyrian Carpet: Bought an Assyrian Carpet for the pasha in from the Syriac Monastery in al-Nabk</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.carpetchallengedone5 is 1>>
<i>The Carpet Merchant's Request</i>: The Bedouin Carpet: Bought a Bedouin Carpet for the pasha in the old city of al-Ula</i>: 10<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+10>>
<<endif>>
<<if $player.highplaceschallengeattend is 1>>
<i>Friends in High Places</i>: The Köprülü Wedding: Made it to Lefkoşa within 35 days</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.highplaceschallengedone is 1>>
<i>Friends in High Places</i>: The Wedding Festivities: Made it to Lefkoşa with at least 5 sacks of Tears of Chios, 4 bottles of Malvasia Wine, and 5 jugs of Boza</i>: 45<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+45>>
<<endif>>
/*----------Building a Trade Network Check-----------*/
<<if $player.networkchallenge is 1 and $player.meccacheckanatolian is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccachecklocal is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckshami is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckmed is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckpal is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
<<if $player.networkchallenge is 1 and $player.meccacheckbed is 1>>
<<set $player.networkchallengedone to $player.networkchallengedone+1>>
<<endif>>
/*----------Building a Trade Network Check End-----------*/
<<if $player.networkchallengedone gte 4>>
<i>Building a Trade Network</i>:: You achieved 4 of the following 6 merchant titles by the end of the simulation. 1) The Rumi Merchant, 2) The Shami Merchant, 3) The Levantine Merchant, 4) the Palestinian Merchant, 5) The Bedouin Merchant, 6) The Local Merchant</i>: 70<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+70>>
<<endif>>
/*----------Impoverished Widow Tasks-----------*/
<<if $player.unclechallengedone is 1>>
<i>The Distant Uncle: You visited your long-lost uncle, Yusuf Bey, in Sidon bringing him 10 parcels of tobacco as a gift</i>: 50<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+50>>
<<endif>>
<<if $player.manuscriptchallengedone is 1>>
<i>The Manuscript and the Pasha: You delivered an illuminated manuscript given to you by a pasha in Istanbul to his friend in Jeddah</i>: 60<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+60>>
<<endif>>
<<if $player.seditionchallengedone1 is 1 and $player.seditionchallengedone2 and $temp.someoneelse is 0 and $temp.hajj1 is 1 and $temp.hajj2 is 1>>
<i>Road to Sedition: You delivered a chest from the Dizdar in al-Ma’arra to the Janissary Commander in Shoubak unopened. You then completed the hajj for yourself earning you your stipend from the //surre// and spend the rest of your days in the Holy Cities.</i>: 75<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+75>>
<<endif>>
<<if $player.seditionchallengeopened is 1>>
<i>The Treasonous Profit: You opened the mysterious chest and stole the 10,000 //akçe// inside forging a new path for yourself</i>: 20<br>
<<set $player.achievementscorefinal to $player.achievementscorefinal+20>>
<<endif>>
<<if $player.skipdecay is 1>>
<i>The Easy Road: Played without Water or Food decay: Final Score Set to 0</i><br><br>
<<set $player.pietyscorefinal to 0>>
<<set $player.merchantscorefinal to 0>>
<<set $player.achievementscorefinal to 0>>
<<endif>>
<br><br> </div>
<br><br>
/*------------------------------*/
/*----- Final Score Output -----*/
/*------------------------------*/
<br><br>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Final Score</td>
</tr>
</table>
</div>
<br>
<b>Pilgrim's Path Score:</b> $player.pietyscorefinal <br><br>
<b>Merchant Score:</b> $player.merchantscorefinal <br><br>
<b>Achievement Score:</b> $player.achievementscorefinal <br><br>
-----------------
<br><br>
<<if $player.skipdecay is 1>>
<<set $finalscore to 0>>
<<else>>
<<set $finalscore to $player.pietyscorefinal+$player.merchantscorefinal+$player.achievementscorefinal>>
<<endif>>
<b>Final Score: $finalscore</b>
/*------------------------------*/
/*-------- Restart Simulation --------*/
/*------------------------------*/
<div align="center">
<span id="initialDestination">
<<button "Restart Simulation">>
<<script>>
SimpleAudio.tracks.clear();
Save.autosave.delete();
<</script>>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<goto "A moment of inspiration...">>
<<script>>SimpleAudio.stop();<</script>>
<</button>>
</span>
</div><div align="center">
<<button "Remember Your Journey">>
<<set $player.death to "Dysentery">>
<<goto "Player Death Filter">>
<<set $player.health to 0>>
<</button>>
</div>
[[|Player Death Filter]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Scoring Guide</td>
</tr>
</table>
</div>
<br>
<div align="center">
<i>Possible Points to Collect During Your Travels</i>
</div>
<br>
<br>
/*------------------------------*/
/*----- Set Rumelia Score -----*/
/*------------------------------*/
<button type="button" class="collapsible"><b>Rumelia Score Guide</b></button>
<div class="scoring">
<br><br><u><b>Rumelia Pilgrim's Path Score Breakdown:</b></u><br><br>
<i><b>The Halveti Pilgrim:</b> Visit at least 6 Religious Sites in Rumelia</i>: 10 <br><br>
<i><b>The Kalandar Sufi:</b> Visit at least 10 Religious Sites in Rumelia</i>: 15 <br><br>
<i><b>The Tekke:</b> Visit 15 or more Religious Sites in Rumelia</i>: 20 <br><br>
<i><b>The Memory of Hüdavendigâr:</b> Visit the Repaired Tomb of Sultan Murad Hüdavendigâr</i>: 5 <br><br>
<i><b>The Gentleman Bard:</b> Visit the Tomb of Aşık Çelebi</i>: 5 <br><br>
<i><b>The Great Outdoors:</b> Visit the Namazgah of Valvia</i>: 5 <br><br>
<i><b>Father Owl:</b> Visit the Tomb of Baykuş Baba in Vodina</i>: 5 <br><br>
<i><b>The Brothers Yazıcıoğlu:</b> Visit a Site Related to either Ahmed or Mehmed Yazıcıoğlu</i>: 5 <br><br>
<i><b>The Halveti Sheikh:</b> Visit the Tomb of the Halveti Sheikh Bâlî Efendi</i>: 10 <br><br>
<i><b>The Ottoman Architect:</b> Visit at least 5 notable Ottoman Mosques in Rumelia</i>: 10 <br><br>
<br><br><u><b>Rumelia Merchant Score Breakdown:</b></u><br><br>
<i><b>The Merchant of Herzegovina:</b> As a merchant moving goods out of Rumelia you make it to the next region with at least 20 Bushels of Wheat, at least 2 Beeswax Candles, at least 2 Casks of Grape Juice, at least one Traditional Folk Jacket, at least one Mother of Pearl Writing Box, and at least one bottle of Quince Rakija</i>: 15 <br><br>
<i><b>Sultan Sarhoş Selim:</b> You leave Rumelia with at least 3 bottles of Quince Rakija and at least 3 bottles of Bulgarian Misket Wine</i>: 5 <br><br>
<i><b>The Musician:</b> As you leave Rumelia you carry with you at least 5 Kaval Flutes and 5 Gusle String Instrument </i>: 3 <br><br>
<i><b>The Merchant of Venice:</b> You leave Rumelia with goods from Venice - 1 Mappa Mundi, 1 Venetian Letter of Safe Conduct, and 1 Austrian Pocket Watch</i>: 2 <br><br>
<i><b>The Hajji Merchant:</b> You leave Rumelia with 1 copy of the Dala'il Khayrat</i>: 2 <br><br>
<i><b>The Merchant Fair:</b> Visit the Uzunca Ova Fair</i>: 2 <br>
<i><b>The Bosnian Merchant:</b> More than 7,000 akçe in your purse by the time you leave Rumelia</i>: 10 <br><br>
<i><b>The Merchant of Dubrovnik:</b> More than 3,000 akçe in your purse by the time you leave Rumelia</i>: 5 <br><br>
<i><b>The Merchant of Edirne:</b> More than 2,000 akçe in your purse by the time you leave Ruemlia</i>: 3 <br><br>
<br><br><u><b>Travel Bonuses Rumelia Breakdown:</b></u><br><br>
<i><b>The Dalmatian Traveler:</b> Traveled to Dubro-Venedik (Dubrovnik)</i>: 5 <br><br>
<i><b>The Soldier of Belgrade:</b> Traveled to Belgrade</i>: 5 <br><br>
<i><b>The Macedonian Traveler:</b> Traveled to Üsküb</i>: 5 <br><br>
<i><b>The Lakeshore:</b> Traveled to Lake Ohrid</i>: 10 <br><br>
<i><b>The Corsair's Attendant:</b> Traveled to Cerigo</i>: 10 <br><br>
<i><b>The Hunting Expedition:</b> Traveled to Edirne</i>: 5 <br><br>
<i><b>The Sephardic Merchant:</b> Traveled to Salonika</i>: 5 <br><br>
<i><b>The Bulgarian Traveler:</b> Traveled to Sofya</i>: 5 <br><br>
<i><b>The Kedi:</b> You Picked Up a Cat in your Travels</i>: 2 <br><br>
<br>
</div>
<br>
<br><br>
/*------------------------------*/
/*----- Set Anatolia Score -----*/
/*------------------------------*/
<button type="button" class="collapsible"><b>Anatolia Score Guide</b></button>
<div class="scoring">
<br><br><u><b>Anatolia Pilgrim's Path Score Breakdown:</b></u><br><br>
<i><b>The Ottoman Pilgrim:</b> Visit at least 7 Religious Sites in Anatolia</i>: 10 <br><br>
<i><b>The Rumi Pilgrim:</b> Visit 10 or more Religious Sites in Anatolia</i>: 15 <br><br>
<i><b>The Whirling Dervish:</b> Visit Mevlana Jalaluddin Rumi's Tomb in Konya</i>: 10 <br><br>
<i><b>The Bektashi Sufi:</b> Visit the Shrine of Haji Bektash in Cappadocia</i>: 10 <br><br>
<i><b>The Mythic Sufi:</b> Visit the Shrines of Anatolia dedicated to Mythic Medieval Muslim Heroes and Legendary Figures (Nesreddin Hoca, Ertuğrul Gazi, Sarı Saltuk, Seyyid Battal Gazi)</i>: 10 <br><br>
<i><b>The Dreamer:</b> Visit the Cave of the Seven Sleepers in Ephesus</i>: 5 <br><br>
<i><b>The Lakeside Sufi:</b> Visit the Shrine of Eşrefoğlu Rumi in Beyşehir</i>: 5 <br><br>
<br><br>
<u><b>Anatolia Merchant Score Breakdown:</b></u><br><br>
<i><b>The Anatolian Merchant:</b> As a merchant moving goods out of Anatolia you make it to Syria with at least 10 Anatolian carpets, at least 5 sacks of Tobacco, at least 10 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 10 <br><br>
<i><b>The Aegean Merchant:</b> As a merchant moving goods out of Aegean Sea you make it to the Syrian Coast with at least 3 pouches of Mastic (Tears of Chios), at least 3 yards of English Fabric, at least one bottle of Malvasia Wine, at least one fine example of Venetian Ganzi Fabric, and at least one piece of clothing made of silk</i>: 15 <br><br>
<i><b>A Friend of Tiryaki Hasan Pasha:</b> As a merchant of addictive goods of at least 3 pouches of Opium, at least 3 Meershaum Pipes, and at least 3 sacks of Tobacco you become fast friends which Tiryaki Hasan Pasha (Hasan Pasha the Addict)</i>: 5 <br><br>
<i><b>The Bozaci:</b> As you leave Anatolia you bring with you at least 30 bottles of Boza with you and are known by your traveling companions as the Bozaci (Bozaji - a Boza seller)</i>: 2 <br><br>
<i><b>The Occult Merchant:</b> You leave Anatolia with a Talsimanic Shirt as you belive the words on it will protect you from death</i>: 2 <br><br>
<i><b>The Cretan Merchant:</b> You leave Anatolia with at least 5 bottles of Malvasia Wine from Crete to sell</i>: 5 <br><br>
<i><b>The Anatolian Carpet Seller:</b> You leave Anatolia with at least 30 Anatolian Carpets to sell in regions beyond</i>: 3 <br><br>
<i><b>The Merchant of Istanbul:</b> More than 5,000 akçe in your purse by the time of your arrival in Syria</i>: 10 <br><br>
<i><b>The Merchant of Bursa:</b> More than 2,000 akçe in your purse by the time of your arrival in Syria</i>: 5 <br><br>
<i><b>The Merchant of Adana:</b> More than 1,000 akçe in your purse by the time of your arrival in Syria</i>: 3 <br><br>
<br><br><u><b>Travel Bonuses Breakdown:</b></u><br><br>
<i><b>Anatolian Traveler:</b> Traveled by Land through Anatolia</i>: 10 <br><br>
<i>Taurus Mountain Traveler: Traveled on through both the Western Taurus Mountains and through the Cilician Gates</i>: 15 <br><br>
<i><b>Aegean Sailor:</b> Traveled by sea along the coast of Anatolia</i>: 10 <br><br>
<i><b>Ghosts of the Seljuks:</b> Traveled through Cappadocia</i>: 10 <br><br>
<i><b>Through the Cilician Gates:</b> Traveled through Cilician</i>: 5 <br><br>
</div>
<br>
<br><br>
<button type="button" class="collapsible"><b>Syria Score Guide</b></button>
<div class="scoring">
/*------------------------------*/
/*----- Set Syria Score --------*/
/*------------------------------*/
<br><br><u><b>Syria Pilgrim's Path Score Breakdown:</b></u><br><br>
<i><b>The Shami Pilgrim:</b> Visit at least 6 Religious Sites in Syria</i>: 10 <br><br>
<i><b>The Akbarian Sufi:</b> Visit 10 or more Religious Sites in Syria</i>: 15 <br><br>
<i><b>The Shami Dervish:</b> Visit the Great Mosque of Damascus</i>: 5 <br><br>
<i><b>In the Footsteps of Ibrahim:</b> Visit Urfa and the Birthplace of the Prophet Ibarahim (Abraham)</i>: 10 <br><br>
<i><b>The Wise Sufi:</b> Visit the Shrine of Ibn Arabi</i>: 10 <br><br>
<i><b>The Foolish Pilgrim:</b> Visit a Dubious Shrine in Syria</i>: -5 <br><br>
<u><b>Syria Merchant Score Breakdown:</b></u><br><br>
<i><b>The Merchant of Damascus:</b> As a merchant moving goods out of Syria you make it to the next region with at least 10 Turkmen Carpets, at least 5 Leather Waterskins, at least 10 baskets of Pistachios, at least 10 bars of Levantine Soap, at least one Mother of Pearl Inlaid Dagger, at least bag of Spices, and at least one piece of Kutnu Fabric</i>: 15 <br><br>
<i><b>Sarhoş Selim:</b> You leave Syria with at least 5 bottles of Arak</i>: 2 <br><br>
<i><b>The Turkmen Merchant:</b> As you leave Syria you carry with you at least 20 Turkmen Carpets</i>: 2 <br><br>
<i><b>The Believer in the Occult Sciences:</b> You leave Syria with at least one of the four talisman items of Syria</i>: 2 <br><br>
<i><b>The Merchant of Aintab:</b> You leave Syria with at least 5 sets of Copperware and Kutnu Fabric from Aintab</i>: 5 <br><br>
<i><b>The Halabi Merchant:</b> More than 7,000 akçe in your purse by the time you leave Syria</i>: 10 <br><br>
<i><b>The Merchant of Iskenderun:</b> More than 3,000 akçe in your purse by the time you leave Syria</i>: 5 <br><br>
<i><b>The Merchant of Hama:</b> More than 2,000 akçe in your purse by the time you leave Syria</i>: 3 <br><br>
<u><b>Travel Bonuses Breakdown:</b></u><br><br>
<i><b>The Halabi Traveler:</b> Traveled to Aleppo</i>: 5 <br><br>
<i><b>Crossing of the Euphrates:</b> Traveled to Urfa</i>: 10 <br><br>
<i><b>The Shami Traveler:</b> Traveled to Damascus</i>: 10 <br><br>
</div>
<br>
<br><br>
<button type="button" class="collapsible"><b>Palestine Score Guide</b></button>
<div class="scoring">
/*--------------------------------*/
/*----- Set Palestine Score ------*/
/*--------------------------------*/
<br><br><u><b>Palestine Pilgrim's Path Score Breakdown:</b></u><br><br>
<i><b>The Palestinian Pilgrim:</b> Visit at least 10 Religious Sites in Palestine</i>: 10 <br><br>
<i><b>The Way of the Sufi:</b> Visit 15 or more Religious Sites in Palestine</i>: 20 <br><br>
<i><b>Naqshbandi Sufi:</b> Visit the Dome of the Rock in Jerusalem</i>: 10 <br><br>
<i><b>The Studious Dervish:</b> Visit the Shrine of Ibrahim in al-Khalil al-Rahman (Hebron)</i>: 10 <br><br>
<i><b>Well-Traveled Dervish:</b> Visit the Shrine of Nabi Musa</i>: 10 <br><br>
<i><b>Following the Prophet Isa (Jesus):</b> Visit the five significant sites of Palestine related to the life of the Prophet Isa (Jesus) (Jerusalem,Bethlehem,Nazareth,Mount Tabor (Khan al-Tujjar), and the Sea of Galilee(Safed))</i>: 15 <br><br>
<u><b>Palestine Merchant Score Breakdown:</b></u><br><br>
<i><b>The Jaffa Merchant:</b> As a merchant moving goods from the Palestinian coast you have made it out of Palestine to the next region with at least 10 sets of Olive Wood Carvings, at least 10 sets of Misbaha Prayer Beads, at least 10 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 15 <br><br>
<i><b>The Cypriot Merchant:</b> As a merchant moving goods from Cyprus and the Palestinian coast you have made it out of Palestine to the next region with at least 5 bags of Rock Salt, at least 5 examples of Lefkaritika Lace, at least 10 jars of Goat Butter</i>: 5 <br><br>
<i><b>The Merchant of Mount Lebanon:</b> As a merchant moving goods from Lebanese coast and through Palestine you have made it to the next region with at least 5 fine examples of Sarafand Blown Glass</i>: 5 <br><br>
<i><b>The Silk Merchant of Gaza:</b> You leave Palestine with at least 10 reels of Gazzatum Silk</i>: 3 <br><br>
<i><b>The Merchant of Nablus:</b> More than 8,000 akçe in your purse by the time you leave Palestine</i>: 10 <br><br>
<i><b> Merchant of Shaubek:</b> More than 4,000 akçe in your purse by the time you leave Palestine</i>: 5 <br><br>
<i><b>The Merchant of Safed:</b> More than 2,000 akçe in your purse by the time you leave Palestine</i>: 3 <br><br>
<u><b>Travel Bonuses Palestine Breakdown:</b></u><br><br>
<i><b>The Lebanese Sailor:</b> Traveled along the Lebanese Coast</i>: 5 <br><br>
<i><b>The Cypriot Corsair:</b> Traveled to Cyprus</i>: 10 <br><br>
<i><b>The Palestinian Traveler:</b> Traveled to Gaza</i>: 5 <br><br>
<i><b>The Holy Traveler:</b> Traveled to Jerusalem</i>: 15 <br><br>
<i><b>Traveler in the Ruins:</b> Traveled to the Ruins of Petra and the Ruins of Tyre</i>: 15 <br><br>
</div>
<br>
<br><br>
<button type="button" class="collapsible"><b>Arabia Score Guide</b></button>
<div class="scoring">
/*----------------------------*/
/*----- Set Arabia Score -----*/
/*----------------------------*/
<br><br><u><b>Arabia Pilgrim's Path Score Breakdown:</b></u><br><br>
<i><b>Hajji:</b> Completed Hajj (For Yourself)</i>: 100 <br><br>
<i><b>Sufi of the Hijaz:</b> Visit 10 or more Religious Sites in Arabia</i>: 30 <br><br>
<i><b>Pilgrim of Arabia:</b> Visit 15 Religious Sites in Arabia</i>: 50 <br><br>
<i><b>Eunuchs of the Prophet's Tomb:</b> Visit the Prophet's Tomb in Medina</i>: 10 <br><br>
<i><b>Guest of the Sharif of Mecca:</b> Petitioned the Sharif of Mecca</i>: 5 <br><br>
<i><b>Guest of the Chief Eunuch of Medina:</b> Petitioned the Eunuch of Medina</i>: 5 <br><br>
<i><b>The Ihram:</b> Put on the Ihram outside of Medina</i>: 10 <br><br>
<i><b>Breach of Trust:</b> Steal from Pilgrims outside of Medina</i>: -10 <br><br>
<u><b>Arabia Merchant Score Breakdown:</b></u><br><br>
<i><b>Hajji:</b> Completed Hajj in the name of Someone Else)</i>: 30 <br><br>
<i><b>In the Service of the Bey of Iznik:</b> Paid to Perform the hajj in the name of the Bey of Iznik</i>: 5 <br><br>
<i><b>In the Service of the Pasha of Rhodes:</b> Paid to Perform the hajj in the name of the Pasha of Rhodes</i>: 15 <br><br>
<i><b>In the Service of the Ayan of Yanina:</b> Paid to Perform the hajj in the name of a Young Ayan</i>: 5 <br><br>
<i><b>In the Service of the Widow of Aintab:</b> Paid to Perform the hajj in the name of the Widow in Aintab</i>: 10 <br><br>
<i><b>In the Service of the Nişancı of Nablus:</b> Paid to Perform the hajj in the name of the Nişancı of Nablus</i>: 10 <br><br>
<i><b>In the Service of a Corsair:</b> Paid to Perform the hajj in the name of a corsair</i>: 5 <br><br>
<i><b>Guest of the Pasha of Jeddah:</b> Petitioned the Pasha of Jeddah</i>: 5 <br><br>
<i><b>The Pilgrim Thief:</b> Swindled Pilgrims in Medina</i>: 5 <br><br>
<i><b>Hijazi Merchant:</b> As a merchant moving goods along the hajj route in the Hijaz you end the simulation with at least 20 bottles of Date Syrup, at least 4 bottles of Zamzam Water, at least 10 sacks of Coffee, at least one bottle of Ambergris Perfume, at least one bag of Pearls, at least one Engraved Oil Lamp, and at least one Fine Mohair Cloak</i>: 10 <br><br>
<i><b>King of the Mina Bazaar:</b> More than 10,000 akçe in purse by end of simulation</i>: 10 <br><br>
<i><b>Red Sea Merchant:</b> More than 5,000 akçe in purse by end of simulation</i>: 5 <br><br>
<i><b>Caravan Merchant:</b> More than 2,000 akçe in purse by end of simulation</i>: 3 <br><br>
<u><b>Travel Bonuses Arabia Breakdown:</b></u><br><br>
<i><b>The Desert Traveler:</b> Traveled to al-Ula</i>: 15 <br><br>
<i><b>Following the Surre:</b> Traveled to Medina</i>: 15 <br><br>
<i><b>Pearl of the Red Sea:</b> Traveled to Jeddah</i>: 5 <br><br>
<i><b>The Torchbearer:</b> Traveled at Night in the Arabian Desert</i>: 2 <br><br>
<i><b>Under the Desert Sun:</b> Traveled entirely during the day in the Arabian Desert</i>: 5 <br>
</div>
<br>
<br><br>
<button type="button" class="collapsible"><b>Full Journey Score Guide</b></button>
<div class="scoring">
<br><br>
<b><u>End of Simulation Pilgrim's Path Achievements:</u></b>
<br><br>
<i><b>Pilgrim's Path Running Score throughout Journey:</b> Consistant TPP Maintained during travel</i>: X <br><br>
<i><b>Travel Time to Hajj Pilgrimage:</b></i> <br> <i>On Time</i>: 100 <br>
<i>Exactly On Time</i>: 115 <br>
<i>Late - Waited 1 Year</i>: 50 <br>
<i>Late - Waited 2 Years</i>: 15 <br>
<i>Did not make it to Mecca for the hajj</i>: 0 <br><br>
/*----------Final Choice Eid-----------*/
<i><b>Eid al-Adha Celebrations:</b> Ended the simulation with the final choice to go to the Eid al-Adha festivities instead of the market at Jeddah</i>: 50 <br><br>
<i><b>The Four Holy Cities:</b> Ended the simulation with visiting the holy sites in the four most sacred cities in Islam (Mecca, Medina, Jerusalem, al-Khalil al-Rahman (Hebron))</i>: 40 <br><br>
<i><b>The Mevlevi Pir:</b> Ended the simulation with visiting the three major sufi sites along the way (Konya, Hacıbektaş, Salihiyah)</i>: 30 <br><br>
/*----------Final Choice Merchant-----------*/
<b><u>End of Simulation Merchant Achievements:</u></b>
<br><br>
<i><b>Merchant Level throughout Journey:</b> Consistant Currency on hand during your travels</i>: X <br><br>
<i><b>The Hajj Market in Jeddah:</b> Ended the simulation with the final choice to go to the Market in Jeddah instead of the Eid al-Adha festivities</i>: 50 <br><br>
<i><b>The Carpet Merchant:</b> Ended the simulation with at least 1 of each type of carpet</i>: 5 <br><br>
<i><b>The Cloth Merchant:</b> Ended the simulation with at least 7 different types of fabric</i>: 5 <br><br>
<i><b>The Fine Cloth Merchant:</b> Ended the simulation with at least 10 different types of fabric</i>: 15 <br><br>
<i><b>The Aspiring Scholar:</b> Ended the simulation with at least 5 different manuscripts</i>: 5 <br><br>
<i><b>The Sufi Pir:</b> Ended the simulation with at least 7 different manuscripts</i>: 20 <br><br>
<i><b>The Wandering Dervish:</b> Ended the simulation with at least 4 different talismans or amulets</i>: 5 <br><br>
<i><b>The Foreign Merchant:</b> Ended the simulation with at least 7 different goods imported foreign goods (Indigo, Pearls, Ambergris, English Fabric, Venetian Ganzi, Spices, Diamonds, Jewels, Theriac, Lahore Cotton, Austrian Pocket Watch) </i>: 10 <br><br>
<i><b>The Pious Merchant:</b> Ended the simulation with at least 7 different religous items(Futuh al-Harameyn, Menasik ul-Hajj, Quran, Quran Traveling Case, Piece of the Kiswah, Hajj Certificate, Maliki Text, Naqshibandi Sufi Text, Misbaha Prayer Beads, Zamzam Water, Dala'il Khayrat)</i>: 10 <br><br>
<i><b>The Coffee Merchant:</b> Ended the simulation with at least 100 bags of Coffee </i>: 10 <br><br>
<i><b>The Balkan Merchant:</b> As a merchant from Rumelia you have made it to Mecca with at least 5 Bushels of Wheat, at least 5 Fruit-scented Soaps, at least 5 Tulip Bulbs, at least 5 boxes of Musk and Ambergris Candies, at least one Silver-inlaid Iron Horseshoe, at least one jar of Plum Pekmez, and at least one Box of Ortasayış Iron Nails</i>: 25 <br><br>
<i><b>The Rumi Merchant:</b> As a merchant from Anatolia you have made it to Mecca with at least 5 Anatolian carpets, at least 5 sacks of Tobacco, at least 5 baskets of Anatolian Fruits, at least 5 jugs of Boza, at least one pouch of Opium, at least one Meerschaum Pipe, and at least one Iznik Tile</i>: 20 <br><br>
<i><b>The Shami Merchant:</b> As a merchant moving goods from Sham (Syria) you have made it to Mecca with at least 5 Turkmen carpets, at least 5 leather waterskins, at least 5 sacks of pistachios, at least 5 bars of Levantine Soap, at least one bottle of Arak, at least one bundle of imported Spices, and at least one set of Copperware</i>: 15 <br><br>
<i><b>The Levantine Merchant:</b> As a merchant moving goods from across the Mediterranean you have made it to Mecca with at least 5 bundles of English Fabric, at least 5 bags of Mastic (Tears of Chios), at least 5 bottles of Malvasia Wine, at least 5 bars of Levantine Soap, at least one bottle of Sarafand Blown Glass, at least one example of Lefkaritika Lace, and at least one piece of Venetian Ganzi Fabric</i>: 25 <br><br>
<i><b>The Palestinian Merchant:</b> As a merchant moving goods from the Palestinian coast you have made it to Mecca with at least 5 sets of Olive Wood Carvings, at least 5 sets of Misbaha Prayer Beads, at least 5 Mother of Pearl Carvings, at least 5 reels of Gazzatun Silk, at least one Fur-lined Kaftan, and at least one copy of a Menasik ul-Hajj Manuscript</i>: 10 <br><br>
<i><b>The Bedouin Merchant:</b> As a merchant moving goods across the Arabian Desert you have made it to Mecca with at least 5 skins of Camel Milk, at least 5 Bedouin Carpets, at least 5 bottles of Date Syrup, at least 5 copper inscense burners, at least one engraved oil lamp, and at least one record of a paid Bedouin Tribute</i>: 5 <br><br>
<i><b>The Local Merchant:</b> As a merchant moving goods from village to village you have picked up many common items and have made it to Mecca with at least 5 skins of Camel Milk, at least 5 bottles of Olive Oil, at least 5 bottles of Date Syrup, at least 5 servings of Goat Butter, at least 5 yards of wool, at least 5 baskets of Anatolian Fruits, and at least 5 bags of pistachios</i>: 5 <br><br>
/*------------------------------*/
/*-------- Achievements --------*/
/*------------------------------*/
<b><u>Final Achievement Score Breakdown:</u></b><br><br>
<i><b>Fearful Pilgrim:</b> During your travels you choose to be more cautious than trustworthy when you encountered others on the road</i>: 5 <br><br>
<i><b>Trustworthy Pilgrim:</b> During your travels you choose to be more trusting than cautious when you encountered others on the road</i>: 15 <br><br>
<i><b>The Unlucky Pilgrim:</b> During your travels you were beset upon by all kinds of bandits and pirates more than 25 times</i>: -10 <br><br>
<i><b>A Difficult Journey:</b> During your travels you were beset upon by all kinds of bandits and pirates more than 10 times</i>: -5 <br><br>
<i><b>A Blessed Journey:</b> During your travels you happened upon more than 10 blessings giving you food, water, money, and help along the Pilgrim's Path</i>: 5 <br><br>
<i><b>The Chosen Pilgrim:</b> During your travels you happened upon more than 25 blessings giving you food, water, money, and help along the Pilgrim's Path</i>: 10 <br><br>
<<if $player.occult is 1>>
<i><b>Divine Intervention:</b> It seems you were saved by your talismanic shirt!</i>: 5 <br><br>
<<endif>>
</div>
<br>
/*-------------------------------------*/
/*-------- Secondary Challenges -------*/
/*-------------------------------------*/
<br><br>
<button type="button" class="collapsible"><b>Secondary Challenges</b></button>
<div class="scoring">
<br><br>
<u><b>Secondary and Character Challenges Score Breakdown</b></u>
<br><br>
<i>Caravan Character Challenges</i><br><br>
<i><b>The Pauper Pilgrim:</b> Made it to Mecca with the Pauper Pilgrim in your Caravan</i>: 100<br><br>
<i><b>A Safe Journey:</b> Made it to Mecca with no Caravan Members Departing</i>: 200<br><br>
<i><b>The Hodja:</b> Made it to Mecca with the Hodja in your Caravan</i>: 50<br><br>
<i><b>The Mughal Merchant:</b> Made it to Mecca with the Mughal Merchant in your caravan and at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory</i>: 75<br>
<br><br>
<i>Your Chosen Challenge will be in <span style="color:chartreuse">green.</span></i>
<br><br>
<i>Ones <span style="color:gray"> grayed out </span> are not avaliable to you in your current playthrough.</i>
<br><br>
<<if $player.nowarning is 1>>
<span style="color:chartreuse">
<i><b>The Observant Pilgrim:</b> Made it to Mecca while having the Water Quality Warning turned off</i>: 200<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Observant Pilgrim:</b> Made it to Mecca while having the Water Quality Warning turned off</i>: 200<br><br>
</span>
<<endif>>
<<if $player.skipdecay is 1>>
<span style="color:chartreuse">
<i><b>The Easy Road:</b> Played without Water or Food decay</i>: Final Score Set to 0<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Easy Road:</b> Played without Water or Food decay</i>: Final Score Set to 0<br><br>
</span>
<<endif>>
<<if $player.ottomansoldierchallenge is 1>>
<span style="color:chartreuse">
<i><b>The Ottoman Soldier:</b> Delivered janissary payment to the garrison in Alanya Fortress</i>: 50<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Ottoman Soldier:</b> Delivered janissary payment to the garrison in Alanya Fortress</i>: 50<br><br>
</span>
<<endif>>
<<if $player.soldierfriendchallenge is 1>>
<span style="color:chartreuse">
<i><b>A Friend in the Desert:</b> Found and delivered Boza to your friend Pertev Mehmed Ağa in Arabia</i>: 65<br><br>
<i><b>A Friend in the Desert:</b> Found your friend Pertev Mehmed Ağa in Arabia but failed to bring him the Boza he asked for</i>: 40<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>A Friend in the Desert:</b> Found and delivered Boza to your friend Pertev Mehmed Ağa in Arabia</i>: 65<br><br>
<i><b>A Friend in the Desert:</b> Found your friend Pertev Mehmed Ağa in Arabia but failed to bring him the Boza he asked for</i>: 40<br><br>
</span>
<<endif>>
<<if $player.fallenfriendchallenge is 1>>
<span style="color:chartreuse">
<i><b>Graves of Fallen Friends: Candia:</b> Visited the grave of your mentor Mirahor Mehmed Ağa in Candia</i>: 25<br><br>
<i><b>Graves of Fallen Friends: Aksaray:</b> Visited the grave of your childhood friend Ermeni Suleyman in Aksaray</i>: 25<br><br>
<i><b>Graves of Fallen Friends: Aksaray:</b> Visited the grave of your old stern commander Çetrefilzade Gürcü Hüseyin Ağa in the Port of Gaza</i>: 25<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>Graves of Fallen Friends: Candia:</b> Visited the grave of your mentor Mirahor Mehmed Ağa in Candia</i>: 25<br><br>
<i><b>Graves of Fallen Friends: Aksaray:</b> Visited the grave of your childhood friend Ermeni Suleyman in Aksaray</i>: 25<br><br>
<i><b>Graves of Fallen Friends: Aksaray:</b> Visited the grave of your old stern commander Çetrefilzade Gürcü Hüseyin Ağa in the Port of Gaza</i>: 25<br><br>
</span>
<<endif>>
<<if $player.ottomansufichallenge is 1>>
<span style="color:chartreuse">
<i><b>The Ottoman Sufi:</b> Visited the shrines of Mahmud Hudayi in Üsküdar, Sarı Saltuk in Lefke, Rumi in Konya, Haji Bektash in Cappadocia, and Ibn Arabi in Salihiyah</i>: 50<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Ottoman Sufi:</b> Visited the shrines of Mahmud Hudayi in Üsküdar, Sarı Saltuk in Lefke, Rumi in Konya, Haji Bektash in Cappadocia, and Ibn Arabi in Salihiyah</i>: 50<br><br>
</span>
<<endif>>
<<if $player.friendschallenge is 1>>
<span style="color:chartreuse">
<i><b>A Network of Friends: Urfa:</b> Visited Kurd Abdullah Efendi in Urfa and presented him with a manuscript from your private collection</i>: 20<br><br>
<i><b>A Network of Friends: Damascus:</b> Visited Abd al-Ghani al-Nabulsi in Damascus and presented him with a manuscript from your private collection</i>: 20<br><br>
<i><b>A Network of Friends: Medina:</b> Visited Hezârfen Ahmed Çelebi in Medina near Mount Uhud and presented him with a manuscript from your private collection</i>: 20<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>A Network of Friends: Urfa:</b> Visited Kurd Abdullah Efendi in Urfa and presented him with a manuscript from your private collection</i>: 20<br><br>
<i><b>A Network of Friends: Damascus:</b> Visited Abd al-Ghani al-Nabulsi in Damascus and presented him with a manuscript from your private collection</i>: 20<br><br>
<i><b>A Network of Friends: Medina:</b> Visited Hezârfen Ahmed Çelebi in Medina near Mount Uhud and presented him with a manuscript from your private collection</i>: 20<br><br>
</span>
<<endif>>
<<if $player.evliyachallenge is 1>>
<span style="color:chartreuse">
<i><b>The Path of Evliya:</b> Visit each of the following locations. In Rumelia - Belgrade, Manastır, Gelibolu - In Anatolia - Bursa, Manisa, Candia, Beyşehir, Konya, Aksaray, Derinkuyu, and Çiftehan - In Syria - Muratpaşa Bridge, Manbij, and Kiswa - In Palestine - Nazareth and Nabi Musa - In Arabia - Tabuk and Meymun Ovası</i>: 75<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Path of Evliya:</b> Visit each of the following locations. In Rumelia - Belgrade, Manastır, Gelibolu - In Anatolia - Bursa, Manisa, Candia, Beyşehir, Konya, Aksaray, Derinkuyu, and Çiftehan - In Syria - Muratpaşa Bridge, Manbij, and Kiswa - In Palestine - Nazareth and Nabi Musa - In Arabia - Tabuk and Meymun Ovası</i>: 75<br><br>
</span>
<<endif>>
<<if $player.princesschallenge is 1>>
<span style="color:chartreuse">
<i><b>The Ottoman Princess:</b> Visited your sister, Gülnuş Sultan, in the city of Candia. You brought with you 5 bags of Tears of Chios as a gift</i>: 40<br><br>
<i><b>The Ottoman Princess:</b> Visited your sister, Gülnuş Sultan, in the city of Candia. You did not bring with you 5 bags of Tears of Chios as a gift</i>: 20<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Ottoman Princess:</b> Visited your sister, Gülnuş Sultan, in the city of Candia. You brought with you 5 bags of Tears of Chios as a gift</i>: 40<br><br>
<i><b>The Ottoman Princess:</b> Visited your sister, Gülnuş Sultan, in the city of Candia. You did not bring with you 5 bags of Tears of Chios as a gift</i>: 20<br><br>
</span>
<<endif>>
<<if $player.damatchallenge is 1>>
<span style="color:chartreuse">
<i><b>Finding the Damat:</b> Found your brother-in-law, Silahdar Damat Yusuf Pasha, and paid his ransom</i>: 50<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>Finding the Damat:</b> Found your brother-in-law, Silahdar Damat Yusuf Pasha, and paid his ransom</i>: 50<br><br>
</span>
<<endif>>
<<if $player.vakifchallenge is 1>>
<span style="color:chartreuse">
<i><b>Endowments and Reputation: The Caravanserai:</b> Founded a Caravanserai in Afyonkarahisar</i>: 40<br><br>
<i><b>Endowments and Reputation: The Hamam:</b> Founded a Hamam in Uçhisar</i>: 30<br><br>
<i><b>Endowments and Reputation: The Sebil:</b> Founded a Sebil in Tarsus</i>: 15<br><br>
<i><b>Endowments and Reputation: The Imaret:</b> Founded an Imaret in Jisr al-Shughur</i>: 25<br><br>
<i><b>Endowments and Reputation: The Well:</b> Founded a Well in Rabigh</i>: 20<br><br>
<i><b>Endowments and Reputation: Stolen Funds:</b> Did not provide funding to any of the endowments</i>: -50<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>Endowments and Reputation: The Caravanserai:</b> Founded a Caravanserai in Afyonkarahisar</i>: 40<br><br>
<i><b>Endowments and Reputation: The Hamam:</b> Founded a Hamam in Uçhisar</i>: 30<br><br>
<i><b>Endowments and Reputation: The Sebil:</b> Founded a Sebil in Tarsus</i>: 15<br><br>
<i><b>Endowments and Reputation: The Imaret:</b> Founded an Imaret in Jisr al-Shughur</i>: 25<br><br>
<i><b>Endowments and Reputation: The Well:</b> Founded a Well in Rabigh</i>: 20<br><br>
<i><b>Endowments and Reputation: Stolen Funds:</b> Did not provide funding to any of the endowments</i>: -50<br><br>
</span>
<<endif>>
<<if $player.carpetchallenge is 1>>
<span style="color:chartreuse">
<i><b>The Carpet Merchant's Request: The Turkmen Carpet:</b> Bought a Turkmen Carpet for the pasha in Derebucak</i>: 10<br><br>
<i><b>The Carpet Merchant's Request: The Seljuk Carpet:</b> Bought a Seljuk Carpet for the pasha in at the Caravanserai of Sultan Han</i>: 10<br><br>
<i><b>The Carpet Merchant's Request: The Kurdish Carpet:</b> Bought a Kurdish Carpet for the pasha in Birecik</i>: 10<br><br>
<i><b>The Carpet Merchant's Request: The Assyrian Carpet:</b> Bought an Assyrian Carpet for the pasha in from the Syriac Monastery in al-Nabk</i>: 10<br><br>
<i><b>The Carpet Merchant's Request: The Bedouin Carpet:</b> Bought a Bedouin Carpet for the pasha in the old city of al-Ula</i>: 10<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Carpet Merchant's Request: The Turkmen Carpet:</b> Bought a Turkmen Carpet for the pasha in Derebucak</i>: 10<br><br>
<i><b>The Carpet Merchant's Request: The Seljuk Carpet:</b> Bought a Seljuk Carpet for the pasha in at the Caravanserai of Sultan Han</i>: 10<br><br>
<i><b>The Carpet Merchant's Request: The Kurdish Carpet:</b> Bought a Kurdish Carpet for the pasha in Birecik</i>: 10<br><br>
<i><b>The Carpet Merchant's Request: The Assyrian Carpet:</b> Bought an Assyrian Carpet for the pasha in from the Syriac Monastery in al-Nabk</i>: 10<br><br>
<i><b>The Carpet Merchant's Request: The Bedouin Carpet:</b> Bought a Bedouin Carpet for the pasha in the old city of al-Ula</i>: 10<br><br>
</span>
<<endif>>
<<if $player.highplaceschallenge is 1>>
<span style="color:chartreuse">
<i><b>Friends in High Places: The Köprülü Wedding:</b> Made it to Lefkoşa within 35 days</i>: 20<br><br>
<i><b>Friends in High Places: The Wedding Festivities:</b> Made it to Lefkoşa with at least 5 sacks of Tears of Chios, 4 bottles of Malvasia Wine, and 5 jugs of Boza</i>: 45<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>Friends in High Places: The Köprülü Wedding:</b> Made it to Lefkoşa within 35 days</i>: 20<br><br>
<i><b>Friends in High Places: The Wedding Festivities:</b> Made it to Lefkoşa with at least 5 sacks of Tears of Chios, 4 bottles of Malvasia Wine, and 5 jugs of Boza</i>: 45<br><br>
</span>
<<endif>>
<<if $player.networkchallenge is 1>>
<span style="color:chartreuse">
<i><b>Building a Trade Network:</b> You achieved 4 of the following 6 merchant titles by the end of the simulation. 1) The Rumi Merchant, 2) The Shami Merchant, 3) The Levantine Merchant, 4) the Palestinian Merchant, 5) The Bedouin Merchant, 6) The Local Merchant</i>: 70<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>Building a Trade Network:</b> You achieved 4 of the following 6 merchant titles by the end of the simulation. 1) The Rumi Merchant, 2) The Shami Merchant, 3) The Levantine Merchant, 4) the Palestinian Merchant, 5) The Bedouin Merchant, 6) The Local Merchant</i>: 70<br><br>
</span>
<<endif>>
<<if $player.unclechallenge is 1>>
<span style="color:chartreuse">
<i><b>The Distant Uncle:</b> You visited your long-lost uncle, Yusuf Bey, in Sidon bringing him 10 parcels of tobacco as a gift</i>: 50<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Distant Uncle:</b> You visited your distant uncle, Yusuf Bey, in Sidon bringing him 10 parcels of tobacco as a gift</i>: 50<br><br>
</span>
<<endif>>
<<if $player.manuscriptchallenge is 1>>
<span style="color:chartreuse">
<i><b>The Manuscript and the Pasha:</b> You delivered an illuminated manuscript given to you by a pasha in Istanbul to his old friend in Jeddah</i>: 60<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>The Manuscript and the Pasha:</b> You delivered an illuminated manuscript given to you by a pasha in Istanbul to his old friend in Jeddah</i>: 60<br><br>
</span>
<<endif>>
<<if $player.seditionchallenge is 1>>
<span style="color:chartreuse">
<i><b>Road to Sedition:</b> You delivered a chest from the Dizdar in al-Ma’arra to the Janissary Commander in Shoubak unopened. You then completed the hajj for yourself a lifelong stipend from the //surre// to live the rest of your days in the Holy Cities</i>: 75<br><br>
</span>
<<else>>
<span style="color:gray">
<i><b>Road to Sedition:</b> You delivered a chest from the Dizdar in al-Ma’arra to the Janissary Commander in Shoubak unopened. You then completed the hajj for yourself a lifelong stipend from the //surre// to live the rest of your days in the Holy Cities</i>: 75<br><br>
</span>
<<endif>>
/*----- Stays Hidden Until Done -----*/
<<if $player.seditionchallengeopened is 1>>
<span style="color:chartreuse">
<b>The Treasonous Profit: You opened the mysterious chest and stole the 10,000 //akçe// inside forging a new path for yourself: 20 </b><br><br>
</span>
<<endif>>
<br><br> </div>
<br><br>
<br><br>
<br><br>
<br><br>
[[|Progress]] <<widget makeAnatoliaMap>>
<<script>>
$.when(
$.getScript( "https://cdnjs.cloudflare.com/ajax/libs/leaflet/1.6.0/leaflet.js" ),
$.Deferred(function( deferred ){
$( deferred.resolve );
})
).done(function(){
var x = screen.width;
if(x>500){
document.getElementById("ui-dialog").style.width = "45%";
} else {
document.getElementById("ui-dialog").style.width = "85%";
}
//Set-up Map
var anatoliamap = L.map('regionmapid');
var maxBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
anatoliamap.setMaxBounds(maxBounds);
anatoliamap.setMaxZoom(7);
anatoliamap.setMinZoom(anatoliamap.getBoundsZoom( anatoliamap.options.maxBounds));
anatoliamap.fitBounds(maxBounds);
anatoliamap.on('click', function(e) {
alert("Lat, Lon : " + e.latlng.lat + ", " + e.latlng.lng)
});
//Add Custom Basemeap
var imageUrl = setup.ImagePath+'maps/basemap_new.jpg';
var imageBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
L.imageOverlay(imageUrl, imageBounds).addTo(anatoliamap);
//Define Marker Style
var redIcon = L.divIcon({className: 'iconsdiv', iconSize: null, iconAnchor: [5,5]});
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
/*--------------------------------*/
/*---------- Functions ----------*/
/*--------------------------------*/
function connectTheDots(data){
var c = [];
var len = Object.keys(data).length;
var i;
for(i = 0; i < len; i++) {
stop = state.active.variables.rawlocations.find( ({ name }) => name === data[i] );
var x = stop.lat;
var y = stop.lon;
c.push([x, y]);
}
return c;
}
function addToMap(routestops, routename, routecolor){
//Loop and Display Cities
var len = routestops.length;
var i, stop, lat, lon;
for(i = 0; i < len; i++){
stop = state.active.variables.rawlocations.find( ({ name }) => name === routestops[i] );
lat = stop.lat;
lon = stop.lon;
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop.name)
.openTooltip();
stopMarker.addTo(anatoliamap);
}
//Create Path
var pathCoords = connectTheDots(routestops);
var pathLine = L.polyline(pathCoords)
.setStyle({
color: routecolor,
weight: 2,
opacity: 0.75
})
.addTo(anatoliamap);
if(routename == "Main Route") {
anatoliamap.fitBounds(pathCoords);
}
//Legend
if(routename != "Do Not Add"){
var para = document.createElement("P");
var el_span = document.createElement('span');
el_span.setAttribute('style', `color: ${routecolor}`);
var s = document.createTextNode("\u2015\u2015\u2015 ");
el_span.appendChild(s);
para.appendChild(el_span);
var t = document.createTextNode(routename);
para.appendChild(t);
para.setAttribute('style', 'font-weight: 900');
document.getElementById("regionlegend").appendChild(para);
}
}
/*--------------------------------*/
/*---------- Main Route ----------*/
/*--------------------------------*/
var routestops = ['Istanbul', 'Üsküdar', 'Kartal', 'Gebze', 'Izmit', 'Iznik', 'Lefke', 'Vezirhan', 'Söğüt', 'Eskişehir', 'Seyyid Gazi', 'Hüsrev Pasha Caravanserai', 'Bayat', 'Bolvadin', 'Lake Akşehir', 'Akşehir', 'Ilgın', 'Ladik', 'Konya', 'İsmil', 'Karapınar', 'Ereğli', 'Ulukışla', 'Çiftehan', 'Tarsus', 'Çakit Han', 'Adana', 'Misis Bridge', 'Kurtkulağı'];
addToMap(routestops, "Main Route", "black");
/*---------------------------------------------*/
/*---------- Sea Route and Alternate ----------*/
/*---------------------------------------------*/
var routestops = ['Üsküdar', 'Mudanya', 'Kilitbahir Castle', 'Lesbos', 'Izmir', 'Chios', 'Samos', 'Istanköy', 'Rhodes', 'Kekova', 'Cape Kırlangıç', 'Antalya', 'Manavgat', 'Alanya', 'Silifke', 'Ayas'];
addToMap(routestops, "Sea Route", "blue");
var routestops = ['Rhodes', 'Kerpe', 'Candia', 'Çoban', 'Lindos', 'Kekova'];
addToMap(routestops, "Alternate Sea Route", "cyan");
/*---------------------------------------------*/
/*---------- Cappadocia Shrine Route ----------*/
/*---------------------------------------------*/
var routestops = ['Konya', 'Obruk Han', 'Aksaray', 'Ağzıkara Han', 'Oresin Han', 'Alay Han', 'Uçhisar', 'Hacıbektaş Shrine', 'Ürgüp', 'Derinkuyu', 'Niğde', 'Ulukışla'];
addToMap(routestops, "Cappadocia Shrine Route", "red");
/*-----------------------------------------*/
/*---------- Land Route to Konya ----------*/
/*-----------------------------------------*/
var routestops = ['Manavgat', 'Kargi Han', 'Eynif Tol Han', 'Beyşehir', 'Kizilören Han', 'Konya'];
addToMap(routestops, "Land Link to Konya", "chartreuse");
/*---------------------------------*/
/*---------- Other Stops ----------*/
/*---------------------------------*/
var routestops = ['Üsküdar', 'Hersek', 'Iznik'];
addToMap(routestops, "Other Stops", "indigo");
var routestops = ['Gebze', 'Hersek'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Bayat', 'Afyonkarahisar', 'Bolvadin'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Mudanya', 'Bursa'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Izmir', 'Manisa'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Samos', 'Ephesus'];
addToMap(routestops, "Do Not Add", "indigo");
/*-----------------------------------*/
/*---------- Zoom Function ----------*/
/*-----------------------------------*/
//Resizing on Zoom
anatoliamap.on('zoomend', function() {
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
});
});
<</script>>
<</widget>>
<<widget mapClose>>
<<script>>
document.getElementById("ui-dialog").style.width = "";
<</script>>
<</widget>>
[[|Anatolia Region Greeting]]<<widget scoringWidget>>
<<script>>
var coll = document.getElementsByClassName("collapsible");
var i;
for (i = 0; i < coll.length; i++) {
coll[i].addEventListener("click", function() {
this.classList.toggle("active");
var content = this.nextElementSibling;
if (content.style.display === "block") {
content.style.display = "none";
} else {
content.style.display = "block";
}
});
}
<</script>>
<</widget>><<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $player.ottomansoldierchallengedone to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Salary Payment</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thesalary.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomprice to random(200,350)>>
<<set $temp.bribe to _randomprice>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
As you arrive to the Port of Alanya you head to the fortress and tell its commander that you have with you a chest with their salary. The commander lets you in and you are surprised to only find some 30 janissaries inside. You were told by the //defterdar// (treasury official) that these funds were for 50 janissaries! It appears that the fortess commander has been inflating the number of soldiers under his command so that they all could pocket the difference. You confront the commander about this discrepancy and he offers you $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// if you keep quiet about this matter. Do you take the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe// or do you send the remaining //akçe// meant for the missing 20 janissaries back to the treasury in Istanbul?
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
<br>
Corruption of this sort was known to have happened in the late seventeenth-century Ottoman Empire. In the seventeenth-century captivity narrative of Osman Ağa of Temeşvar he describes a similar incident which eventually led to his capture by Austrian forces. He writes that:
<br><br>
//'One day, at the beginning of the month of Sha‘ban in the year 1098 of the hijra (June, 1687 C.E.), during the governorship of the late Koja Jafer Pasha, a considerable shipment of money arrived in Timisoara from the Imperial Treasury, destined for the salaries of all of the janissaries, artillerymen, and regular infantry of the garrison of Arad. This money was needed urgently, and since the regions surrounding Arad were entirely in the hands of the enemy, his Excellency the Pasha charged my unit, the First Cavalry Corps, with the responsibility of providing an escort, ordering us to safely transport the money by night as far as the district of Lipova... By morning, after a journey of around ten hours, we entered Lipova through the Timisoara gate, safely delivering the treasury funds to the citadel. Having brought such an important cargo, the men from our party were welcomed into the homes of the various high-ranking military officers and fief-holders of the city, and we were treated as honored guests...As newly arrived guests, there was no way for us to know just how grave the situation was in which we now found ourselves—and about which the local commander and high-ranking officers should have been more forthcoming. Instead, they concealed the truth, namely that in Lipova the number of defenders was seriously depleted following a series of recent engagements with the enemy in which, on each occasion, more than a hundred men had been either killed or taken prisoner. This had left, in total, less than three hundred men from the regular garrison to defend the city.'//
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Take the Bribe">>
<<set $player.money to $player.money+$temp.bribe>>
<<set $player.piety to $player.piety-15>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Send it Back to Istanbul">>
<<set _random to random(5,10)>>
<<set $player.piety to $player.piety+_random>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Alanya]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $player.soldierfriendchallengeoutpost to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Desert Outpost</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/bedouin_camp.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
As you arrive to the desert outpost of Abyar Ghannum where you had hoped to find Pertev Mehmed Ağa, your friend who had asked for some Boza for him and his fellow janissaries stationed here. However, you find the ramshackle fortress here abandoned with no sign of your janissary friend. You ask a local bedouin who has come to meet the caravan if he knows where the janissaries went off to. He says that they are a few days ride from here encamped at the village of Nakhlatayn where they could find a secure source of water. Relieved that you might find Pertev Mehmed Ağa after all, you plan Nakhlatayn which you are told is only attended to by the slowest caravans.
<div align="center">
<span id="initialDestination">
<<button "Continue to Abyar Ghannum">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Abyar Ghannum (night)]]
[[|Abyar Ghannum (day)]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $player.soldierfriendchallengedone to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Friend in the Desert</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/janissaryinthedesert.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.inventory.boza.amount gte 10>>
You come to the oasis of Nakhlatayn and find Pertev Mehmed Ağa encamped near the well with a few other janissaries. You embrace your friend and trade stories of your travels! He tells you that they left Abyar Ghannum because they could never collect enough water. They were on their way to Medina when they got word that the janissary commander in the castle of Medina was furious that they abandoned Abyar Ghannum just before the hajj season. Hearing this, they decided to camp out in Nakhlatayn until they could work their way out of this mess. He thanks you for the 10 jugs of Boza and tell you that he will not forget this kindness!
<<else>>
You come to the oasis of Nakhlatayn and find Pertev Mehmed Ağa encamped near the well with a few other janissaries. You embrace your friend and trade stories of your travels! He tells you that they left Abyar Ghannum because they could never collect enough water. They were on their way to Medina when they got word that the janissary commander in the castle of Medina was furious that they abandoned Abyar Ghannum just before the hajj season. Hearing this, they decided to camp out in Nakhlatayn until they could work their way out of this mess. He says is sorry that you were not able to bring him 10 jugs of Boza but is more than happy to see his friend during these hard times!
<<endif>>
<br>
<br>
<<if $player.inventory.boza.amount gte 10>>
<div align="center">
<span id="initialDestination">
<<button "Continue to Nakhlatayn">>
<<set $player.soldierfriendchallengeboza to 1>>
<<set $player.inventory.boza.amount to $player.inventory.boza.amount-10>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<elseif $player.inventory.boza.amount lt 10>>
<div align="center">
<span id="initialDestination">
<<button "Continue to Abyar Ghannum">>
<<set $player.soldierfriendchallengenoboza to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<endif>>
[[|Nakhlatayn (day)]]
[[|Nakhlatayn (night)]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Graves of Fallen Friends: Candia</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/ottomangraves.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
You pay your respects to the grave of your mentor Mirahor Mehmed Ağa who died fighting in the siege of Candia. After a few quiet moments alongside the grave you move on and continue your journey.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Candia">>
<<set $player.fallenfriendchallengedone1 to 1>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Candia]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Graves of Fallen Friends: Aksaray</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/ottomangraves.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
You pay your respects to the grave of your childhood friend Ermeni Suleyman who died of the plague while stationed in Aksaray a few years ago. You sit alongside his grave and think of the years spent together in the Janissary Corps and all that you have seen. You leave his grave with a saddened heart and continue on your way.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Aksaray">>
<<set $player.fallenfriendchallengedone2 to 1>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Aksaray]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Graves of Fallen Friends: Aksaray</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/ottomangraves.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
You pay your respects to the grave of your old stern commander Çetrefilzade Gürcü Hüseyin Ağa who died of a gunshot wound in Gaza a few years ago. You heard that he was with the hajj caravan when it was ambushed by Bedouin, he survived the attack but was wounded in the process and taken to the Port of Gaza to recover where he soon died. You sit alongside his grave and think of the years he served as your intimidating yet fatherlike janissary commander. You leave his grave knowing you did your duty in paying your respects to his memory here.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Gaza">>
<<set $player.fallenfriendchallengedone3 to 1>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Gaza]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Network of Friends: Urfa</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/urfafriend.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.inventory.illuminated.amount gte 1>>
Arriving in Urfa you seek out your old scholarly friend, Kurd Abdullah Efendi, and you present him with an Illuminated Manuscript from your personal collection. He is thrilled to see you and you study the manuscript together.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Urfa">>
<<set $player.friendschallengedone1 to 1>>
<<set $player.friendschallengedone1yes to 1>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $player.inventory.illuminated.amount to $player.inventory.illuminated.amount-1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<else>>
Arriving in Urfa you seek out your old scholarly friend, Kurd Abdullah Efendi. While he is thrilled to see you, you admit to him that you do not have the manuscript you promised to bring to him.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Urfa">>
<<set $player.friendschallengedone1 to 1>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<endif>>
[[|Urfa]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Network of Friends: Damascus</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/urfafriend.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.inventory.illuminated.amount gte 1>>
<<if $player.start2 is 0>>
Arriving in Damascus you seek out your scholarly friend you met a few years ago while he was visiting Istanbul, Abd al-Ghani al-Nabulsi. You find him teaching in the Umayyad Mosque and while he is thrilled to see you and the illuminated manuscript you brought him all the way from Istanbul!
<br><br>
<<elseif $player.start2 is 1>>
Arriving in Kiswa outside of Damascus you seek out your scholarly friend you met a few years ago while he was visiting Istanbul, Abd al-Ghani al-Nabulsi. You find him teaching to a few students under a small grove of date palms and he is thrilled to see you and the illuminated manuscript you brought him!
<br><br>
<<endif>>
<div align="center">
<span id="initialDestination">
<<button "Return to Caravan">>
<<set $player.friendschallengedone2 to 1>>
<<set $player.friendschallengedone2yes to 1>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $player.inventory.illuminated.amount to $player.inventory.illuminated.amount-1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<elseif $player.inventory.illuminated.amount lt 1>>
<<if $player.start2 is 0>>
Arriving in Damascus you seek out your scholarly friend you met a few years ago while he was visiting Istanbul, Abd al-Ghani al-Nabulsi. You find him teaching in the Umayyad Mosque and while he is thrilled to see you - he notices that you do not have the manuscript you promised him. Nevertheless, you have a tea together and talk of your travels.
<br><br>
<<elseif $player.start2 is 1>>
Arriving in Kiswa outside of Damascus you seek out your scholarly friend you met a few years ago while he was visiting Istanbul, Abd al-Ghani al-Nabulsi. You find him teaching to a few students under a small grove of date palms - he notices that you do not have the manuscript you promised him. Nevertheless, you have a tea together and talk of your travels to come!
<br><br>
<<endif>>
<div align="center">
<span id="initialDestination">
<<button "Return to Caravan">>
<<set $player.friendschallengedone2 to 1>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<endif>>
[[|Damascus]]
[[|Kiswa]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Network of Friends: Medina</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/urfafriend.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.inventory.illuminated.amount gte 1>>
Near the foot of Mount Uhud you find the home of your old friend Hezârfen Ahmed Çelebi. He is among the many foreign residents (//Muhajirun//) who currently live and study in the holy city. As you embrace he asks to see the manuscript your promised him. You take out the illuminated Ottoman manuscript from your saddlebag and present it to your friend, he is trilled to have received such a kind gift!
<br><br>
<div align="center">
<<button "Return to Martyrs of Uhud Cemetery">>
<<set $player.friendschallengedone3 to 1>>
<<set $player.friendschallengedone3yes to 1>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $player.inventory.illuminated.amount to $player.inventory.illuminated.amount-1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</div>
<<else>>
Near the foot of Mount Uhud you find the home of your old friend Hezârfen Ahmed Çelebi. He is among the many foreign residents (//Muhajirun//) who currently live and study in the holy city. As you embrace he asks to see the manuscript your promised him. You tell him that you do not have it with you and the disappointment in his face makes you feel shame for not having brought it this far to your esteemed friend.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Martyrs of Uhud Cemetery">>
<<set $player.friendschallengedone3 to 1>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<endif>>
[[|Martyrs of Uhud Cemetery]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Ottoman Princess: Gülnuş Sultan</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/princesschallenge.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.inventory.mastic.amount gte 5>>
You arrive to the residence of the Pasha of Candia where you meet your sister Gülnuş Sultan in the gardens. You present the Tears of Chios to her servants who use the mastic to make delicious //dondurma// (Turkish Ice Cream). As you eat the //dondurma// with your sister you catch up on each others lives and she is quite impressed that you have decided to embark on the journey to Mecca. She wishes you well on your journey as you depart from this relaxing afternoon and return to the city of Candia.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Candia">>
<<set $player.princesschallengedone to 1>>
<<set $player.princesschallengedoneyes to 1>>
<<set $player.inventory.mastic.amount to $player.inventory.mastic.amount-5>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<else>>
You arrive to the residence of the Pasha of Candia where you meet your sister Gülnuş Sultan in the gardens. You did not manage to bring the Tears of Chios that you planned to present as a gift but your sister is nonetheless happy to see you. As you talk she is quite impressed that you have decided to embark on the journey to Mecca and she wishes you well on your journey. You depart from this friendly afternoon and return to the city of Candia.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to Candia">>
<<set $player.princesschallengedone to 1>>
<<set $player.princesschallengedoneno to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<endif>>
[[|Candia]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Searching for the Damat</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/damatsearch.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.damatchallengeoption is 1>>
While in Müzeyrib you ask around to see if anyone knows about where Silahdar Damat Yusuf Pasha is being held ransom by Bedouin. You were sent here with 3,000 //akçe// by your sister to find him and bring him home. As you enter the local mosque you hear that a albanian janissary commander has heard that he was taken south by Bedouin bandits near to the hajj fort of Unaiza. However, he warns that most caravans avoid that stop so you must procede slowly.
<br><br>
<<elseif $player.damatchallengeoption is 2>>
While in Müzeyrib you ask around to see if anyone knows about where Silahdar Damat Yusuf Pasha is being held ransom by Bedouin. You were sent here with 3,000 //akçe// by your sister to find him and bring him home. As you enter the local mosque you hear from a albanian janissary commander that he was in fact taken by the Druze and is somewhere near Khan al-Tujjar, one of the waystations just past Safed that many caravans moving at a faster pace skip over.
<br><br>
<<elseif $player.damatchallengeoption is 3>>
While in Müzeyrib you ask around to see if anyone knows about where Silahdar Damat Yusuf Pasha is being held ransom by Bedouin. You were sent here with 3,000 //akçe// by your sister to find him and bring him home. As you enter the local mosque you hear from a albanian janissary commander that he was in fact taken by local highwaymen who are encamped just north of the Dead Sea in Palestine.
<br><br>
<<endif>>
<div align="center">
<span id="initialDestination">
<<button "Return to Müzeyrib">>
<<set $player.damatchallengeinfo to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Müzeyrib]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Finding the Damat: Khan al-Tujjar</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/damatfind.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.damatchallengeoption is 1>>
In a small ravine near the hajj fort of Unaiza you meet a group of Bedouin bandits who captured Silahdar Damat Yusuf Pasha. They say that he refused to pay them for the camels they sold to the Ottoman hajj caravan and that they will not release him unless you pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// ransom. Your sister gave you the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// back in Istanbul to secure her husband's release. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<elseif $player.damatchallengeoption is 2>>
While in Khan al-Tujjar you meet the Druze bandits who have taken Silahdar Damat Yusuf Pasha. Damat Yusuf, your brother-in-law, begs you to pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// that your sister gave to you back in Istanbul. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<elseif $player.damatchallengeoption is 3>>
While on the Coast of the Dead Sea you meet a group of threatening highwaymen who have Silahdar Damat Yusuf Pasha tied up on a camel. Damat Yusuf, your brother-in-law, begs you to pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// that your sister gave to you back in Istanbul. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte 3000>>
<span id="initialDestination">
<<button "Pay Ransom">>
<<set $player.damatchallengedone to 1>>
<<set $player.damatchallengepay to 1>>
<<set $player.money to $player.money-3000>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Ransom">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay Ransom">>
<<set $player.damatchallengedone to 1>>
<<set $player.piety to $player.piety-15>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Khan al-Tujjar]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Finding the Damat: Unaiza</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/damatfind.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.damatchallengeoption is 1>>
In a small ravine near the hajj fort of Unaiza you meet a group of Bedouin bandits who captured Silahdar Damat Yusuf Pasha. They say that he refused to pay them for the camels they sold to the Ottoman hajj caravan and that they will not release him unless you pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// ransom. Your sister gave you the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// back in Istanbul to secure her husband's release. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<elseif $player.damatchallengeoption is 2>>
While in Khan al-Tujjar you meet the Druze bandits who have taken Silahdar Damat Yusuf Pasha. Damat Yusuf, your brother-in-law, begs you to pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// that your sister gave to you back in Istanbul. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<elseif $player.damatchallengeoption is 3>>
While on the Coast of the Dead Sea you meet a group of threatening highwaymen who have Silahdar Damat Yusuf Pasha tied up on a camel. Damat Yusuf, your brother-in-law, begs you to pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// that your sister gave to you back in Istanbul. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte 3000>>
<span id="initialDestination">
<<button "Pay Ransom">>
<<set $player.damatchallengedone to 1>>
<<set $player.damatchallengepay to 1>>
<<set $player.money to $player.money-3000>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Ransom">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay Ransom">>
<<set $player.damatchallengedone to 1>>
<<set $player.piety to $player.piety-15>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Unaiza]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Finding the Damat: The Dead Sea</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/damatfind.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.damatchallengeoption is 1>>
In a small ravine near the hajj fort of Unaiza you meet a group of Bedouin bandits who captured Silahdar Damat Yusuf Pasha. They say that he refused to pay them for the camels they sold to the Ottoman hajj caravan and that they will not release him unless you pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// ransom. Your sister gave you the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// back in Istanbul to secure her husband's release. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<elseif $player.damatchallengeoption is 2>>
While in Khan al-Tujjar you meet the Druze bandits who have taken Silahdar Damat Yusuf Pasha. Damat Yusuf, your brother-in-law, begs you to pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// that your sister gave to you back in Istanbul. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<elseif $player.damatchallengeoption is 3>>
While on the coast of the Dead Sea you meet a group of threatening highwaymen who have Silahdar Damat Yusuf Pasha tied up on a camel. Damat Yusuf, your brother-in-law, begs you to pay the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// that your sister gave to you back in Istanbul. Do you pay the ransom to free Silahdar Damat Yusuf Pasha?
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte 3000>>
<span id="initialDestination">
<<button "Pay Ransom">>
<<set $player.damatchallengedone to 1>>
<<set $player.damatchallengepay to 1>>
<<set $player.money to $player.money-3000>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Ransom">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay Ransom">>
<<set $player.damatchallengedone to 1>>
<<set $player.piety to $player.piety-15>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Dead Sea North]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Establishing the Caravanerai of $player.name</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/endowmentcaravan.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte 10000>>
Your //mütevelli// asks if you wish to provide the 10,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a caravanserai for pilgrims here in your name. Do you provide the funds and bolster the reputation of the empire?
<br><br>
<<else>>
Your //mütevelli// asks if you wish to provide the 10,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a caravanserai for pilgrims here in your name. However, you do not have enough funds for such a pious enterprise.
<br><br>
<<endif>>
<div align="center">
<span id="initialDestination">
<<if $player.money gte 10000>>
<<button "Provide the Endowment">>
<<set $player.vakifchallengevisit1 to 1>>
<<set $player.vakifchallengedone1 to 1>>
<<set $player.money to $player.money-10000>>
<<set $player.piety to $player.piety+15>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Provide the Endowment">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Provide the Endowment">>
<<set $player.vakifchallengevisit1 to 1>>
<<set $player.piety to $player.piety-10>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Afyonkarahisar]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Establishing the Hamam of $player.name</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/endowmenthamam.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte 6000>>
Your //mütevelli// asks if you wish to provide the 6,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a new //hamam// (Public Bath) for travelers here in your name. Do you provide the funds and bolster the reputation of the empire?
<br><br>
<<else>>
Your //mütevelli// asks if you wish to provide the 6,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a new //hamam// (Public Bath) for travelers here in your name. However, you do not have enough funds for such a pious enterprise.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte 6000>>
<span id="initialDestination">
<<button "Provide the Endowment">>
<<set $player.vakifchallengevisit2 to 1>>
<<set $player.vakifchallengedone2 to 1>>
<<set $player.money to $player.money-6000>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Provide the Endowment">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Provide the Endowment">>
<<set $player.vakifchallengevisit2 to 1>>
<<set $player.piety to $player.piety-5>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Uçhisar]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Establishing the Sebil of $player.name</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/endowmentsebil.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte 2000>>
Your //mütevelli// asks if you wish to provide the 2,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a new ornate Sebil (Public Fountain) for the residents of Tarsus near to a local mosque and to be established in your name. Do you provide the funds and bolster the reputation of the empire?
<br><br>
<<else>>
Your //mütevelli// asks if you wish to provide the 2,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a new ornate Sebil (Public Fountain) for the residents of Tarsus near to a local mosque and to be established in your name. However, you do not have enough funds for such a pious enterprise.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte 2000>>
<span id="initialDestination">
<<button "Provide the Endowment">>
<<set $player.vakifchallengevisit3 to 1>>
<<set $player.vakifchallengedone3 to 1>>
<<set $player.money to $player.money-2000>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Provide the Endowment">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Provide the Endowment">>
<<set $player.vakifchallengevisit3 to 1>>
<<set $player.piety to $player.piety-5>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Tarsus]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Establishing the Imaret of $player.name</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/endowmentimaret.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte 4000>>
Your //mütevelli// asks if you wish to provide the 4,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a new //imaret// (soup kitchen) for pilgrims passing through Jisr al-Shughur and to be established in your name. Do you provide the funds and bolster the reputation of the empire?
<br><br>
<<else>>
Your //mütevelli// asks if you wish to provide the 4,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a new //imaret// (soup kitchen) for pilgrims passing through Jisr al-Shughur and to be established in your name. However, you do not have enough funds for such a pious enterprise.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte 4000>>
<span id="initialDestination">
<<button "Provide the Endowment">>
<<set $player.vakifchallengevisit4 to 1>>
<<set $player.vakifchallengedone4 to 1>>
<<set $player.money to $player.money-4000>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Provide the Endowment">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Provide the Endowment">>
<<set $player.vakifchallengevisit4 to 1>>
<<set $player.piety to $player.piety-5>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Jisr al-Shughur]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Establishing the Well of $player.name</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/endowmentwell.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte 3000>>
Your //mütevelli// asks if you wish to provide the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a new well for pilgrims passing through Rabigh on their way to Mecca. The well will be established in your name as well. Do you provide the funds and bolster the reputation of the empire?
<br><br>
<<else>>
Your //mütevelli// asks if you wish to provide the 3,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// endowment to construct a new well for pilgrims passing through Rabigh on their way to Mecca. The well will be established in your name as well. However, you do not have enough funds for such a pious enterprise.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte 3000>>
<span id="initialDestination">
<<button "Provide the Endowment">>
<<set $player.vakifchallengevisit5 to 1>>
<<set $player.vakifchallengedone5 to 1>>
<<set $player.money to $player.money-3000>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Provide the Endowment">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Provide the Endowment">>
<<set $player.vakifchallengevisit5 to 1>>
<<set $player.piety to $player.piety-10>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Rabigh]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set _randomprice to random(100,300)>>
<<set $temp.bribe to _randomprice>>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>An Exquisite Turkmen Carpet</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thecarpetmerchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte $temp.bribe>>
You come into Derebucak and find a cluster of Turkmen nomadic tents nestled in the valley. Thinking of your task from the pasha in Istanbul you see what the price would be for their finest carpet. They tell you that it would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. Do you buy the carpet and send it to the pasha?
<br><br>
<<else>>
You come into Derebucak and find a cluster of Turkmen nomadic tents nestled in the valley. Thinking of your task from the pasha in Istanbul you see what the price would be for their finest carpet. They tell you that it would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. You realize that you do not have enough funds for such a wonderful carpet and continue on your way.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Buy the Carpet">>
<<set $player.carpetchallengevisit1 to 1>>
<<set $player.carpetchallengedone1 to 1>>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Buy the Carpet">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Do not Buy">>
<<set $player.carpetchallengevisit1 to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Derebucak]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set _randomprice to random(100,300)>>
<<set $temp.bribe to _randomprice>>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Old Seljuk Carpet</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thecarpetmerchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte $temp.bribe>>
You come into the old caravanserai of Sultan Han to find a local carpet merchant selling an old antique Seljuk carpet of the finest quality. Thinking of your task from the pasha in Istanbul you see what the price would be for it. They tell you that it would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. Do you buy the carpet and send it to the pasha?
<br><br>
<<else>>
You come into the old caravanserai of Sultan Han to find a local carpet merchant selling an old antique Seljuk carpet of the finest quality. Thinking of your task from the pasha in Istanbul you see what the price would be for it. They tell you that it would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. You realize that you do not have enough funds for such a wonderful carpet and continue on your way.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Buy the Carpet">>
<<set $player.carpetchallengevisit2 to 1>>
<<set $player.carpetchallengedone2 to 1>>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Buy the Carpet">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Do not Buy">>
<<set $player.carpetchallengevisit2 to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Sultan Han]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set _randomprice to random(100,300)>>
<<set $temp.bribe to _randomprice>>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Kurdish Carpet</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thecarpetmerchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte $temp.bribe>>
Along the banks of the Eurphrates you meet a few members of a local Kurdish tribe. They tell you that they make beautiful carpets and you suddenly of your task from the pasha in Istanbul. You ask them what the price would be for their finest carpet. They tell you that it would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. Do you buy the carpet and send it to the pasha?
<br><br>
<<else>>
Along the banks of the Eurphrates you meet a few members of a local Kurdish tribe. They tell you that they make beautiful carpets and you suddenly of your task from the pasha in Istanbul. You ask them what the price would be for their finest carpet. They tell you that it would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. You realize that you do not have enough funds for such a wonderful carpet and continue on your way.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Buy the Carpet">>
<<set $player.carpetchallengevisit3 to 1>>
<<set $player.carpetchallengedone3 to 1>>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Buy the Carpet">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Do not Buy">>
<<set $player.carpetchallengevisit3 to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Birecik]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set _randomprice to random(100,300)>>
<<set $temp.bribe to _randomprice>>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Assyrian Carpet</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thecarpetmerchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte $temp.bribe>>
Knowing that the monks in the Syriac monastery sell some fine carpets here, you head up the mountain to try to purchase one for the pasha. When you arrive they tell you that their finest would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. Do you buy the carpet and send it to the pasha?
<br><br>
<<else>>
Knowing that the monks in the Syriac monastery sell some fine carpets here, you head up the mountain to try to purchase one for the pasha. When you arrive they tell you that their finest would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. You realize that you do not have enough funds for such a wonderful carpet and continue on your way.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Buy the Carpet">>
<<set $player.carpetchallengevisit4 to 1>>
<<set $player.carpetchallengedone4 to 1>>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Buy the Carpet">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Do not Buy">>
<<set $player.carpetchallengevisit4 to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|al-Nabk]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set _randomprice to random(100,300)>>
<<set $temp.bribe to _randomprice>>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Bedouin Carpet</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thecarpetmerchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.money gte $temp.bribe>>
As you enter the old city of al-Ula you find a small group of local merchants haggling over a fine Bedouin carpet. You immediately think of the pasha's task given to you back in Istanbul. You ask them how much would it cost if you bought it right now. They tell you that it would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. Do you buy the carpet and send it to the pasha?
<br><br>
<<else>>
As you enter the old city of al-Ula you find a small group of local merchants haggling over a fine Bedouin carpet. You immediately think of the pasha's task given to you back in Istanbul. You ask them how much would it cost if you bought it right now. They tell you that it would cost $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> //akçe//. You realize that you do not have enough funds for such a wonderful carpet and continue on your way.
<br><br>
<<endif>>
<div align="center">
<<if $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Buy the Carpet">>
<<set $player.carpetchallengevisit5 to 1>>
<<set $player.carpetchallengedone5 to 1>>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Buy the Carpet">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Do not Buy">>
<<set $player.carpetchallengevisit5 to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|al-Ula (night)]]
[[|al-Ula (day)]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Friends in High Places: The Köprülü Wedding</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/weddingevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _day to Math.floor($player.time/12)>>
<<if _day lt 36>>
<<set $player.highplaceschallengeattend to 1>>
<<else>>
<<set $player.highplaceschallengelate to 1>>
<<endif>>
<<if $player.inventory.mastic.amount gte 5 and $player.inventory.boza.amount gte 5 and $player.inventory.malvasiawine.amount gte 4 and $player.highplaceschallengeattend is 1>>
You have made it in time to deliver the supplies needed for Amcazade Hüseyin's wedding! As Amcazade Hüseyin meets you in his residence he thanks you for you hard work in bringing these quality items to bolster his wedding festivities. He tells you that his guests are sure to love the //dondurma// made from the Tears of Chios, his jenissary guards will appreciate the Boza, and his cousin Fazıl Ahmed Pasha is sure to love the Malvasia Wine - some say he conquered Candia just for its stores of Malvasia Wine! He tells you that if you ever need any introductions in Istanbul he is sure his powerful uncle could provide them for you.
<br><br>
<<elseif $player.inventory.mastic.amount lt 5 and $player.inventory.boza.amount lt 5 and $player.inventory.malvasiawine.amount lt 4 and $player.highplaceschallengeattend is 1>>
You have made it in time to see Amcazade Hüseyin before his wedding! However, you have to tell him that you were not able to procure him the supplies he desired for the wedding festivities. Nevertheless, he informs you that he is thankful for your efforts and the kind blessing you wish for himself and his future wife Ayşe Hatun. You depart on good terms.
<br><br>
<<elseif $player.highplaceschallengelate is 1>>
You have missed the wedding festivities that were held for Amcazade Hüseyin and Ayşe Hatun. In fact, they have both just left on a ship back to Istanbul and you fear that other powerful pashas may not have much faith in your ability as a merchant in the future. You head back into town.
<br><br>
<<endif>>
<div align="center">
<<if $player.inventory.mastic.amount gte 5 and $player.inventory.boza.amount gte 5 and $player.inventory.malvasiawine.amount gte 4 and $player.highplaceschallengeattend is 1>>
<span id="initialDestination">
<<button "Return to Lefkoşa">>
<<set $player.highplaceschallengevisit to 1>>
<<set $player.highplaceschallengedone to 1>>
<<set $player.inventory.mastic.amount to $player.inventory.mastic.amount-5>>
<<set $player.inventory.boza.amount to $player.inventory.boza.amount-5>>
<<set $player.inventory.malvasiawine.amount to $player.inventory.malvasiawine.amount-4>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Return to Lefkoşa">>
<<set $player.highplaceschallengevisit to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<endif>>
</div>
[[|Lefkoşa]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Distant Uncle: A Reunion</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/uncleevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.inventory.tobacco.amount gte 10>>
You make your way to the residence of the old Sanjak-Bey of Sidon and go to meet your uncle Yusuf Bey. He is an old grizzled man who has seen better days and has a persistent cough. However, he has the same kind eyes you remember from years ago and you instantly recognize each other and embrace. You talk for hours telling each other of your lives since his departure from Istanbul. As you leave you present to him the tobacco you remember he so liked and he thanks you kindly by sending you off with 500 <img @src=_coinimage style="height: 1.5ex;"> //akçe// and his personal Meerschaum Pipe for you to remember him by.
<br><br>
<<else>>
You make your way to the residence of the old Sanjak-Bey of Sidon and go to meet your uncle Yusuf Bey. He is an old grizzled man who has seen better days and has a persistent cough. However, he has the same kind eyes you remember from years ago and you instantly recognize each other and embrace. You talk for hours telling each other of your lives since his departure from Istanbul many years ago. You did not manage to bring him the tobacco you remembered he so liked, but nonetheless he thanks you kindly for your visit sending you off with 200 <img @src=_coinimage style="height: 1.5ex;"> //akçe//.
<br><br>
<<endif>>
<div align="center">
<<if $player.inventory.tobacco.amount gte 10>>
<span id="initialDestination">
<<button "Return to Sidon">>
<<set $player.unclechallengevisit to 1>>
<<set $player.unclechallengedone to 1>>
<<set $player.inventory.tobacco.amount to $player.inventory.tobacco.amount-10>>
<<set $player.inventory.pipes.amount to $player.inventory.tobacco.amount+1>>
<<set $player.money to $player.money+500>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Return to Sidon">>
<<set $player.unclechallengevisit to 1>>
<<set $player.money to $player.money+200>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<endif>>
</div>
[[|Sidon]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Manuscript and the Pasha</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/manuscriptpasha.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.inventory.illuminated.amount gte 1>>
You ask around Jeddah to see if anyone knows the man that the pasha sent this illuminated manuscript for. Suddenly, an old man waves you into his small coffeehouse and tells you that he is the one the pasha wanted this manuscript to go to. His name is Yunus Dede and he explains that he was once a war captive of the pasha back in Istanbul. He says that he was born in Venice and helped the pasha to write a manuscript on the history of the wars between the Ottomans and Venice. After many years he was manumitted upon his pilgrimage to Mecca and he stayed here in Jeddah by the sea. This manuscript is the one he helped the pasha write and was sent as a momento for an old friend. After a several hours of conversation you return to Jeddah.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Jeddah">>
<<set $player.manuscriptchallengedone to 1>>
<<set $player.manuscriptchallengevisit to 1>>
<<set $player.inventory.illuminated.amount to $player.inventory.illuminated.amount-1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<else>>
You ask around Jeddah to see if anyone knows the man that the pasha sent that illuminated manuscript for. Suddenly, an old man waves you into his small coffeehouse and tells you that he is the one the pasha wanted this manuscript to go to. His name is Yunus Dede and he explains that he was once a war captive of the pasha back in Istanbul. He says that he was born in Venice and helped the pasha to write a manuscript on the history of the wars between the Ottomans and Venice. After many years he was manumitted upon his pilgrimage to Mecca and he stayed here in Jeddah by the sea. The manuscript was the one he helped the pasha write and was sent as a momento for an old friend. After hearing this, you feel awful that you failed to bring this old man this tolken of respect and admiration from the pasha.
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to Jeddah">>
<<set $player.manuscriptchallengevisit to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<<endif>>
[[|Jeddah]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Road to Sedition: The Dizdar</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thedizdar.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
You arrive to the castle of al-Ma’arra and ask to meet with the Dizdar (warden) of the castle. You tell him that you were sent to find him in order to fulfill one of the last wishes of your late husband. You were told by the defterdar back in Istanbul that you are to bring something to the Janissary commander in Shoubak. He immediately knows what you are talking about and give you a heavy mysterious chest with explicit instructions not to open it by pain of death - for if you open it they will be able to tell by the seal on the lock. You take the chest and make your way to Shoubak a little worried by what you are carrying.
<div align="center">
<span id="initialDestination">
<<button "Depart with the Chest">>
<<set $player.seditionchallengedone1 to 1>>
<<set $player.inventory.chest.amount to $player.inventory.chest.amount+1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|al-Ma’arra]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Road to Sedition: The Chest</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thechest.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
Carrying this heavy chest around without even knowing what is inside is driving you insane. You are tempted to open it but are unsure of the consequences that might come with such a choice. You late husband had some questionable friends and those friendships might have led him down the path of treason. Do you honor your late husbands wishes and keep your concerns to your self? Or do you open the chest?
<div align="center">
<span id="initialDestination">
<<button "Open the Chest">>
<<set $player.seditionchallengecheck1 to 1>>
<<set $player.seditionchallengeopened to 1>>
<<set $player.inventory.chest.amount to $player.inventory.chest.amount-1>>
<<set $player.piety to $player.piety-20>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Do not Open the Chest">>
<<set $player.seditionchallengecheck1 to 1>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Hama]]
[[|Opened Chest]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Road to Sedition: Bandits and Bureaucrats</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/thechest.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Having opened the chest you are past the point of no return. Looking inside you find 10,000 <img @src=_coinimage style="height: 1.5ex;"> //akçe// and letters meant for the Janissary commander in Shoubak castle urging him and his men to join a revolt against the Ottoman Pasha of Damascus. The letters say that the money is meant for men and arms in order to begin the rebellion. Shocked by what you read - you start to realize the defterdar embezzled these funds from the imperial treasury so that he could put his man in charge in Damascus! To think that your late husband was involved in such schemes - maybe the rumors of his treason were true afterall?! One thing you do know now is that the last thing you should do is go to Shoubak and face the wrath of these would-be rebels. You take the money and consider running away with it in the busy chaos of the hajj season in Mecca - perhaps it will be enough to buy passage across the sea from there!
<div align="center">
<span id="initialDestination">
<<button "Return to Caravan">>
<<set $player.seditionchallengeopenedview to 1>>
<<set $player.money to $player.money+10000>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Hama]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Road to Sedition: The Janissary</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/janissarychest.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<if $player.seditionchallengeopened is 0>>
You have made it to Shoubak where you find the Janissary Commander who asks you to bring to chest into the castle away from prying eyes. He thanks you for your service and says he will relay what you have loyaly done to the defterdar back in Istanbul. As you depart, he gives you some water and food for your journey ahead. You still wonder what was in that chest and why the janissaries here were so suspicious.<br><br>
<<elseif $player.seditionchallengeopened is 1>>
As you enter Shoubak the men of the Janissary Commander who was in league with the defterdar sieze you. It seems that they heard from informents in your caravan that you opened the chest and they quickly come up with less than legal reasons to push for your execution in order to quickly cover up what they had planned. You perish by the hand of Janissary Commander in the dark dungeon of Shoubak Castle.<br><br>
<<endif>>
<div align="center">
<<if $player.seditionchallengeopened is 0>>
<span id="initialDestination">
<<button "Continue">>
<<set $player.seditionchallengevisit2 to 1>>
<<set $player.seditionchallengedone2 to 1>>
<<set $player.inventory.chest.amount to $player.inventory.chest.amount-1>>
<<set $player.inventory.water.amount to $player.inventory.water.amount+30>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+30>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<elseif $player.seditionchallengeopened is 1>>
<span id="initialDestination">
<<button "Continue">>
<<set $player.seditionchallengevisit2 to 1>>
<<set $player.death to "Execution">>
<<set $player.seditionchallengeexecuted to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto "Player Death">>
<</button>>
</span>
<<endif>>
</div>
[[|Shoubak]]
[[|Player Death]] /*-- Get Time Since Decay --*/
<<set _decaytime = $player.time - $decay.time>>
<<set $decay.time to $player.time>>
/*-- Piety Decay --*/
<<if $temp.from neq "shrine" and $temp.from neq "inspiration" and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha">>
<<set _random to random(0,1)>>
<<set _spiety = _random*_decaytime>>
<<set $player.piety = $player.piety-_spiety>>
<<if $player.piety lt 0>>
<<set $player.piety to 0>>
<<endif>>
<<else>>
<<set $player.piety to $player.piety>>
<<endif>>
/*-- Food Decay --*/
<<if $temp.from neq "market" and $temp.from neq "hunt" and $temp.from neq "rat" and $temp.from neq "rest" and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha">>
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<<set _random to random(1,4)>>
<<else>>
<<set _random to random(1,3)>>
<<endif>>
<<set _loss = _random*_decaytime>>
<<set $player.inventory.food.amount = $player.inventory.food.amount - _loss>>
<<if $player.inventory.food.amount lt 0>>
<<set $player.inventory.food.amount = 0>>
<<endif>>
<<endif>>
/*-- Hunger Decay --*/
<<if $temp.from neq "market" and $temp.from neq "hunt" and $temp.from neq "rats" and $temp.from neq "rest" and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha" and $player.inventory.food.amount is 0>>
<<set _random to random(1,2)>>
<<set _gain = _random*_decaytime>>
<<set $player.hunger = $player.hunger + _gain>>
<<if $player.hunger gt 100>>
<<set $player.hunger = 100>>
<<endif>>
<<endif>>
<<if $player.inventory.food.amount > 0 and $player.hunger > 0>>
<<set $player.hunger = 0>>
<<endif>>
/*-- Water Decay --*/
<<if $temp.from neq "water" and $temp.from neq "leaks" and $temp.from neq "rest" and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha">>
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day">>
<<set _random to random(1,4)>>
<<elseif $temp.region is "Arabia Desert Night">>
<<set _random to random(1,3)>>
<<else>>
<<set _random to random(0,3)>>
<<endif>>
<<set _loss = _random*_decaytime>>
<<set $player.inventory.water.amount = $player.inventory.water.amount - _loss>>
<<if $player.inventory.water.amount lt 0>>
<<set $player.inventory.water.amount = 0>>
<<endif>>
<<endif>>
/*-- Thirst Decay --*/
<<if $temp.from neq "water" and $temp.from neq "leaks" and $temp.from neq "rest" and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha" and $player.inventory.water.amount is 0>>
<<set _random to random(0,1)>>
<<set _gain = _random*_decaytime>>
<<set $player.thirst = $player.thirst + _gain>>
<<if $player.thirst gt 100>>
<<set $player.thirst = 100>>
<<endif>>
<<endif>>
<<if $player.inventory.water.amount > 0 and $player.thirst > 0>>
<<set $player.thirst = 0>>
<<endif>>
/*-- Health Decay --*/
<<if $player.hunger > 0 or $player.thirst > 0 and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha">>
<<set _randomCharacter to random(0,3)>>
<<if _randomCharacter is 3>>
<<set $player.health to $player.health - ($player.thirst+$player.hunger)>>
<<elseif $family[_randomCharacter].health > 1>>
<<set $family[_randomCharacter].health to $family[_randomCharacter].health - ($player.thirst+$player.hunger)>>
<<else>>
<<set _randomCharacter to -1>>
<<endif>>
<<endif>>
/*-- Go to New Destination or Return or Death--*/
<<if _randomCharacter > -1 and _randomCharacter is 3 and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha">>
<<if $player.health < 1 >>
<<if $player.hunger > 0 and $player.thirst > 0>>
<<set $player.death to "Hunger and Thirst">>
<<goto "Player Death Warning Filter">>
<<elseif $player.hunger > 0 and $player.thirst is 0>>
<<set $player.death to "Hunger">>
<<goto "Player Death Warning Filter">>
<<elseif $player.hunger is 0 and $player.thirst > 0>>
<<set $player.death to "Thirst">>
<<goto "Player Death Warning Filter">>
<<else>>
<<goto $temp.destination>>
<<endif>>
<<else>>
<<goto $temp.destination>>
<<endif>>
<<elseif _randomCharacter > -1 and _randomCharacter < 3 and $temp.from neq "market" and $temp.from neq "water" and $temp.from neq "shrine" and $temp.from neq "bath" and $temp.from neq "stables" and $temp.from neq "advice" and $temp.from neq "pasha">>
<<if $family[_randomCharacter].health < 1 >>
<<set $temp.healthcharacter to _randomCharacter>>
<<if $player.hunger > 0 and $player.thirst > 0>>
<<set $family[_randomCharacter].death to "hunger and thirst">>
<<goto "Family Death Warning Filter">>
<<elseif $player.hunger > 0 and $player.thirst is 0>>
<<set $family[_randomCharacter].death to "hunger">>
<<goto "Family Death Warning Filter">>
<<elseif $player.hunger is 0 and $player.thirst > 0>>
<<set $family[_randomCharacter].death to "thirst">>
<<goto "Family Death Warning Filter">>
<<else>>
<<goto $temp.destination>>
<<endif>>
<<else>>
<<goto $temp.destination>>
<<endif>>
<<else>>
<<goto $temp.destination>>
<<endif>>
/*-------------------------------*/
/*------- Running Points --------*/
/*-------------------------------*/
/*------- Pilgrim's Path Points --------*/
<<if $player.speed is "slow">>
<<if $player.piety gte 70 and $player.piety lt 80>>
<<set $player.pietyscore to $player.pietyscore+2>>
<<elseif $player.piety gte 80 and $player.piety lt 90>>
<<set $player.pietyscore to $player.pietyscore+4>>
<<elseif $player.piety gte 90>>
<<set $player.pietyscore to $player.pietyscore+6>>
<<elseif $player.piety lt 5>>
<<set $player.pietyscore to $player.pietyscore-1>>
<<if $player.pietyscore lt 0>>
<<set $player.pietyscore to 0>>
<<endif>>
<<endif>>
<<elseif $player.speed is "medium">>
<<if $player.piety gte 70 and $player.piety lt 80>>
<<set $player.pietyscore to $player.pietyscore+3>>
<<elseif $player.piety gte 80 and $player.piety lt 90>>
<<set $player.pietyscore to $player.pietyscore+6>>
<<elseif $player.piety gte 90>>
<<set $player.pietyscore to $player.pietyscore+9>>
<<elseif $player.piety lt 5>>
<<set $player.pietyscore to $player.pietyscore-2>>
<<if $player.pietyscore lt 0>>
<<set $player.pietyscore to 0>>
<<endif>>
<<endif>>
<<elseif $player.speed is "fast">>
<<if $player.piety gte 70 and $player.piety lt 80>>
<<set $player.pietyscore to $player.pietyscore+4>>
<<elseif $player.piety gte 80 and $player.piety lt 90>>
<<set $player.pietyscore to $player.pietyscore+8>>
<<elseif $player.piety gte 90>>
<<set $player.pietyscore to $player.pietyscore+12>>
<<elseif $player.piety lt 5>>
<<set $player.pietyscore to $player.pietyscore-4>>
<<if $player.pietyscore lt 0>>
<<set $player.pietyscore to 0>>
<<endif>>
<<endif>>
<<endif>>
/*------- Merchant Points --------*/
<<if $player.speed is "slow">>
<<if $player.money gte 700 and $player.money lt 1000>>
<<set $player.merchantscore to $player.merchantscore+1>>
<<elseif $player.money gte 1000 and $player.money lt 2000>>
<<set $player.merchantscore to $player.merchantscore+2>>
<<elseif $player.money gte 2000 and $player.money lt 3000>>
<<set $player.merchantscore to $player.merchantscore+3>>
<<elseif $player.money gt 3000>>
<<set $player.merchantscore to $player.merchantscore+4>>
<<elseif $player.money lt 10>>
<<set $player.merchantscore to $player.merchantscore-1>>
<<if $player.merchantscore lt 0>>
<<set $player.merchantscore to 0>>
<<endif>>
<<endif>>
<<elseif $player.speed is "medium">>
<<if $player.money gte 700 and $player.money lt 1000>>
<<set $player.merchantscore to $player.merchantscore+1>>
<<elseif $player.money gte 1000 and $player.money lt 2000>>
<<set $player.merchantscore to $player.merchantscore+3>>
<<elseif $player.money gte 2000 and $player.money lt 3000>>
<<set $player.merchantscore to $player.merchantscore+4>>
<<elseif $player.money gt 3000>>
<<set $player.merchantscore to $player.merchantscore+6>>
<<elseif $player.money lt 10>>
<<set $player.merchantscore to $player.merchantscore-2>>
<<if $player.merchantscore lt 0>>
<<set $player.merchantscore to 0>>
<<endif>>
<<endif>>
<<elseif $player.speed is "fast">>
<<if $player.money gte 700 and $player.money lt 1000>>
<<set $player.merchantscore to $player.merchantscore+2>>
<<elseif $player.money gte 1000 and $player.money lt 2000>>
<<set $player.merchantscore to $player.merchantscore+4>>
<<elseif $player.money gte 2000 and $player.money lt 3000>>
<<set $player.merchantscore to $player.merchantscore+6>>
<<elseif $player.money gt 3000>>
<<set $player.merchantscore to $player.merchantscore+8>>
<<elseif $player.money lt 10>>
<<set $player.merchantscore to $player.merchantscore-4>>
<<if $player.merchantscore lt 0>>
<<set $player.merchantscore to 0>>
<<endif>>
<<endif>>
<<endif>>
[[|Player Death Warning Filter]]
[[|Family Death Warning Filter]][[|Decay Functions]] [[|Decay Functions Initiate]] <<widget makeArabiaMap>>
<<script>>
$.when(
$.getScript( "https://cdnjs.cloudflare.com/ajax/libs/leaflet/1.6.0/leaflet.js" ),
$.Deferred(function( deferred ){
$( deferred.resolve );
})
).done(function(){
var x = screen.width;
if(x>500){
document.getElementById("ui-dialog").style.width = "45%";
} else {
document.getElementById("ui-dialog").style.width = "85%";
}
//Set-up Map
var anatoliamap = L.map('regionmapid');
var maxBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
anatoliamap.setMaxBounds(maxBounds);
anatoliamap.setMaxZoom(7);
anatoliamap.setMinZoom(anatoliamap.getBoundsZoom( anatoliamap.options.maxBounds));
anatoliamap.fitBounds(maxBounds);
anatoliamap.on('click', function(e) {
alert("Lat, Lon : " + e.latlng.lat + ", " + e.latlng.lng)
});
//Add Custom Basemeap
var imageUrl = setup.ImagePath+'maps/basemap_new.jpg';
var imageBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
L.imageOverlay(imageUrl, imageBounds).addTo(anatoliamap);
//Define Marker Style
var redIcon = L.divIcon({className: 'iconsdiv', iconSize: null, iconAnchor: [5,5]});
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
/*--------------------------------*/
/*---------- Functions ----------*/
/*--------------------------------*/
function connectTheDots(data){
var c = [];
var len = Object.keys(data).length;
var i;
for(i = 0; i < len; i++) {
stop = state.active.variables.rawlocations.find( ({ name }) => name === data[i] );
var x = stop.lat;
var y = stop.lon;
c.push([x, y]);
}
return c;
}
function addToMap(routestops, routename, routecolor){
//Loop and Display Cities
var len = routestops.length;
var i, stop, lat, lon;
for(i = 0; i < len; i++){
stop = state.active.variables.rawlocations.find( ({ name }) => name === routestops[i] );
lat = stop.lat;
lon = stop.lon;
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop.name)
.openTooltip();
stopMarker.addTo(anatoliamap);
}
//Create Path
var pathCoords = connectTheDots(routestops);
var pathLine = L.polyline(pathCoords)
.setStyle({
color: routecolor,
weight: 2,
opacity: 0.75
})
.addTo(anatoliamap);
if(routename == "Main Route") {
anatoliamap.fitBounds(pathCoords);
}
//Legend
if(routename != "Do Not Add"){
var para = document.createElement("P");
var el_span = document.createElement('span');
el_span.setAttribute('style', `color: ${routecolor}`);
var s = document.createTextNode("\u2015\u2015\u2015 ");
el_span.appendChild(s);
para.appendChild(el_span);
var t = document.createTextNode(routename);
para.appendChild(t);
para.setAttribute('style', 'font-weight: 900');
document.getElementById("regionlegend").appendChild(para);
}
}
/*--------------------------------*/
/*---------- Main Route ----------*/
/*--------------------------------*/
var routestops = ['Ma’an', 'Aqaba al-Shami', 'Çugayman', 'Dhat al-Hajj', 'Ka’ Sahrasi', 'Tabuk', 'Maghayr al-Qalandariyya', 'Haydar Fort', 'The Well of Mu’azzam', 'Shaq al-Ajuz', 'Mada’in Salih', 'al-Ula', 'Abyar Ghannum', 'Zumurrud', 'Valide Kuyusu', 'Hadiyya Eshmesi', 'Nakhlatayn', 'Wadi al-Qurra', 'Medina City Walls', 'Medina', 'The Well of Ali', 'Cüdeyde Village', 'Badr Hunayn', 'Meymun Ovası', 'Rabigh', 'Qudida', 'Güzelce Bürke', 'Asfan', 'Wadi Fatima', 'Mecca', 'Mina Bazaar'];
addToMap(routestops, "Main Route", "black");
/*---------------------------------*/
/*---------- Other Stops ----------*/
/*---------------------------------*/
var routestops = ['Mecca', 'Jeddah'];
addToMap(routestops, "Other Stops", "indigo");
/*-----------------------------------*/
/*---------- Zoom Function ----------*/
/*-----------------------------------*/
//Resizing on Zoom
anatoliamap.on('zoomend', function() {
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
});
});
<</script>>
<</widget>>
<<widget mapClose>>
<<script>>
document.getElementById("ui-dialog").style.width = "";
<</script>>
<</widget>>
[[|Arabia Region Greeting]]<<widget makeSyriaMap>>
<<script>>
$.when(
$.getScript( "https://cdnjs.cloudflare.com/ajax/libs/leaflet/1.6.0/leaflet.js" ),
$.Deferred(function( deferred ){
$( deferred.resolve );
})
).done(function(){
var x = screen.width;
if(x>500){
document.getElementById("ui-dialog").style.width = "45%";
} else {
document.getElementById("ui-dialog").style.width = "85%";
}
//Set-up Map
var anatoliamap = L.map('regionmapid');
var maxBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
anatoliamap.setMaxBounds(maxBounds);
anatoliamap.setMaxZoom(7);
anatoliamap.setMinZoom(anatoliamap.getBoundsZoom( anatoliamap.options.maxBounds));
anatoliamap.fitBounds(maxBounds);
anatoliamap.on('click', function(e) {
alert("Lat, Lon : " + e.latlng.lat + ", " + e.latlng.lng)
});
//Add Custom Basemeap
var imageUrl = setup.ImagePath+'maps/basemap_new.jpg';
var imageBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
L.imageOverlay(imageUrl, imageBounds).addTo(anatoliamap);
//Define Marker Style
var redIcon = L.divIcon({className: 'iconsdiv', iconSize: null, iconAnchor: [5,5]});
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
/*--------------------------------*/
/*---------- Functions ----------*/
/*--------------------------------*/
function connectTheDots(data){
var c = [];
var len = Object.keys(data).length;
var i;
for(i = 0; i < len; i++) {
stop = state.active.variables.rawlocations.find( ({ name }) => name === data[i] );
var x = stop.lat;
var y = stop.lon;
c.push([x, y]);
}
return c;
}
function addToMap(routestops, routename, routecolor){
//Loop and Display Cities
var len = routestops.length;
var i, stop, lat, lon;
for(i = 0; i < len; i++){
stop = state.active.variables.rawlocations.find( ({ name }) => name === routestops[i] );
lat = stop.lat;
lon = stop.lon;
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop.name)
.openTooltip();
stopMarker.addTo(anatoliamap);
}
//Create Path
var pathCoords = connectTheDots(routestops);
var pathLine = L.polyline(pathCoords)
.setStyle({
color: routecolor,
weight: 2,
opacity: 0.75
})
.addTo(anatoliamap);
if(routename == "Main Route") {
anatoliamap.fitBounds(pathCoords);
}
//Legend
if(routename != "Do Not Add"){
var para = document.createElement("P");
var el_span = document.createElement('span');
el_span.setAttribute('style', `color: ${routecolor}`);
var s = document.createTextNode("\u2015\u2015\u2015 ");
el_span.appendChild(s);
para.appendChild(el_span);
var t = document.createTextNode(routename);
para.appendChild(t);
para.setAttribute('style', 'font-weight: 900');
document.getElementById("regionlegend").appendChild(para);
}
}
/*--------------------------------*/
/*---------- Main Route ----------*/
/*--------------------------------*/
var routestops = ['Payas', 'Belen', 'Bagras', 'Antioch', 'Zanbakiyye', 'Jisr al-Shughur', 'Madiq', 'Hama', 'Homs', 'Hisyah', 'al-Nabk', 'al-Qutayfah', 'Damascus', 'Kiswa', 'Tarhani Han', 'Sanamayn', 'Müzeyrib', 'Mafraq', 'Ayn-i Zarqa', 'Balqa', 'Qatrana', 'Tabut Kurusi', 'Unaiza', 'Ma’an'];
addToMap(routestops, "Main Route", "black");
/*---------------------------------------------*/
/*---------- Urfa Alternate ----------*/
/*---------------------------------------------*/
var routestops = ['Belen', 'Kırıkhan', 'Hassa', 'Kilis', 'Aintab', 'Nizip', 'Urfa', 'Birecik', 'Manbij', 'Aleppo Bab al-Hadid', 'Khan Tuman'];
addToMap(routestops, "Urfa Route", "red");
/*---------------------------------------------*/
/*---------- Aleppo Route ----------*/
/*---------------------------------------------*/
var routestops = ['Kırıkhan', 'Muratpaşa Bridge', 'Artah', 'Church of Saint Simeon Stylites', 'Aleppo', 'Khan Tuman', 'Sarmin', 'al-Ma’arra', 'Khan Shaykhun', 'Hama'];
addToMap(routestops, "Aleppo Route", "chartreuse");
/*---------------------------------*/
/*---------- Other Stops ----------*/
/*---------------------------------*/
var routestops = ['Payas', 'Iskenderun', 'Belen'];
addToMap(routestops, "Other Stops", "indigo");
var routestops = ['Antioch', 'Artah'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Damascus', 'Salihiyah'];
addToMap(routestops, "Do Not Add", "indigo");
/*-----------------------------------*/
/*---------- Zoom Function ----------*/
/*-----------------------------------*/
//Resizing on Zoom
anatoliamap.on('zoomend', function() {
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
});
});
<</script>>
<</widget>>
<<widget mapClose>>
<<script>>
document.getElementById("ui-dialog").style.width = "";
<</script>>
<</widget>>
[[|Syria Region Greeting]]<<widget makePalestineMap>>
<<script>>
$.when(
$.getScript( "https://cdnjs.cloudflare.com/ajax/libs/leaflet/1.6.0/leaflet.js" ),
$.Deferred(function( deferred ){
$( deferred.resolve );
})
).done(function(){
var x = screen.width;
if(x>500){
document.getElementById("ui-dialog").style.width = "45%";
} else {
document.getElementById("ui-dialog").style.width = "85%";
}
//Set-up Map
var anatoliamap = L.map('regionmapid');
var maxBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
anatoliamap.setMaxBounds(maxBounds);
anatoliamap.setMaxZoom(7);
anatoliamap.setMinZoom(anatoliamap.getBoundsZoom( anatoliamap.options.maxBounds));
anatoliamap.fitBounds(maxBounds);
anatoliamap.on('click', function(e) {
alert("Lat, Lon : " + e.latlng.lat + ", " + e.latlng.lng)
});
//Add Custom Basemeap
var imageUrl = setup.ImagePath+'maps/basemap_new.jpg';
var imageBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
L.imageOverlay(imageUrl, imageBounds).addTo(anatoliamap);
//Define Marker Style
var redIcon = L.divIcon({className: 'iconsdiv', iconSize: null, iconAnchor: [5,5]});
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
/*--------------------------------*/
/*---------- Functions ----------*/
/*--------------------------------*/
function connectTheDots(data){
var c = [];
var len = Object.keys(data).length;
var i;
for(i = 0; i < len; i++) {
stop = state.active.variables.rawlocations.find( ({ name }) => name === data[i] );
var x = stop.lat;
var y = stop.lon;
c.push([x, y]);
}
return c;
}
function addToMap(routestops, routename, routecolor){
//Loop and Display Cities
var len = routestops.length;
var i, stop, lat, lon;
for(i = 0; i < len; i++){
stop = state.active.variables.rawlocations.find( ({ name }) => name === routestops[i] );
lat = stop.lat;
lon = stop.lon;
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop.name)
.openTooltip();
stopMarker.addTo(anatoliamap);
}
//Create Path
var pathCoords = connectTheDots(routestops);
var pathLine = L.polyline(pathCoords)
.setStyle({
color: routecolor,
weight: 2,
opacity: 0.75
})
.addTo(anatoliamap);
if(routename == "Main Route") {
anatoliamap.fitBounds(pathCoords);
}
//Legend
if(routename != "Do Not Add"){
var para = document.createElement("P");
var el_span = document.createElement('span');
el_span.setAttribute('style', `color: ${routecolor}`);
var s = document.createTextNode("\u2015\u2015\u2015 ");
el_span.appendChild(s);
para.appendChild(el_span);
var t = document.createTextNode(routename);
para.appendChild(t);
para.setAttribute('style', 'font-weight: 900');
document.getElementById("regionlegend").appendChild(para);
}
}
/*--------------------------------*/
/*---------- Main Route ----------*/
/*--------------------------------*/
var routestops = ['Safed', 'Khan al-Tujjar', 'Nazareth', 'Jenin', 'Sabastiyah', 'Nablus', 'Ramallah', 'Jerusalem', 'Bethlehem', 'Qalat Burak', 'al-Khalil al-Rahman', 'Dead Sea South', 'Kerak', 'Tafilah', 'Shoubak', 'Petra', 'Ma’an'];
addToMap(routestops, "Main Route", "black");
/*----------------------------------*/
/*---------- Jordan Route ----------*/
/*----------------------------------*/
var routestops = ['al-Khalil al-Rahman', 'Dead Sea North', 'Nabi Musa', 'Zizya', 'Balqa'];
addToMap(routestops, "Jordan Route", "red");
/*---------------------------------------------*/
/*---------- Cyprus Route ----------*/
/*---------------------------------------------*/
var routestops = ['Iskenderun', 'Magosa', 'Lefkoşa', 'Larnaka', 'Leymosun', 'Mediterranean Crossing', 'Gaza'];
addToMap(routestops, "Cyprus Route", "blue");
var routestops = ['Mediterranean Crossing', 'Jaffa'];
addToMap(routestops, "Do Not Add", "blue");
/*---------------------------------------------*/
/*---------- Lebanon Route ----------*/
/*---------------------------------------------*/
var routestops = ['Iskenderun', 'Latakia', 'Arwad Island', 'Tripoli', 'Beyrut', 'Sidon', 'Ruins of Tyre', 'Akka', 'Jaffa', 'Gaza'];
addToMap(routestops, "Lebanon Route", "cyan");
/*---------------------------------------------*/
/*---------- Palestine Alternate Route ----------*/
/*---------------------------------------------*/
var routestops = ['Gaza', 'Bayt Jibrin', 'Bayt Itab', 'Jerusalem'];
addToMap(routestops, "Palestine Alternate Route", "chartreuse");
/*---------------------------------*/
/*---------- Other Stops ----------*/
/*---------------------------------*/
var routestops = ['Jerusalem', 'Nabi Samwil'];
addToMap(routestops, "Other Stops", "indigo");
var routestops = ['Akka', 'Ibillin', 'Nazareth'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Jaffa', 'Ramla', 'Jerusalem'];
addToMap(routestops, "Do Not Add", "indigo");
/*-----------------------------------*/
/*---------- Zoom Function ----------*/
/*-----------------------------------*/
//Resizing on Zoom
anatoliamap.on('zoomend', function() {
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
});
});
<</script>>
<</widget>>
<<widget mapClose>>
<<script>>
document.getElementById("ui-dialog").style.width = "";
<</script>>
<</widget>>
[[|Palestine Region Greeting]]<<nobr>>
<br>
<br>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Your Journey Begins from Istanbul</td>
</tr>
</table>
</div>
<br>
<br>
<<set _h to setup.ImagePath+'hub/istanbulstart2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
You begin your journey in the city of Istanbul, ancient Constantinople, the capital of the Ottoman Empire and the beginning of the Hajj journey for many pilgrims from the Balkans and Anatolia.
<br>
<br>
The year is 1082 and it is the eleventh day of the month of Recep (Rajab) in the Islamic Hijri Calender (November 14, 1671CE). The official Ottoman caravan to take gifts and pilgrims to the holy cities of Mecca and Medina will leave, as it always does, tomorrow on the twelfth of Recep (November 15th, 1671CE) from Üsküdar on the opposite bank of the Bosporus Strait. The caravan will need to make the long journey to the holy city of Mecca by the eigth of the month of Zilhicce (Dhu al-Hijjah) in the Hijri Calender (April 7th, 1672CE), also known as the Month of the Hajj pilgrimage. Your journey, will be long and difficult, especially as the hajj this year is in the spring which means to get there in time you must cross several mountain ranges in Anatolia during the harsh winter. All in all, you hope to reach Mecca within 145 days from your departure or you will miss the major festivities of the height of the hajj season in Mecca and you will have to wait in the holy cities for another year in order to partake in the rituals of the hajj!
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount">
<br>
<br>
The seventeenth-century travelogue of the Ottoman traveler Evliya Çelebi recounts his own thoughts on leaving for the hajj from Istanbul writing:
<br>
<br>
<i>'this humble slave too wished wished to perform the Hajj pilgrimage and avidly desired to set out on the journey. How, I asked myself, can I get free of the pressure of parents and siblings and become a world traveller?</i><br><br> For Evliya, the city of Istanbul was his birthplace and always was special place full of majesty and wonder, a place he once called the <i>'that envy of kings, that celestial heaven!'</i>
<br>
<br> </div>
<br> <br>
<br>
<div align="center">
<span id="initialDestination">
<<button "Begin in Istanbul">>
<<goto "Istanbul">>
<</button>>
</span>
</div>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Istanbul]]
<</nobr>><<if $player.start1 is 1 and $player.start2 is 0 and $player.start3 is 0>>
<<goto "Begin Journey: Istanbul">>
<<elseif $player.start1 is 0 and $player.start2 is 1 and $player.start3 is 0>>
<<set $player.time to $player.time+996>>
/*-- Syria South --*/
<<set $temp.region to "Syria South">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/syria.jpg")';
var backgroundmusic = setup.MusicPath+'syria.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
<<goto "Begin Journey: Damascus">>
<<elseif $player.start1 is 0 and $player.start2 is 0 and $player.start3 is 1>>
/*-- Rumelia --*/
<<set $temp.region to "Rumelia">>
<<script>>
var backgroundimage = 'url("'+setup.ImagePath+'banners/rumelia.jpg")';
var backgroundmusic = setup.MusicPath+'rumelia.mp3';
state.active.variables["backgroundimage"]=backgroundimage;
state.active.variables["backgroundmusic"]=backgroundmusic;
<</script>>
<<script>>
var music = state.active.variables["backgroundmusic"];
SimpleAudio.tracks.add("background", music);
SimpleAudio.select("background").volume(0.25).loop(true).play();
<</script>>
<<goto "Begin Journey: Sarajevo">>
<<endif>>
[[|Begin Journey: Istanbul]]
[[|Begin Journey: Damascus]]
[[|Begin Journey: Sarajevo]] <<nobr>>
<br>
<br>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Your Journey Begins from Damascus</td>
</tr>
</table>
</div>
<br>
<br>
<<set _h to setup.ImagePath+'hub/damascusstart.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
You begin your journey in the city of Damascus after having reached the city after 83 days of travel from Istanbul. You have gathered with thousands of other pilgrims in the city as you prepare for your journey to the holy cities!
<br>
<br>
The year is 1082 and it is the fifth day of the month of Şevval (Shawwal) in the Islamic Hijri Calender (February 4, 1672CE). The caravan will need to make the long journey across the desert to the holy city of Mecca by the eigth of the month of Zilhicce (Dhu al-Hijjah) in the Hijri Calender (April 7th, 1672CE), also known as the Month of the Hajj pilgrimage. Your journey will be difficult as you will need enough supplies to cross the Arabian desert and still make good time on your way to the holy cities. All in all, you hope to reach Mecca within 62 days from your departure or you will miss the major festivities of the height of the hajj season in Mecca and you will have to wait in the holy cities for another year in order to partake in the rituals of the hajj!
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount">
<br>
<br>
The seventeenth-century travelogue of the Ottoman traveler Evliya Çelebi also arrived in Damasucs on the fifth of Şevval (Shawwal) in 1082 (February 4, 1672CE) and stayed in the city until the twentieth of Şevval (Shawwal) (Feburary 19, 1672CE) when he departed with the caravan for Medina. However, the late departure from Damasucs, around 10 days later than most years, meant that Evliya's caravan had to rush to get to Mecca in order to make the pilgrimage on time! He recounts his departure from Damascus in the following passage:
<br>
<br>
<i>'On the 20th of Shawwal in the year 1082, with a besmele (basmala), we departed Damascus in grand procession with so many troops pertaining to that province, and the troops of the Emir of the Hajj, Harmuş Pasha, and the well-armed and well-ordered soldiery of the Pasha (i.e. Hüseyn
Pasha) consisting of 5,120 men...The grain pertaining to the imperial purse and belonging to the pashas, the Emir of the Hajj, the agent of the imperial pantry, and the other officials going on the Hajj, as well as the foodstuffs of the merchants, had been piling up here in storage for the past five or six months. All the Muslim pilgrims crossed the bridge over the Hurrayan River that flows here at the foot of the castle. This river originates in the east, in the mountains of Bosra, flows west and empties into the Lake of Minya. After crossing, Hüseyn Pasha pitched his tent-pavilion along the river bank and the rest of the pilgrimage caravan settled down in their rows of tents. Criers went through the camp announcing a ten-day halt, until the beginning of the month of Dhu’l-qa‘da (Dhu al-Qa'dah), and warning us to see to our provisions. We all busied ourselves making preparations for the journey. Day by day pilgrims kept coming from all directions, until the reckoning of tents and marquees stood at 6,300. For this was the Greatest Hajj and only God knows how many pilgrims there were.'</i>
<br>
<br> </div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Begin in Damascus">>
<<goto "Damascus">>
<</button>>
</span>
</div>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Damascus]]
<</nobr>>/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Ending your Journey</td>
</tr>
</table>
<br>
<<if $player.job is "Ottoman Princess" or $player.job is "Impoverished Widow">>
<<set _h to setup.ImagePath+'events/thehatun.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<elseif $player.job is "Ottoman Janissary Ağa" or $player.job is "Gulshani Sufi" or $player.job is "Ottoman Merchant">>
<<set _h to setup.ImagePath+'events/thebureaucrat.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<endif>>
<br>
You have decided to end your journey to Mecca seeing the road ahead as too difficult - however, dispite not making it to the Holy Cities you found many friends and saw countless wonders along the way. You choose to prioritize your own safety and decide to remain in $temp.destination and prepare yourself for the long journey home. You recall the following famous saying of the Persian poet Sa'adi: <br><br> //'On the boundless sea <br> Are benefits galore <br> But for security <br> It's best to stay ashore'//
<br><br>
Thanks for playing the beta of <i>Hajj Trail</i>. We will be adding more features to the simulation soon and we would love to hear your feedback. If you have the time, please fill out <a href="https://forms.gle/VfCJewfwMXmHJNka9" target="_blank">this Google Form</a>.
<br><br>
/*---------------*/
/*----- Map -----*/
/*---------------*/
<div id="mapid"></div>
<<makeMap>>
/*-------------------------*/
/*----- End Summary -----*/
/*-------------------------*/
<b>Furthest Destination Reached</b>: $temp.destination <br>
<<set _day to Math.floor($player.time/12)>>
<b>Days Into Journey</b>: _day <br>
/*-------------------------*/
/*----- Score on the Pilgrim's Path Summary -----*/
/*-------------------------*/
<br>
<b>Ending Score on the Pilgrim's Path</b>: <<print '<progress class="piety" id="piety" value="' + $player.piety + '" max="100"></progress>'>> <br>
<b>Religious Sites Visited</b>: <br>
<<set $tmpKeys to Object.keys($player.shrines)>>
<<if $tmpKeys.length is 0>>
• You did not visit any Religious Sites!<br>
<<else>>
<<for _i to 0; _i lt $tmpKeys.length; _i++>>
• <<print $tmpKeys[_i]>> - <<print $player.shrines[$tmpKeys[_i]].shrine>><br>
<</for>>
<<endif>>
/*----------------------------*/
/*----- Merchant Summary -----*/
/*----------------------------*/
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<b>Ending Akçe</b>: $player.money <img @src=_coinimage style="height: 1.5ex;"> <br>
/*----------------------------*/
/*----- Party Summary -----*/
/*----------------------------*/
<b>Traveling Party Status:</b><br>
<table>
<<if $family[0].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[0].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[0].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
<<if $family[1].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[1].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[1].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
<<if $family[2].death is "Alive">>
<tr>
<td style="text-align: right; padding: 5px;"><b>$family[2].name:</b></td>
<td><<print '<progress class="health" id="health" value="' + $family[2].health + '" max="100"></progress>'>></td>
</tr>
<<endif>>
<br><br>
</table>
<b>Traveling Party History:</b>
<br><br>
<<print $deathslot>>
<br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<br>
<div align="center">
<span id="initialDestination">
<<button "Restart Simulation">>
<<script>>
SimpleAudio.tracks.clear();
Save.autosave.delete();
<</script>>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<goto "A moment of inspiration...">>
<<script>>SimpleAudio.stop();<</script>>
<</button>>
</span>
<span id="initialDestination">
<<button "Final Score: Breakdown">>
<<removeclass "#ui-dialog" "savewidth">>
<<removeclass "#ui-dialog-close" "noclose">>
<<goto "Final Score">>
<</button>>
</span>
</div>
[[|Final Score]]<<nobr>>
/%-------------------------%/
/%-----Region Greeting-----%/
/%-------------------------%/
<<if $player.regions.rumelia is 0>>
<<script>>
Dialog.setup("Welcome to Rumelia!");
Dialog.wiki(Story.get("Rumelia Region Greeting").processText());
Dialog.open();
<</script>>
<<makeRumeliaMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Sarajevo">>
<<set _desc to "Your journey begins in the Ottoman regional capital of Sarajevo. From here in Ottoman Bosnia you make preparations for the long road ahead to Istanbul and then on to Mecca. Others in your traveling party gather around the Gazi Husrev-beg Mosque and wander through the Baščaršija, the large central bazaar in Sarajevo. They seek to collect supplies and prepare themselves for the difficult journey ahead. The city of Sarajevo has been your home as long as you can remember and you know it well. However, you still wish to spend some time here visiting old friends, its familiar coffeehouses, sacred tomb of the old Ottoman governor Gazi Husrev-beg, and bustling marketplaces before you depart not knowing when or if you will return. \n\n There are two main roads out of the city: The first is the fastest way to Istanbul south towards the plain of Kosovo via Han Bulog and crossing the Prača River. From that road you hear that some travelers split towards the Adriatic coast at Prača. The other road northeast towards Mokra takes travelers to Belgrade and then on the imperial road to Istanbul.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman traveler Evliya Çelebi describes Sarajevo as a beautiful city //'made of stones on the high hill which looks like a white grain of pearl.'// He also notes that this city is //'full of merchants'// and they all //'speak Bosnian, Turkish, Serbian, Latin, Croatian, and Bulgarian.'// \n\n Furthermore, the seventeeth-century English traveler Henry Blount described Sarajevo, which he calls //Saraih//, in the following manner: \n\n //'Having for the most part, rode thus nine days, we came into a spacious, and fruitful plain, which at the west, where we entered, at least ten miles over, is on the north and south sides immured with ridges of easy and pleasant hills...till after six or seven miles riding it grows not above a mile broad, there found we the city Saraih (Sarajevo), which extends from one side to the other (of the valley), and takes up part of both ascents...this is the metropolis of the Kingdom of Bosnia (within the Ottoman Empire...In my three days abode, the most notable things I found, was the goodness of the water and vast almost giant like stature of the men.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 51>>
<<set _shrine to 3>>
<<set _water to 5>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'I love selling my wares in the Baščaršija and in the large cities of Rumelia, as I can always charge a much higher cost than one would find in the small towns of the Bosnia!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Evliya the Pilgrim: //'I worry about traveling to Kosovo as I hear Albanian brigands roam the countryside in the hills there. I would much prefer to take the longer road to Istanbul via the imperial road from Belgrade.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'I was telling my mother that if she wants to go on hajj its safest for her to use the slowest caravan route, going too fast and you might run into more trouble than you can handle!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Prača">>
<<set _time to 4>>
<<elseif $player.speed is "medium">>
<<set _destination to "Han Bulog">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Han Bulog">>
<<set _time to 2>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Mokra">>
<<set _time2 to 5>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Mokra">>
<<set _time2 to 5>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Mokra">>
<<set _time2 to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Rumelia Region Greeting]]
[[|Han Bulog]]
[[|Mokra]]
[[|Prača]]
<</nobr>><<set $player.regions.rumelia to 1>>
/* -- New Map -- */
<div style="text-align: center;">
<h3>Region Map</h3>
</div>
<div>
<div id="regionmapid"></div>
<div id="regionlegend" style="text-align: center;">
<h3>LEGEND</h3>
</div>
</div>
[[|Sarajevo]]
Welcome to Rumelia! <br>
You begin your journey in the heartland of the Ottoman Balkans (Rumelia), Sarajevo. From here you can travel southeast along the main road to Istanbul. You may head northeast to Belgrade and from there follow the military road to Istanbul. Your third choice from here would be to travel to Dubrovnik on the Adriatic and board a ship towards Crete. All of these roads lead to Mecca, though some are more difficult than others. Use this as an opportunity to explore the cultural and sacred geography of the Ottoman Balkans.
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Caravanserai of Han Bulog">>
<<set _desc to "Traveling through the morning rain you reach the small caravanserai (inn) of Hun Bulog which some locals call Han Bulozi. The small inn is nestled in the rolling green hills outside of Sarajevo and beneath the looming ruins of an old castle known as Hodidjed. Finding some rest in this caravanserai as you prepare for the journey ahead, you hear that there is a small local //imaret//, or soup kitchen, which supplies pilgrims in need with extra food for the road.\n\n">>
<<set _hist to "The seventeeth-century English traveler Henry Blount described an encounter he had while traveling in a caravan outside of Sarajevo in 1634: \n\n //'I clad in Turkish manner, rode with two Turks, an hour before out caravan, we found four Sipahi Timariots (Timar holders) by a river where we stayed. They were at dinner and seeing by my head I was a Christian, they called to me. I not understanding what they would do, stood still till they menacing their weapons, rose, and came to me with looks very ugly. I smiling at them, and taking him who seemed of most port, by the hand, and laid it to my forehead, which with them is the greatest sign of love and honor, then often calling him 'sultanum' (my sultan), I spoke English, which though not the kindest, yet gave such a sound, as to them who did not understand, might seem affectionate, humble, and with heart; which so appealed to them, as they made me sit, and eat together, and parted loving.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Maho the Timariot: //'(Speaking to a young traveler) Be wary of the way to the south through the mountains, while I may uphold the law, some of my fellow men who are also skilled with the axe might not be so kind to new travelers along these isolated roads.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Evliya the Pilgrim: //'(Speaking to a friend) I always take advantage of the charity of imarets as sometimes along the road it is hard to come by such benevolence!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'The lush clean waters of Bosnia are a gift from God, I hear it is much harder to find the closer one gets to Mecca.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Prača">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Prača">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Prača">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Prača]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Prača River">>
<<set _desc to "Traversing the rolling green hills of Bosnia you reach a small village along the banks of the Prača River. The river cuts through the landscape snaking its ways to the mighty Drina River which you will cross on your way to the Čajniče Monastery along the main road. Keeping your mind to the rough road ahead you, your caravan leader decides to stop along the banks of the Prača here and enjoy its cold clean water. \n\n You notice that some caravans are heading south from here to Goražde on the road to Mostar and the Adriatic Coast where they plan to board ships for Crete. You wonder if that is the safest way to travel given the dangers at sea despite the recent peace forged between the Ottoman Empire and Venice.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi includes the following tale about rural communites in the Ottoman Balkans (in this case in Albania): \n\n //'Big Rock Park, outside the town on the south side across the Shkumbin River, is a resort for lovers in a large open meadow full of plam trees and rose gardens...It is a beautiful natural setting, without its like in Turkey, Arabia, and Persia. Rising into the heavens are hundreds of plane trees, poplars, oaks, cypresses, and willows, planted in rows. On all sides are orchards and gardens of roses and other flowers. Water flows continually through the various pavilions and pleasure-domes with their pools and fountains fitted with water jets... \n\n Here countless love-stricken young men come to sing love songs to handsome boys they adore, whose red lips are like roses and cherries. They pour out their emotions so sweetly and sadly that the nightingales get tounge-tied with admiration. In every corner there is flirtation and fun and drinking and carousing, with music and singing and other entertainments day and night, like New Year's eve. There is a crystal clear stream of water continuously bubbling out from beneath the Big Rock...so cold is the water from this spring, betokening the wine of paradise.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to a well connected Bosnian merchant) If you run across any other Franciscan Friars along the road - do your best to help them, some local officials have been giving us trouble as of late!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) I would make sure to stop at the Čajniče Monastery to see the icon of the Holy Virgin!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'The water here is quite clean, I hear it is harder to find clean water in larger cities further along the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Taşlıca">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Čajniče">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Čajniče">>
<<set _time to 8>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Goražde">>
<<set _time2 to 4>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Goražde">>
<<set _time2 to 5>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Goražde">>
<<set _time2 to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Čajniče]]
[[|Goražde]]
[[|Taşlıca]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Čajniče Monastery">>
<<set _desc to "After cross in the Drina you arrive to the small Othodox Christian Monastery of Čajniče. The monastery itself has a small village around it where members of your party begin to trade with the locals. You notice several small groups of Christian pilgrims here who have come to see the Icon of Virgin Mary and the Čajniče Gospel, the oldest in Bosnia from what you hear. You rest the night and look forward to continuing your journey tomorrow.\n\n">>
<<set _hist to "Čajniče Monastery originally dates from the 15th century and according to tradition holds one of the holiest Orthodox Icons in Bosnia, the Icon of the Blessed Virgin. The late nineteenth-century English traveler William Miller described Čajniče in the following manner: \n\n //'We then climbed up through the woods, and reached, towards evening, the pretty Alpine town of Čajniče, situated on the edge of a deep revine, in a beautifully bracing atmosphere...The new (as of the 19th century) church contains a famous picture of the Virgin and Child, with John the Baptist in the background, said to be by St. Luke. The old church, close to the new one, is very small, and is now almost unsued...the (guide) then took use to the chief mosque and the two tombs, in one of which is the tomb of the great Bosniak, Sinan Pasha (Sinan Bey Boljanić), who is a native of this place.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 52>>
<<set _shrine to 1>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to a some passing Christian pilgrims) If you run across any other Franciscan Friars along the road - do your best to help them, some local officials have been giving us trouble as of late!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) Making a kindly donation to the Monastery here might gain you some favor in the eyes of some of the local bandits who have some brothers amongst the monks here.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) The water here is not as clean as one would think, I think the local herdsmen have sullied the stream with their flocks!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Taşlıca">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Taşlıca">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Taşlıca">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Taşlıca]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Taşlıca">>
<<set _desc to "Coming over the crest of a hill you see the town of Taşlıca (Modern-day Pljevlja), the seat of the Sanjak (Ottoman province) of Herzegovina. The town is a welcome sight as you know it will be a fine place to restock your supplies and lay your weary head down for a bit. The town is made up of several hundred wooden homes overlooked by the towering minaret of the domed Husein-Paša (Hüseyin Pasha Boljanić) Mosque, for this administrative capital has a small but growing Muslim community.\n\n">>
<<set _hist to "In the mid-nineteenth century the English traveler Edmund Spencer visited Taşlıca on his way through the region, writing: \n\n //'Taşlıca was the most important place we met with, and might contain about two thousand inhabitants, with half a dozen pretty mosques. These little towns, were so far useful, since they afforded us rest and provender for our horses, together with a hearty welcome from the principal Muslims of the place...Forests, here and there, of very fine oak-trees, are found in there mountains; but the couuntry was nearly uninhabited, if we might judge from the absence of cultivation and villages, and the number of wild animals that were continually crossing our path, not unfrequently a wolf, a bear, or a lynx; and in the marshes of the defiles we more than once saw the bear with its young, rushing for safety, on preceiving us, into a tangled thicket of reeds and briars. But perhaps the greatest of all out difficulties was the number of rivers we had to ford during our route, and the danger we incurred of being carried away with the flood, a few hours rain being sufficient to swell them into torrents, in there mountain districts.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 1>>
<<set _water to 33>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to a some passing travelers) If you come across any wayward Franciscan Friars along your road - do your best to help them, I have come to Taşlıca to speak with the Sanjak-Bey about our Berat but help from stangers would be most welcome while I work to sort this whole affair out.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking to a friend) It would be wise to travel slowly along the road ahead in the safety of the caravan! I heard that there was a group of Albanian brigands roving along the mountain road south.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) Make sure to buy a Cask of Grape Juice for at most 30 akçe in the marketplace here, so that we can make a good profit.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Prijepolje">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Prijepolje">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Prijepolje">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Prijepolje]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Prijepolje">>
<<set _desc to "Coming across the merchant road which goes from Dubrovnik along the Adriatic coast to the interior of Rumelia, you arrive at Prijepolje (Pireboy). Sitting on the banks of the Lim River you find a small town with about 300 tile-roofed wooden houses, a small central mosque built by a local named Ibrahim Pasha, several small caravanserais but you see no baths or markets in sight as you found in Taşlıca.\n\n">>
<<set _hist to "An anonymous author in an 1875 article entitled 'A Ride through Bosnia' in a London Magazine (//Fraser's Magazine//) described the countryside around Prijepolje in the following manner: \n\n //'We passed through the pretty village of Preboi (Prijepolje), and thence pushed on for four hours without a halt along the valley of the Lim (River), and by the right bank of that stream till our route again compelled us to ascend; the rise being very rapid, and our mountain road winding through dense forests of pine, many of the trees towering to a vast height, with their lower stem a yard in diameter. The scenery all round is grand, but desolate. Viewed from the depth of some transversal ravine, which we must needs cross, the rocks rise vertically from the side of our path, and look as if ready to overwhelm us: then comes the inevitable climb, and very soon we reach our normal level of three or four thousand feet, and see the river below us winding its crooked way through the valley, diminished to the size of a trout stream in the Highlands; while far away on our right an extended view is obtained of a wide undulating plateau spreading eastward, till interrupted by the higher mountains across the Serbian boarder.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I was quote impressed with the small collection of tombs near the Ibrahim Pasah Mosque, they are well worth a visit!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking to a friend) The roads in these mountains are dangerous, it would be wise to have a soldier in your traveling party for protection once you get to Yeni Pazar, though know that they may turn on you or leave to join the war to the north in Poland and leave you with nothing!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(Speaking to a confused pilgrim) Back in my day, we would travel through these mountains at a breakneck speed, for that is the only way to avoid any trouble on the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Yeni Pazar">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sjenica">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Sjenica">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Sjenica]]
[[|Yeni Pazar]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Plain of Sjenica">>
<<set _desc to "Following a twisting road through the mountains you begin to see the landscape open in front of you on a wide plain, what your guide tells you is the Plain of Sjenica which has a small Ottoman fortress and a surrounding village. As you enter the village, you find a small marketplace, a caravanserai for wealthy merchants, and an //imaret// for passing travelers, all a welcome sight after the difficult journey upon the rocky mountain trails.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi passed through Sjenica on his way to Yeni Pazar (Novi Pazar today). However, the notable Sultanija Valida Mosque, which stands in the town today, way only built in 1870 by Sultan Abdulaziz's mother (Pertevniyal Sultan) and thus was not present in the seveneeth century. Evliya does mention that //'although (Sjenica) is not a great city, it is quote prosperous and thriving'// and he makes mention of the many gardens, a dervish lodge (//tekke//), the caravanserai, a bathhouse, and that Bosnians, Serbians, Bulgarians, and Wallachians lived in the village and surrounding hills.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(Speaking to her friend who is not listening) You know I once knew the former Sanjack-Bey of Bosnia who ordered the construction of the Imaret here, some say it was my suggestion that he build it in this quaint village!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Filibzade the Hammam Attendant: //'(Arguing with a wealthy merchant) Why would you expect your baths here to be the same quality as in grand places like Istanbul?! Relax as you like, but do not insult my establishment!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Maho the Timariot: //'(Speaking to a worried traveler) Make sure you have some protection along the road, some of the Timar holdings are not as profitable as they once were with the value of the akçe not what it was. In light of that some of my less than noble Timariot brothers might harass the stray traveler or two if you appear an easy target as you pass through their lands!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Yeni Pazar">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Yeni Pazar">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Yeni Pazar">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Yeni Pazar]]
<</nobr>><<nobr>>
<<set $temp.yenipazartonis to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Yeni Pazar">>
<<set _desc to "Your caravan arrives to the thriving merchant town of Yeni Pazar where you plan to stay for the night. The rich town, crowded with merchants from all across the known world, has a large market with stalls as far as your eyes can see. You settle in the for the night in a richly adorned caravanserai and prepare for your journey ahead. You hear that some pilgrims plan to cut across the Kopaonik Mountains to the east towards the town of Alacahisar near to the imperial military road through the Balkans and connects to cities such as Niş and Sofya. However, the road south to the Plain of Kosovo seems like a easier road for you and your party.\n\n">>
<<set _hist to "Yeni Pazar (Modern day Novi Pazar) was a major town and center of trade as merchants traveled from the Adriatic Coast to the interior of the Balkans. The seventeenth-century traveler Evliya Çelebi mentions that Yeni Pazar housed merchants in caravanserais from as far away as India, Arabia, and Persia (//'Hind ve Arab, u Acem'//). Along with a bath house (//hammam//) and several mosques, he also notes that there is a small tomb to a certain Sheikh Veli Efendi inside the Hacı Hürrem Mosque. The sixteenth-century Habsburg diplomat, Ogier Ghiselin de Busbecq, describes his stay in an Ottoman caravanserai not too far from Yeni Pazar (he was staying in Niş). He describes his experience in the following manner:\n\n //'It is time that I should tell you something of the inns which we frequented; you have probably been long expecting an account of them. At Niş I was lodged in the public inn, caravanserai, as it is called in Turkish. It is the most usual form of lodging in these parts, and consists of a vast building, rather long for its breadth. In the middle is an open space for the baggage, camels, mules, and carts...On this wall also the Turks make their beds, first unfolding a rug, which they generally carry attached to their horse cloths, and laying a cloak on the top of it. A saddle serves as a pillow, and they wrap themselves up at night in the long robes reaching to their ankles and lined with fur, which they wear in the daytime. Thus they have none of the usual blanshiments wherewith to court sleep... \n\n I sometimes lodged in a Turkish Hân (a different type of caravanserai). These are most spacious and quite imposing buildings with separate bedchambers. No one is refused admittance, whether Christian or Jew, rich or poor; the door is open to all alike. They are used by Pashas and Sanjak-Beys when they travel. I was always given as hospitable a reception as if it were a royal palace.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 50>>
<<set _shrine to 1>>
<<set _water to 75>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to a group of merchants from India) Ha! I was able to sell a sampling of Brocade Fabric for 75 akçe! What a fool that merchant from Dubrovnik was!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking another to merchant) I think that 125 akçe for this Gusle String Instrument was a fair deal, I guess we will find out when I make it to the bazaar in Istanbul!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) I do not think it would be wise to fill up our water casks here. I saw that the Raška River flows just past a local tannery before it comes into town!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Vučitrn">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Vučitrn">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Banjska Monastery">>
<<set _time to 6>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Alacahisar">>
<<set _time2 to 18>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Alacahisar">>
<<set _time2 to 21>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Alacahisar">>
<<set _time2 to 25>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<if $temp.nistoyenipazar is 0>>
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
<<elseif $temp.nistoyenipazar is 1>>
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<endif>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Vučitrn]]
[[|Banjska Monastery]]
[[|Alacahisar]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Banjska Monastery">>
<<set _desc to "Traveling through the mountains south of Yeni Pazar towards the Plain of Kosovo, you arrive at the ruins of the small Orthodox Christian Monastery of Banjska. Gazing at an Ottoman fortress on the hill protecting the mountain pass, a local guide informs you that this was a new castle was constructed here some 50 years prior (1028 H - 1619 CE) by Mustafa Pasha on the orders of Sultan Genç Osman. Beneath the fortress you see steam rising from a collection of hot springs, a welcome sight for your exhausted traveling party.\n\n">>
<<set _hist to "The early eighteenth-century English traveler and wife of an English Diplomat, Lady Mary Wortley Montagu, describes her experience in a Turkish bath (//hammam//) in the Ottoman Balkans in the following letter excerpt: \n\n //'It (the bath house) was already full of women. It is built of stone in the shape of a dome, with no windows but in the roof, which gives light enough. There was five of these domes joined together, the outmost being less than the rest and serving only as a hall, where the portress stood at the door. Ladies of quality generally give this woman the value of a crown or ten shillings and I did not forget that ceremony. The next room is a very large one paved with marble, and all round it raised two sofas of marble one above another. There were four fountains of cold water in this room, falling first into marble basins, and then running on the floor in little channels made for that purpose, which carried the streams into the next room, something less than this, with the same sort of marble sofas, but so hot with steams of sulphur proceeding from the baths joining to it, 'twas impossible to stay there with one's clothes on. The two other domes were the hot baths, one of which had faucets of cold water turning into it to temper it to what degree of warmth the bathers have a mind to...In short, 'tis the women's coffee house, where all the news of the town is told, scandal invented etc. They generally take this diversion once a week, and stay there at least four or five hours, without getting cold by immediately coming out of the hot bath into the cool room, which was very surprising to me.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Filibzade the Hammam Attendant: //'(Speaking to a group of travelers) I would make sure to take use of the grand hot springs here, you will find no equal bath between here and Istanbul!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) My grandfather told me of the days when this monastery was full of life before it was demolished after being the center of a local rebellion of Christians.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(Speaking to a confused pilgrim) I would avoid the bath here, no good can come from the gossip in those places!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Vučitrn">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Vučitrn">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Vučitrn">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Vučitrn]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Vučitrn">>
<<set _desc to "As your caravan comes out of the mountains and into rolling hills and an open landscape, you first push past the imposing old stone fortress of Mitrovica which guards the northern marches towards the Plain of Kosovo. A few hours past this landmark you reach the town of Vučitrn. The town contains some amenities that you and your traveling companions find useful, though it appears to be a town which has seen happier days. While walking through the marketplace you overhear other pilgrims discussing taking an extra stop at the tomb of the Ottoman Sultan Murad Hüdavendigâr who was martyred just a few hours from this spot on the Plain of Kosovo two centuries ago. You are intrigued by the prospect, though you have heard rumors that the tomb complex is in a state of disrepair.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi describes Vučitrn (Vuçitrin) in the following manner: \n\n //'(Vučitrn) has a madrasa (school), dervish lodges, primary schools, numerous inns. Near the courthouse is a dingy bathhouse. The bazaar is small with no market hall or imaret, but in every one of its homes travelers recieve abundant blessings. Prior to the campaign to conquer the Island of Crete (1645 CE), within this city there were 150 homes owned by the local notables and wealthy elite whose mansions were closed up, because of this, this city holds a hundred ruined buildings, but, hopefully, its prosperity will be restored, since it is situated on the broad and fertile Kosovo plain and it is blessed with a delightful climate. It is an isolated town, whose territory, at the foot of the Novoberda mountains, has many vineyards and gardens....the Klab River (Llap River) flows down from the wilderness. Its source at its beginning comes from Albania and then mixes at the foot of the aforementioned Mitrovica Castle with the Ibar River, from there with the (West) Morava River its mouth comes to the Danube River. The folk of this city are all of the Rumelian people (Rumi). Most of them do not speak Bosnian. For the most part, they converse in Albanian and Turkish. They wear broadcloth ggarments and frontier-style red calpacs with low crests of fur and sable...such is the fine dress of the Rumelians (Rumis).//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 0>>
<<set _water to 66>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of other sufi travelers) This town has certainly seen better days, I would not take water from here if I were you, better to wait until safer wells further along the road!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking to a friend) Stopping at the tomb of Murad Hüdavendigâr on the Plain of Kosovo will not add much time to our itinerary, it is just off the road on the way to Üsküb!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(Speaking to a group of pilgrims) The tomb of Sultan Murad Hüdavendigâr on the Plain of Kosovo is a sight to see! A truly beautiful tomb complex, though I have not visited it in many a year!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Üsküb">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Lipjan Han">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lipjan Han">>
<<set _time to 6>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Plain of Kosovo">>
<<set _time2 to 3>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Plain of Kosovo">>
<<set _time2 to 3>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Plain of Kosovo">>
<<set _time2 to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Lipjan Han]]
[[|Üsküb]]
[[|Plain of Kosovo]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Lipjan Han: In The Vicinity of Pristina">>
<<set _desc to "After a hard days travel across the Plain of Kosovo you reach the southern outskirts of the town of Pristina for a stay at the Lipjan Han (caravanserai). The caravanserai provides a welcome shelter from the elements as rain has muddied to roads and made for a miserable journey the past few days. Some of your fellow travelers head into the town of Pristina proper which is of a moderate size with a sizable Muslim population. Curiously, an old Sufi mentioned that locals believe the bathhouse, the Sultan Mehmed //Hamam//, here has been blessed by a saint and peasants come from miles around to have thier wounds miraculously cured! What a wonder!\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi wrote the following about the town of Pristina, which Lipjan Han sits near to writes that: \n\n //'The town is situated to the northeast of the plain of Kosovo. It has...2060 attractive one and two-story stonework houses with tiled roofs. They are all surrounded by extensive yards with vineyards and gardens. Among the more prominent buildings are the mansion of Alay-Beg and the courthouse...In the bazaar is the bathhouse of Sultan Mehmed the Conqueror. It has become a pilgrimage site, because a certain saint once performed a forty-day retreat in a cell to the right of this bathhouse and uttered the following prayer: 'My Lord, if anyone sick enters this cell, may he find a cure.' To this day, whoever is ill and visits it recovers from his ailment, by God's command. Also in the bazaar is the Old Bathhouse, the construction and atmosphere of which are salubrious and exhilarating.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 2>>
<<set _water to 45>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a group of travelers) Know that the Warden of the Fortress of Kaçanik, Koca Sinan, often demands payments from travelers through that town, so while the water there is good and there is a well-stocked imaret - so be aware that you may need to pay some absurd fee! However, you can always choose to ride right past it and on to Üsküb if you go with the necessary haste.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to another dervish) While I do not know the name of this sufi saint who blessed this healing hamam, I do feel refreshed after visiting it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to another friar) I plan to hasten my pace on to Üsküb so as to avoid stopping at the Fortress Kaçanik - I hear that the lord there as of late will often demand payments from travelers during their stay in that town.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Üsküb">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Üsküb">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kaçanik">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kaçanik]]
[[|Üsküb]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%------------ Bribe Event -------%/
/%-----------------------------------%/
<<if $temp.warden is 0>>
<<script>>
Dialog.setup("The Warden of Kaçanik");
Dialog.wiki(Story.get("The Warden of Kaçanik").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Fortress of Kaçanik">>
<<if $temp.wardenpay is 1>>
<<set _desc to "You arrive to the impressive fortress town of Kaçanik which is locally run by a certain Koca Sinan and his compatriots. After you paid your bribe, Koca Sinan welcomes you into his home and provides you with one of his men to protect you on your journey. He also tell you that you are welcome to all of the benefits of his little fortress town, including his personal well with fresh water, the small castle marketplace which Koca Sinan has had stocked with rare goods from across the empire, and the stabes. You thank him for his generosity, though you wish it had not come at a price. \n\n">>
<<elseif $temp.wardenpay is 0>>
<<set _desc to "After having refused to pay the castle warden's bribe, you are invited into the home of the local Imam, Feyzullah Efendi. He seems to be leading the local political resistance to Koca Sinan's excesses and gives you access to the //imaret// and the local sufi shrine. After spending the evening with the elderly Imam, he leaves you with a parting gift to aid you on your journey to Mecca - his copy of a guide for pilgrims, the //Futuh al-Harameyn//, you thank him for this precious manuscript and promise to take good care of it. It seems your faith in the kindness of stangers has been once again restored!\n\n">>
<<endif>>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi described his stay in Kaçanik during his travels through Kosovo. He writes that: \n\n //'From there we journeyed eastwards and arrived at the fortress of Kaçanik. The origin of this name is that some Albanian brigands once conducted a raid on the town of Skopje and then fled as far as this point where, expecting to find a halting-place, they were massacred instead. So it was called Kaçanlar ('Fugitives'), which became corrupted to Kaçanik. Later, (about 1594 CE), Sinan Pasha (who was of Albanian origin), the conqueror of Yemen, constructed a beautiful stonework fortress at the mouth of the gorge and on the banks of the Lepenac river. It is square in shape and 800 paces in circumference. One drawback is that it is situated in a valley and so has many higher points surrounding it. The castle has a warden, 50 garrison soldiers, two cannons and one gate. Inside are 40 to 50 houses to accommodate the soldiers, but no public buildings. Outside the walls there are another 100 houses, all with tiled roofs and gardens...There is one Bektashi tekke (dervish lodge), one primary school, one great han, situated at the foot of the cliff and one small bathhouse...The Lepenac river flows through Kaçanik, continues through these valleys, and is conducted via the Ghazi-Isa-Bay aqueduct to Üsküb (Skopje) where the water is distributed to the hans, bathhouses and medreses - a splendid public work!'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<if $temp.wardenpay is 1>>
<<set _market to 53>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 1>>
<<set _stables to 1>>
<<elseif $temp.wardenpay is 0>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 80>>
<<set _bath to 0>>
<<set _stables to 0>>
<<endif>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a group of travelers) I was surprised that Koca Sinan only asked for a small fee for his services, once I paid him - he was most generous and had a fine collection of wares from across the empire in the small castle market!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) I am sorry to inform you father, but I fear that our luck on our journey to Istanbul is getting worse, we could not pay that greedy man's fee and now the well we do have access too has worrysome looking water!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a local Bektashi Sufi) While I could not afford that cruel bribe that Koca Sinan demanded, at least it gave me an opportunity to meet the local Imam, Feyzullah Efendi, he showed great hospitality and gave me a wonderful gift!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Üsküb">>
<<set _time to 3>
<<elseif $player.speed is "medium">>
<<set _destination to "Üsküb">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Üsküb">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Üsküb]]
[[|The Warden of Kaçanik]]
<</nobr>><<nobr>>
<<set $player.uskubtravel to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Üsküb - Skopje">>
<<set _desc to "After a long journey your caravan reaches the large city of Üsküb (Skopje), a major center of trade and crossroads in the Southern Balkans. The road to the south heads to Manastır and on to Salonika (Selânik) where ships await travelers in the Aegean Sea. The main road from here cuts to the east and on to Kyustendil and Bulgaria as the road winds towards Istanbul. As you center the town you find a grand stone fortress, beautiful bathhouses (//hamam//), and a large thriving bazaar. You overhear that other pilgrims plan to visit the tomb (//türbe//) of Aşık Çelebi (1520-1572 CE), the famous Ottoman poet during reign of Sultan Selim II. He spent his final years in Üsküb and has a prominent tomb in the city that many visit and think of a few of his verses. \n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi describes Üsküb, modern day Skopje, in the following manner:\n\n //'(Describing Üsküb's Castle) Fortified building with double walls. Such art, refinement and built is not to be found in other cities. With it, the city is protected by seventy bastions and three gates on the southeastern side, and there are many guardians on the entrance. The gate and the walls are decorated with diverse weapons...\n\n The bazaar in Üsküb consists of 2,150 shops. There are big and small markets built of solid material and embellished with arches and domes. The most beautiful among them are those of cotton fabric merchants, the silk fabric merchants, the umbrella makers, the slipper makers, the paint sellers and small cap makers. These are big bazaars built according to a plan. Their alleyways are clean and cobbled. Each shop is adorned with hyacinths, violets, roses, winter roses, basil, lilacs and lilies in vases and flowerpots. Their smell simply intoxicates the visitors and merchants. There are educated and very honest people here. In the summer heat all of Üsküb Market resembles the cool places of Baghdad, because each of its bazaar is covered with shutters like those in Sarajevo and Aleppo.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 54>>
<<set _shrine to 3>>
<<set _water to 40>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to a group of merchants in hushed tones) Make sure to sell the Mother of Pearl Writing Box for 150 akçe, these foolish pilgrims do not know the true price is much cheaper!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I was surprised to find Opanak Leather Shoes for only 35 akçe! I am sure we will make a good profit for it in the markets of Istanbul.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of Bektashi Sufis) I would advise you to pay a visit to the tomb of Aşık Çelebi - it is a peaceful place, I take heart in the poetic verse carved on the tomb, 'Aşık sefer eyledi cihandan' (The lover made a journey from the world) which works out as a chronogram to the year of his death, 979 Hijri (1572 CE).'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kyustendil">>
<<set _time to 21>>
<<elseif $player.speed is "medium">>
<<set _destination to "Çavuş Kev’ası">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Çavuş Kev’ası">>
<<set _time to 10>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Köprülü">>
<<set _time2 to 6>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Köprülü">>
<<set _time2 to 8>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Köprülü">>
<<set _time2 to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Çavuş Kev’ası]]
[[|Köprülü]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Çavuş Kev’ası: Kratovo">>
<<set _desc to "Traveling overland across the mountainous terrain of Northern Macedonia you arrive to the wealthy mining town of Kratovo, referred to by some travelers as Çavuş Kev’ası. The town is famous around the empire as one of the locations of the old mint of the Ottoman treasury, though now not in use at this time. However, a local tells you that they still have seven mines active that send silver and copper to other imperial mints which makes this place one of the wealthier towns you have come across.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi describes the Ironworks of Samokov and its products, a major smelting center not far from Kratovo which may have been the destination for some of the ore mined here. He describes the items smelted in Samokov in the following manner: \n\n //'Among the noteworthy products (of Samokov) are highly-wrought iron lanterns with cages; tinned iron trays with hinges for serving food – fine objects that can even be taken on ampaign; all kinds of locks; horse-baggage clamps; iron wolfand lion-traps; coffee mills in small iron boxes – they can also be used in a pinch to grind flour; and nails of various types – fireng, lofça, zağra, ortasayış, yüleme, miyane, tahta – that are exported from Samakov to all countries of the world.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her sister) The water here is at least fresher than in Üsküb, it might be good to try and fill our water casks here.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to another dervish) There is a small shrine on the road ahead in Kyustendil which is only worth a visit if you have the time.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Maho the Timariot: //'(Speaking to another soldier) With harvests less fruitful this year, I fear that some Timar Holders might leave their posts and rob travelers on the road to make up the difference, make sure to be on your guard.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kyustendil">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kyustendil">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Eğri Dere Palankası">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Eğri Dere Palankası]]
[[|Kyustendil]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Palanka of Eğri Dere">>
<<set _desc to "Following a well used road that cuts through the rough terrain of Northern Macedonia you reach Eğri Dere Palankası, which means 'the Curved Valley's //Palanka//' (a type of wooden fortress). You learn from a few local villagers that this place was founded in 1043 Hijri (1633 CE), when the Vizier Bayram Pasha established the wooden fort here to protect the road between Üsküb and Sofya. The lush river valley here is under the constant watch of the small fortress which has helped the village grow as a safe waystation for all caravans passing through the region.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi wrote the following about Eğri Dere Palankası when he passed through the town: \n\n //'There is a gate that opens to the southeast. It has an arsenal, a grain storehouse, ten royal cannons, 200 soldiers, a commander (dizdar) for the small castle. The city gate and the ramparts were very high. There were 50 houses in the fortress, a mosque and a dome for janissary music (mehterhane). Every night right after the watch, their zealous leader utters the Muhamedi tune...in the rural vicinity (of the village) there were about 800 houses, a mosque, a grand wooden caravanserai, and a small hammam (bathouse)... Every night one saw around every hearth a metal tray of some meal and to every person each one had their bread...from the supplies of the Waqf (pious endowment) and together (the endowment) provided abundent blessings for Muslim and non-Muslim alike. (In the town) there were enough shops, especially handicrafts, in which metal objects (nails, etc.) were made. There were also master craftsmen and iron ore workshops...'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) The water here from the stream is quite clean as if come down from the mountain, no wonder the Sultan built this large wooden caravanserai along its banks!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to another dervish) There is a small shrine on the road ahead in Kyustendil, though I would only plan to visit it if you need a respite from the stresses of the journey.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking to another traveler) The imaret here is a grand example of the benevolence of our glorious empire, what other domain can you find such services along the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kyustendil">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kyustendil">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kyustendil">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kyustendil]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Kyustendil">>
<<set _desc to "Traversing through the mountain passes of the snowcapped Osogovo Mountains and traveling in sight of the high peak of Mount Ruen you reach the town of Kyustendil which sits in the foothills beneath the mountains. A local guide tells you that the town is famed for its numorous hot springs which have been fashioned into thermal baths and //hamams// by the Ottoman governors of the //sanjak// (province). You plan to jump at the chance to partake in the hot springs to rejuvenate your spirit after the hard mountain roads.\n\n">>
<<set _hist to "A nineteenth-century English traveler, James Baker, through Bulgaria described his experience traveling through the mountains of Bulgaria in the following manner:\n\n //'The governor endeavoured to persuade me to take a guard, as the pass through which we should have to travel was infested with brigands, who seem to drive a busy trade in these mountain regions. I, however, refused his civil offer, not wishing it to be supposed that I was worth robbing, and therefore contented myself with the usual zaptiye (local officer) as a guide, but I engaged another to accompany the baggage, which was sent on ahead. The scenery here is very pretty, the pasture hills are beautifully wooded in patches here and there, and command a view of the rich plain below. I heard that there were red and roe deer to be seen, and plenty of chamois on the higher mountains, besides bears, but all accounts agreed in Rila Monastery being the best district for such game and I therefore determined to be patient...We now descended into a long grassy valley with mountains on our right and wooded hills on our left, and descended gradually down a steppe country until we reached a beautiful plain of rich meadow - land, well irrigated, and with haystacks such as might be seen in England. Several Bulgarian and Turkish villages were passed...'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 1>>
<<set _water to 20>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to a group of merchants in hushed tones) Make sure to sell Traditional Folk Jackets for 80 akçe, these foolish European merchants do not know the true price is much cheaper!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I was surprised to find a Keval Flute for only 40 akçe! I am sure we will make a good profit for it in the markets of Edirne.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Filibzade the Hammam Attendant: //'(Speaking to a group of travelers) I would make sure to take use of the grand hot springs here, you will find no equal hot springs in the mountains of Bulgaria!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dupnitsa">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dupnitsa">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dupnitsa">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Dupnitsa]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%------------ Witch Event -------%/
/%-----------------------------------%/
<<if $temp.witch is 0>>
<<script>>
Dialog.setup("The Bulgarian Witch");
Dialog.wiki(Story.get("The Bulgarian Witch").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Crossroads of Dupnitsa">>
<<set _desc to "Your caravan arrives to the small village of Dupnitsa which sits at the crossroads of major roads coming from both Macedonia to the west and Sofya to the north, all converging on this small town as the road heads east to Filibe (Plovdiv) and on to Istanbul. Looming above the town is the snow-capped Rila Mountain, the highest peak in Southeastern Europe which has been a landmark on your horizon for days. In the village, you encounter a small janissary garrison which guards the road and a small peaceful Bektashi sufi dervish lodge (//tekke//) which sits besides a local tomb. You take stock of your supplies for the night and prepare for the road ahead. Your guide tells you that many choose to stop at the Samokov Ironworks before heading to Filibe past the Kır Derbent Pass but if you choose to travel with haste you may miss it.\n\n">>
<<set _hist to "The nineteenth-century British traveler, George Keppel, described a portion of his own journey through the Balkan mountain range and Bulgaria in the following manner:\n\n //'We left Papasli at half-past eight in the morning, chilly and uncomfortable, from being obliged to resume our wet clothes. Luckily for us, the wind came suddenly round from the northward, and we had a fine bracing breeze in exchange for the miserable weather of yesterday. The road leads over a country covered with brushwood, consisting of an open plain, with the occasional intervention of a gradually sloping hill...We now descended into a large plain, which extends to the Balkan (Mountains). In the middle of this, a wolf skulked across my path. I followed him to some little distance, and observed him make a dead halt on the outskirts of a flock of sheep. We now came to a thick tenacious soil, which the late rains had rendered heavy for carriages, and filled with large holes. I had reason to congratulate myself on not having followed my first intention of hiring a wheeled conveyance for this journey...The general characteristic of Rumelian scenery appears to be, that the courses of rivers are marked by the tall and well-grown trees which grow on their banks; while in the unwatered plains, and upon the hills, the wood is always stunted...The sun meanwhile rose with peculiar majesty, and for some time threw a tint of deep red upon the mountains, similar to the painted representations of the effect produced on the surrounding scenery by an eruption of Mount Vesuvius...We traversed its side, which was covered with vineyards from the summit to the base.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 1>>
<<set _water to 33>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her sister) The water in this valley is not of the highest quality as I would expect, perhaps we should wait to resupply our casks!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking another traveler) The road from Belgrade and Sofya comes into this small village, no wonder there are so many more travelers on the road here compared to the open roads near Kyustendil.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of Bektashi Sufis) The local Bektashi tekke here has a few peaceful tombs near to it, it might be a useful place to stop and take a break from the road.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kır Derbent">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Samokov">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Samokov">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Samokov]]
[[|Kır Derbent]]
[[|The Bulgarian Witch]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Ironworks of Samokov">>
<<set _desc to "Your caravan arrives to the major town of Samokov with its famed ironworks which produces much needed iron tools and materials for the whole empire. You find the Bayrakli Mosque in the town which provides a quiet place for you and your fellow travelers to rest from your journey. You also notice that a new monumental fountain (//sebil//) in the center of town which many pilgrims utilize to fill their water casks which have been emptied over the past few days through the mountains. Some local Orthodox Christian pilgrims plan to take the hard road and detour through the mountains to stop at Rila Monastery, which you hear draws in Christian pilgrims from all around.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi describes the ironworks in Samokov in the following manner: \n\n //'There are a total of 110 iron works in the city of Samokov and in the surrounding districts. In this region samakov has become a generic term for ‘iron works’. The huge fires in the forges are fanned by bellows operated by water mills; even ten men would be unable to operate one of them. The iron anvils are as big as the belly of an elephant. The red-hot iron emerges from the fire, glowing like Yemeni carnelian, and master ironsmiths place it on an anvil. The hammers used to beat it are operated by water wheels, each hammer being the size of a waterbuffalo head, causing the ground to quake. Two smiths work at one anvil. They keep the iron, which may weigh one or two quintals, moving back and forth beneath the blows of the hammers until it stretches out into a rod. They stop the hammers by stopping the water wheel. \n\n This operation goes on day and night. It is a kind of ironmongery that even David, son of Solomon, patron saint of ironsmiths, never accomplished. Few travelers have ever seen this and, as the verse has it, \n\n How can hearing measure up
to seeing? \n\n It is hard to imagine unless you have seen it with your own eyes. The same is true for forging cannons in the Istanbul gun foundry; casting cannon-balls in Danzig; forging the iron Tatar kettles in the village of Çüyençi in the Crimea; and forging iron here in Samokov – it is a craft of white demons rather than of human beings. Anyone who sees it is dumbstruck. Every year 8,000 carts of iron go from this Samokov to the entrepôts of Salonica and Varna, from where it is shipped to all parts of the Ottoman Empire, and the ironsmiths in every city use it to fashion things as they wish.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 55>>
<<set _shrine to 1>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) If I were you, I would take the hard road to Rila Monastery and you might find some inspiration there!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I think that 15 akçe for this Box of Ortasayış Iron Nails was a fair deal, I guess we will find out when I make it to the bazaar in Istanbul!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(Speaking to a group of pilgrims) I would not bother going to the market here, just a bunch of old nails and pans!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kır Derbent">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kır Derbent">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kır Derbent">>
<<set _time to 5>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Rila Monastery">>
<<set _time2 to 14>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Rila Monastery">>
<<set _time2 to 15>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Rila Monastery">>
<<set _time2 to 16>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kır Derbent]]
[[|Rila Monastery]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Kır Derbent: Trajan's Gate">>
<<if $temp.witchpay is 0>>
<<set _desc to "Your caravan arrives to Kır Derbent, a narrow mountain pass which cuts through the Balkan Mountains and is the only road one can take to make it to Filibe on the otherside of the mountains. You camp near an old ruined gate and fortress which some say was built by the Romans centuries ago. You start a small fire in this desolate mountain pass and prepare for your journey ahead.\n\n">>
<<elseif $temp.witchpay is 1>>
<<set _desc to "Your caravan arrives to Kır Derbent, a narrow mountain pass which cuts through the Balkan Mountains and is the only road one can take to make it to Filibe on the otherside of the mountains. You camp near an old ruined gate and fortress which some say was built by the Romans centuries ago. You start a small fire in this desolate mountain pass and prepare for your journey ahead. As you sit at your camp, the local villager, Bogdan, who you helped earlier comes to thank you for your help! He says he is traveling to Filibe to see his uncle and to tell him of the good news about the end of the witch's spell. Still unsure if you believe him, he says that he wants to return the favor with some advice. He tells you that there is a fresh spring with the cleanest water down a small trail in the nearby hills, he says he will take you to it, since most caravans that stop here are unable to find it! You thank him for his help and can not help but wonder what happened in that village days ago!\n\n">>
<<endif>>
<<set _hist to "Kır Derbent is the name that the Ottomans gave this strategic mountain pass, though today it is known as Trajan's Gate, built by the Roman Emperor Trajan and later the site of a major battle between the Byzantine Empire and the Bulgarians in 986CE. The sixteenth-century Habsburg diplomat, Ogier Ghiselin de Busbecq, describes his journey through Kır Derbent on his way to Filibe (Plovdiv/Philippopolis) in the following manner:\n\n //'Before descending into the plain in which Philippopolis (Filibe) lies, one has to traverse the pass over a very rough mountain-ridge, called by the Turks 'Kapi Derbent,' that is, 'the Narrow Gate.' In the plain one soon reaches the River Hebrus (Maritsa), which rises not far off in the Rhodopean mountains, the summit of which, covered with deep snow, was visible before we had traversed the pass.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<if $temp.witchpay is 0>>
<<set _water to -1>>
<<elseif $temp.witchpay is 1>>
<<set _water to 0>>
<<endif>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) I am sorry to say that there is no well here for water that I can find, it looks like we will need to wait until the next waystation!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking another traveler) I hear Filibe is a wonderful town which sits along the Maritsa River, I wish we were a little bit further along the road so I could have some rest there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) While many travelers will rush on to Filibe, those smart merchants who take their time on the road, will make sure to stop at Tatar Pazarcık, where one is to find great prices, although without much variety.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Filibe">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Filibe">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Tatar Pazarcık">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Tatar Pazarcık]]
[[|Filibe]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Tatar Pazarcık">>
<<set _desc to "You and your fellow traveling companions arrive to the small town of Tatar Pazarcık which sits along the pleasant Maritsa River. Here, local pastoralists and Tatar tribesmen have set up a marketplace along the imperial road to Filibe. The town has grown in size due to its favorable location and several large mosques have been constructed along with an //imaret// for passing travelers along the imperial road. A traveling merchant tells you that one can find good bargains in the market here and it is worth a visit for you and your companions.\n\n">>
<<set _hist to "The nineteenth-century British traveler, George Keppel, described a portion of his own journey alongside the Maritsa River in the following manner:\n\n //'The Maritza (Maritsa) is seen for nearly fifteen miles winding through a long and fertile plain; and its course is distinguished by the magnificent trees which grow upon its banks. the town itself, of which a full panorama lies before us, has a peculiarly agreeable effect from being thickly studded with trees, which contrst beautifully with mosques, minarets, and various colors of the habitations.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 56>>
<<set _shrine to 1>>
<<set _water to 15>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) The water from the Maritsa River here is of the best quality, we should definately fill our casks here before reaching Filibe!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking another traveler) The road is a bit safer south of Filibe and on to Edirne, though you may find other troubles on the roads!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I was amazed to find such good prices in the market here at Tatar Pazarcık, we will surely even make a profit in nearby Filibe!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Filibe">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Filibe">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Filibe">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Filibe]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Filibe">>
<<set _desc to "Traveling along the Maritsa River and the rolling hills that surround it, you reach the major town of Filibe (Plovdiv or Philippopolis). The fourishing town is a welcome sight and you can tell it is a major entrepôt given the number of merchant caravans snaking in and out of the town. From here the landscape opens up as the road turns south and east towards the grand imperial city of Edirne and then Istanbul. You find the market here full of merchants and travelers from all across the empire, including Sephardic Jewish, Greek, and Armenian merchant communities. You are able to tell from their signature lead domes and rising steam that Filibe has several quality baths (//hamam//) near to the caravanserai your party has chosen to stay the night in. As you wander the streets of Filibe you are impressed by the number of large old mosques here which support the sizable Muslim community here; including the Hüdavendigâr Mosque in its older squared design and the Shahbeddin Imaret Mosque which holds the tomb of Lala Şahin Pasha, the famous first //Beylerbey// (governor-general) of Rumelia and tutor (//Lala//) of Sultan Murad Hüdavendigâr.\n\n">>
<<set _hist to "The sixteenth-century Habsburg diplomat, Ogier Ghiselin de Busbecq, describes his journey through Filibe (modern Plovdiv and ancient Philippopolis) in the following manner:\n\n //'Philippopolis (Filibe) is situated on one of three hills, which lie apart from the rest of the mountains and look as if they had been torn away from them. While we were there we saw rice growing like wheat on wet, marshy ground. The whole plain is studded with tumuli (ancient burial mounts, barrows), which according to the Turkish account, are artificial, and were set up to commemorate the many battles which they say were fought in this region and mark the tombs of these who fell in the frey.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 50>>
<<set _shrine to 2>>
<<set _water to 50>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to a merchant from Dubrovnik) I plan to take the slowest road so that I can stop in at the grand Uzunca Ova Fair the largest market fair in Rumelia and just a days journey beyond Yeni Mahalle. Though I hear most of the caravans here plan to pass by it in a rush to get to Edirne to see the Sultan when he returns from his hunting trip.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'I love selling Brocade Fabric to all these merchants from distant lands in a place like Filibe, they seem to not realize that 72 akçe, is far too high of a price so such a common thing! (laughs with other merchants)'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I purchased many Beeswax Candles for 30 akçe apiece, I now fear that I may have paid too much for these!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Edirne">>
<<set _time to 23>>
<<elseif $player.speed is "medium">>
<<set _destination to "Yeni Mahalle">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Yeni Mahalle">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Yeni Mahalle]]
[[|Edirne]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Yeni Mahalle">>
<<set _desc to "Your journey takes you south along the Maritsa River to the small village of Yeni Mahalle which some locals have taken to calling Papaslı. The small village has a local market which only sells a few useful goods and sits along the main road between Filibe and Edirne. Notably, it has a good supply of water for passersby, being drawn from the wandering Maritsa River.\n\n">>
<<set _hist to "The early eighteenth-century English traveler and wife of an English Diplomat, Lady Mary Wortley Montagu, writes a letter to a friend with the following story about her guards as she traveled outside of Filibe. Keep in mind that she writes about the Ottomans from an orientalist and English perspective:\n\n //'Your ladyship may easily imagine that we drew a vast crowd of spectators, but all silent as death. If any of them had taken the liberties of our mob upon any strange sight our Janissaries had made no scruple of falling on them with their scimitars, without danger for so doing, being above the law. Yet these people have some good qualities; they are very zealous and faithful where they serve, and look upon it as their business to fight for you on all occasions, of which I had a very pleasant instance in a village on this side Philippopolis (Filibe), where we were met by our domestic guard. I happened to bespeak pigeons for my supper, upon which one of my Janissaries went immediately to the Kadi (the chief civil officer of the town) and ordered him to send in some dozens. The poor man answered that he had already sent about but could get none. My janissary, in the height of his zeal for my service immediately locked him up prisoner in his room, telling him he deserved death for his impudence in offering to excuse his not obeying my command but out of respect to me he would not punish him but by my order and accordingly came very gravely to me to ask what should be done to him adding, by way of compliment, that if I pleased he would bring me his head. This may give some idea of the unlimited power of these fellows, who are all sworn brothers, and bound to revenge the injuries done to one another, whether at Cairo, Aleppo or any part of the world and this inviolable league makes them so powerful the greatest man at court never speaks to them but in a flattering tone, and in Asia any man that is rich is forced to enrol himself a janissary to secure his estate.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her sister) The Maritsa River is quite clean and fresh here, it would be wise to fill up our water casks here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a friend) If you choose to spend some extra time in Edirne, you might just catch the hunting party of our glorious Sultan, Mehmed IV, it is said that he welcomes taking public petitions when he is encampled near his palace in Edirne!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(Speaking to a Local Christian) I hear that if you wish to be honored by the glory of Islam (convert) that the Sultan Mehmed IV will grant you great gifts and a title if you convert in his presence. I hear he is out with his hunting party near Edirne at the moment, so you may run into his hunting party on the road.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Edirne">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mustafa Pasha Bridge">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Uzunca Ova">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Uzunca Ova]]
[[|Mustafa Pasha Bridge]]
<</nobr>><<nobr>>
<<set $player.merchantmarket to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Uzunca Ova Fair and Caravanserai">>
<<set _desc to "Your caravan follows the road to the south from Yeni Mahalle and leaves the banks of the Maritsa River and moves into the open plain of southern Bulgaria. Over the vast plain you see a large impressive stone caravanserai, a domed Mosque and minaret, and a collection of tents stretching along the horizon. As you approach closer you begin to see that the tents are full of wares and goods from across the empire. It seems that you have arrived in time for the Uzunca Ova Fair, the largest of the market fairs in all of Rumelia. Local merchants tell you that this halfway point between Edirne and Filibe on the imperial road provides for an excellent setting for a fair that draws in thousands. While there is no set source of water here on this plain, many of the merchants make sure to bring in water to supply themselves for the duration of the fair.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi described his experience in Uzunca Ova (modern day Uzundzhovo) with the following passage:\n\n //'Later we passed the town of Harmanli and after 5 hours we arrived in the town of Uzunca Ova, in the middle of a wide field within the Chirmen district's territory. There was one large, fortress-like caravanserai, similar to what can only be that seraglio in Tatar Pazarcık, built by Maktul Ibrahim Pasha. Based on its sturdiness this distinguished building is perhaps stronger than the one in Pazardzhik. There are 80 hearths, cozy inside and outside, with a large courtyard – this is one imposing caravanserai. The town has one mosque, some small inns, a busy market with two iron doors, resembling fortress doors, as everything is covered with bluish lead. There are also about a hundred squalid houses, but there is no water'// \n\n An 1874 Bulgarian newspaper (//Vek//) describes the fair as follows:\n\n //'The Uzundzhovo (Uzunca Ova) Fair, however, as we said earlier, has a particular importance. It gathers our merchants from almost all lands where Bulgarians live. With the exception of a small part of northern and western Bulgaria, it meets our resident with the one of Varna, the citizen of Rousse with the one of Macedonia, the resident of Plovdiv with the resident of Tarnovo.\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 57>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I was amazed to find such rare goods here at the Uzunca Ova Fair! I never thought I would find Egyptian Theriac here in Rumelia!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a friend in the market) I hear the Sultan is hunting with his imperial falcons near Edirne at the moment. What a wonderful thing it would be to have a falcon on hand - in case one ran out of food and needed to hunt in the wilderness!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Yunus the Boastful Merchant: //'One would be wise to buy Bulgarian Misket Wine here, I am sure you could sell it for 70 akçe to some of these inexperienced travelers! (laughs with other merchants)'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Edirne">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mustafa Pasha Bridge">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mustafa Pasha Bridge">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Mustafa Pasha Bridge]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Mustafa Pasha Bridge">>
<<set _desc to "The road finally brings you to the famed Mustafa Pasha Bridge which crosses the Maritsa River with its 21 stone arches. You are told by a local that the bridge was constructed during the age of Suleiman the Magnificent and that the vizier Çoban Mustafa Pasha who ordered its construction made sure to also endow a mosque, caravanserai, bathhouse (//hamam//), and a small market on the east bank of the river. The long stone bridge is an impressive sight and brings you a sense of pride that such an grand structure helps to facilitate the journey of you and your fellow travelers!\n\n">>
<<set _hist to "The Mustafa Pasha Bridge was an important landmark on the road from Edirne into the Balkans, however, the seventeenth-century Bosnian hajj itinerary of Yusuf Rumi does not mention the stop and instead stops at a place called 'Heyca,' meaning 'battle,' this is perhaps was another term for the stop at the Mustafa Pasha Bridge or the name of some other encampment between Uzunca Ova and Edirne. The seventeenth-century English traveler Peter Mundy described the Mustafa Pasha bridge in the following passage:\n\n //'From Adrianople (Edirne) wee came to Mustafa Pasha Bridge (15 miles)...Of this bridge it is thus reported for certain, That Sultan Suleiman the Magnificent having wars with Hungary, at his coming this way, saw the bridge, and demanded who caused it to be built, the afore named Mustafa Pasha presented himself, saying he did it. The King (Sultan) then prayed him to bestow it on him, where unto he replyed that, in regard he had built it for the good of his soul, it could not be given away. The King (Sultan), being discontented with this answer, would not pass over the bridge at all, but sought a ford a little above the said bridge with his horses and followers; wherein passing over there was drowned two of his owne pages among the rest. So that it is a Custom to this day, when any vizier or pasha hath occasion to pass this way on warfare, he goes not over the bridge, but where the King (Sultan) did pass. The rest of the army goes over the bridge'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her sister) The water here is quite clean along the banks of the Maritsa, I would make sure to fill your water cask here if I were you!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a friend) You might might have to wait a few extra days in Edirne if you want to meet with the Sultan. I heard his hunting party is delayed and you will have to wait for his arrival!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Patrona the Hamam Attendant: //'(Speaking to a pilgrim) While the bathhouse (hamam) here certainly requires some work, it is worth a visit if you are in need of some rest from the hard road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Edirne">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Edirne">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Edirne">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Edirne]]
<</nobr>><<nobr>>
<<set $player.start3 to 1>>
<<set $player.edirnetravel to 1>>
/%-----------------------------------%/
/%------------ Hunt Event -------%/
/%-----------------------------------%/
<<if $temp.imperialhunt is 0>>
<<script>>
Dialog.setup("The Imperial Hunt");
Dialog.wiki(Story.get("The Imperial Hunt").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.imperialfalcon is 1>>
<<script>>
Dialog.setup("The White Gyrfalcon");
Dialog.wiki(Story.get("The White Gyrfalcon").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $temp.edirnetime is 0>>
<<set $player.time to $player.time+24>>
<<set $temp.edirnetime to 1>>
<<endif>>
<<set _title to "The City of Edirne">>
<<set _desc to "You and your traveling companions have finally made it to the grand city of Edirne - home of hunting palace of the Ottoman sultans, the towering Selimiye Mosque, and well-stocked markets ready to provide anything the sultan's court would desire. In the rolling surrounding countryside you see the Maritsa River and palatial gardens where the local elite read poetry, play music, and enjoy bucolic scenery. As you organize your belongings in the stately Rüstem Pasha Caravanserai, you decide along with your fellow travelers to stay an extra day in Edirne to rest and recover before the final stretch to Istanbul where you will join the official Ottoman caravan to Mecca.\n\n">>
<<set _hist to "The seventeenth-century English traveler Peter Mundy described the imperial city of Edirne (ancient Adrianople), which was considered the second Ottoman capital and home to the hunting palace of the Ottoman sultans (//Saray-ı Cedid-i Amire//). Peter Mundy wrote the following about his experience there:\n\n //'The 12th. May, 1620. \n\n We came to, and passed through the City of Adrianople (Edirne)... where, on the other side of it, in a very fair large green just before the Grand Signior's (sultan's) palace, we pitched (our tents); but there succeeded such a terrible shower of rain with thunder and lightning, that we were forced to seek a better harbor, which was proffered (offered to) us, being a great house to lodge the Gran Signiors (baggage) train and horses, when he cometh thither, which is very seldom. Here is also a fresh water river and a bridge.'// \n\n The mid-eigtheenth-century English travel account of Richard Pococke also describes Edirne in this passage: \n\n //'Adrianople (Edirne) is very delightfully situated, in a beautiful plain, watered by three rivers; the shops, which are well built and furnished, and the Hans (caravanserais) are within the city walls, but most of the people live on the height over the old city...This is one of the four royal cities in which the Grand Signiors (sultans) have made their residence; the seraglio (palace) is to the west of the town...it is built on a fine plain spot, and there is a large meadow towards the river planted with trees; besides the principal building for the Grand Signior (sultan), which did not seem to be very large, there are many little houses in the gardens for the ladies, and in other parts for the great officers; and as they are low, it has the appearance of a Carthusian cloister...On the hill to the west of the seraglio (palace) there is a large summer-house which belongs to the Grand Signior (sultan), from which there is a fine prospect of the city, and all the country round.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 64>>
<<set _shrine to 3>>
<<set _water to 40>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ali Reis: //'(Speaking to a young traveler) Know that if you plan to take a ship from the port Üsküdar while leaving Istanbul, you will need to find a sailor to help protect you at sea from pirates and crusaders!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'(Rambling to himself) Why won't anyone believe me, I saw it with my own eyes! A brigand tired to kill my brother but his talismanic shirt which he found at the Hacıbektaş Shrine in the heart of Anatolia saved his life!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Maho the Timariot: //'(Speaking to a group of soldiers) I was honered to be given a hunting falcon as a gift from the sultan after I caught him when he fell from his horse hunting! I don't know if I should sell it for a grand price or keep it in case I need it to hunt when I am in need on the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Çorlu">>
<<set _time to 20>>
<<elseif $player.speed is "medium">>
<<set _destination to "Havsa">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Havsa">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Havsa]]
[[|Çorlu]]
[[|The Imperial Hunt]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Havsa">>
<<set _desc to "Your caravan arrives to the village of Havsa, just south from Edirne on the road to Istanbul. The rolling countryside is covered by gardens and flowers as far as the eyes can see. You set up camp for the night in this beautiful agrarian landscape and prepare for the day ahead.\n\n">>
<<set _hist to "The early eighteenth-century English traveler and wife of an English Diplomat, Lady Mary Wortley Montagu, writes a letter to a friend describing the leisure and garden culture of the Ottoman Empire while she is staying near Edirne along the Martisa River. Her letter reads:\n\n //'I am at this present moment writing in a house situated on the banks of the Hebrus (Maritsa River), which runs under my chamber window. My garden is full of tall cypress trees upon the branches of which several couple of true turtles are saying soft things to one another from morning till night. How naturally do boughs and vows come into my head at this minute! And must not you confess, to my praise, that 'tis more than an ordinary discretion that can resist the wicked suggestions of poetry in a place where truth for once furnishes all the ideas of pastoral? The summer is already far advanced in this part of the world and for some miles round Adrianople (Edirne) the whole ground is laid out in gardens, and the banks of the rivers set with rows of fruit tress, under which all the most considerable Turks divert themselves every evening, not with walking, that is not one of their pleasures, but a set party of them choose out a green spot where the shade is very thick and there they spread a carpet on which they sit drinking their coffee and generally attended by some slave with a fine voice, or that plays on some instrument. Every twenty paces you may see one of these little companies listening to the dashing of the river, and this taste is so universal that the very gardeners are not without it.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking her sister) The water here is of good quality in this country, it must be all the tulips and hyacinths that abound!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ioannis the Elderly Greek Peasant: //'(Lecturing a Young Traveler) I do not know why anyone would want to go to Babaeski, only the slowest caravans go there and my greedy brother Giannis works in the market there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Maho the Timariot: //'(Speaking to a group of soldiers) The road to Istanbul should be safe from here on, but you should still keep your guard up, I guess you never know these days!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Çorlu">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Burgaz">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Babaeski">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Babaeski]]
[[|Burgaz]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Babaeski">>
<<set _desc to "After traveling through the lush landscape of Thrace and its abundance of flowers, you reach the village of Babaeski. The village has a small market, a fine stone bridge which crosses the local creek, and the Cedid Ali Pasha Mosque which you are told was designed by the famed architect of Sultan Suleiman's reign, Mimar Sinan. As you set up your belongings to prepare for the night, you are told that the tomb of Bolca Nine (Grandma of Abundance) is nearby. You have heard many a folk story from locals about her here in the lush landscape of Thrace. She was said to have bestowed blessings on any travelers who passed by her home during the age of Sultan Mehmed (15th century), and that she even blessed the sultan himself. You wonder if she would do the same for you?\n\n">>
<<set _hist to "The sixteenth-century Habsburg diplomat, Ogier Ghiselin de Busbecq, describes his journey through in the countryside around Edirne on his way to Istanbul with the following passage:\n\n //'We stayed one day in Adrianople (Edirne) and then set out on the last stage of our journey to Constantiniple (Istanbul), which was not close at hand. As we passed through this district we everywhere came across quantities of flowers - narcissi, hyacinths, and tulipians (tulips), as the Turks call them. We were surprised to find them flowering in mid-winter, scarcely a favorable season...The tulip has little or no scent, but is admired for its beauty and the variety of its colors. The Turks are very fond of flowers, and, though they are otherwise anything but extravagant, they do not hesitate to pay several aspres (coins) for a fine blossom. These flowers, although they were gifts, cost me a good deal; for I had always to pay several aspres (coins) in return for them.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 2>>
<<set _water to 5>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking her father) The stream that runs through the village is quite clean, we should definately fill up our casks here before we reach the dirty water of the sprawling capital of Istanbul!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Giannis the Elderly Greek Local Merchant: //'(Speaking to a Young Visitor) I think you should buy some Bushel of Wheat here for 17 akçe apiece, you surely wont find a better deal elsewhere!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I would recommend you visit the small tomb of Bolca Nine which is just outside of the village - she was a famed an old grandmother who blessed those travelers, pilgrims, and soldiers who passed by during the days of Sultan Mehmed the Conqueror!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Çorlu">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Burgaz">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Burgaz">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Burgaz]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Burgaz">>
<<set _desc to "Seeing a grand stone bridge and the signature lead domes of a mosque complex on the horizon, rising out of the surrounding countryside, you know that you have arrived to your next waystation on the way to Istanbul. You and your traveling companions have arrived to the town of Burgaz (Lüleburgaz). The town hosts the impressive Sokollu Mehmed Pasha mosque and caravanserai, the square brick tomb of the sufi Zindan Baba, and a sturdy stone bridge whichs spans the local stream here. The local legend says that Zincan Baba was Gazi Evranos Bey's flag bearer during the early days of the Ottoman Empire. Some others also say that when the famed Grand Vizier Sokollu Mehmed Pasha (1505-1579CE) was politically forced to execute his son, Kasim Pasha, in Burgaz, that he had his son buried here in this old tomb near to the mosque he built.\n\n">>
<<set _hist to "The seventeenth-century English traveler Peter Mundy wrote a brief entry about the village of Burgaz in the following passage:\n\n //'The 10th. May, 1620. Passing by Karistran (15 miles), we came to a town named Burgaz (15 miles), having a pretty fresh water river with a stone bridge by which we pitched (our tents).'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 2>>
<<set _water to 5>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking her father) The stream that runs through the town is quite clean, we should definately fill up our casks here before we reach the dirty water of the sprawling capital of Istanbul!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Giannis the Elderly Greek Local Merchant: //'(Speaking to a Young Visitor) I do not think you should buy some Bushel of Wheat here for 17 akçe apiece, these merchants take advantage of poor travelers every day now'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I would recommend you visit the small tomb of Zincan Baba in the center of town, a worthy respite from the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Çorlu">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Çorlu">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Çorlu">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Çorlu]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Çorlu">>
<<set _desc to "You arrive over a dusty road crowded with merchant caravans leaving the city of Istanbul which is only a few waystations ahead. You settle into your quarters for the evening in one of the caravanserais located in this bustling market town.\n\n">>
<<set _hist to "The early eighteenth-century English traveler and wife of an English Diplomat, Lady Mary Wortley Montagu, writes a letter to a friend describing her journey between Istanbul and Edirne. She writes that:\n\n //'I will not trouble you with the names of the villages we passed in which there was nothing remarkable, but at Çorlu we were lodged in a konak (estate) or little seraglio (palace), built for the use of the Grand Signor (sultan) when he goes this road. I had the curiosity to view all the apartments destined for the ladies of his court. They were in the midst of a thick grove of trees made fresh by fountains, but I was surprised to see the walls almost covered with little distiches (couplets) of Turkish verse writ with pencils. I made my interpreter explain them to me and I found several of them very well turned, though I easily believed him that they lost much of their beauty in the translation. One runs literally thus in English: \n\n We come into this world, we lodge, and we depart; \n He never goes that's lodged within my heart. \n\n The rest of our journey was through fine painted meadows by the side of the sea of Marmora, the ancient Propontis.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 3>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European traveler) I would make sure to visit the Grand Bazaar in Istanbul, I hear there are some unique valuable manuscripts one can buy there.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abbas the Safavid Merchant: //'(Speaking to a another merchant) I would make sure to buy some goods here before you reach the markets of Anatolia, some common items here in Rumelia might fetch a higher price there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I would not miss going to the tomb of Abu Ayyub al-Ansari just outside the walls of Istanbul in Eyüp!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Silivri">>
<<set _time to 4>>
<<elseif $player.speed is "medium">>
<<set _destination to "Silivri">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Silivri">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Silivri]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Silivri">>
<<set _desc to "As you progress closer and closer to Istanbul you see a large castle on a high cliff overlooking the sea. This tells you that you and your fellow traveling companions have arrived in the seaside port town of Silivri. You take a moment to take in the grand scenery of the Sea of Marmara, which for many in your traveling party is the first time they have ever seen the sea. With the fresh sea breeze behind you, the spirits of the traveling party are rejuvenated as you make your way to the imperial capital. While in town you hear that other pilgrims plan to visit the mosque and tomb of Grand Vizier Piri Mehmed Pasha (1465-1532CE) which houses many travelers and marchants along this road.\n\n">>
<<set _hist to "The sixteenth-century Habsburg diplomat, Ogier Ghiselin de Busbecq, describes his journey through Silivri with the following passage:\n\n //'At Silivri the view of the calm sea tempted us to halt, and we enjoyed picking up shells and watching the shoals of dolphins, while the waves played upon the shore. The warmth of the air was delicious; the softness and mildness of the climate defied description. At Çorlu the wind was still rather chilly with something northernly in it, but afterwards the climate was wonderfully mild.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 1>>
<<set _water to 65>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European diplomat) The scenery here is quite beautiful, though I think the well water here has been a bit mixed with the salt water from the sea!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Symeon the Greek Musician: //'(Speaking to another traveler) While you are in Istanbul, make sure you visit the wonderful Hurrem Sultan Hamam (bathhouse) while you are there, you won't regret it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I would recommend that one visits the mosque of Piri Mehmed Pasha, it provide a wonderful respite from the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Büyükçekmece">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Büyükçekmece">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Büyükçekmece]]
[[|Eyüp-Istanbul]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Bridge of Büyükçekmece">>
<<set _desc to "Following the coast to Istanbul you arrive at the Büyükçekmece inlet from the Sea of Marmara where a grand 600 meter bridge spans the inlet with 28 stone arches. Near to this impressive stone bridge, which you are told was build by he famed architect of Suleiman the Magnificant, Mimar Sinan, there are a few caravanserais for travelers like yourself.\n\n">>
<<set _hist to "The sixteenth-century Habsburg diplomat, Ogier Ghiselin de Busbecq, describes his journey through over the grand stone bridges which connect the road from Silivri to Istanbul with the following passage. Keep in mind that Busbecq's description depicts this place through his own orientalist/European Christian bias:\n\n //'As we neared Constantinople (Istanbul) we crossed by bridges over two lovely arms of the sea. It is a district the like of which for beauty could not, I think, be found anywhere, if only it were cultivated and art gave a lttle assistance to nature. As it is, the land seems to lament its fate and the neglect and scorn of its barbarian lords. Here we ate our fill of delicious sea-fish, caught before our very eyes.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European diplomat) The scenery here is quite beautiful, though I think the well water here has been a bit mixed with the salt water from the sea!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of pilgrims) Make sure to visit the tomb of Abu Ayyub al-Ansari and the surrounding graveyard in Istanbul. You can find it just outside the walls of Istanbul in Eyüp!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) If you take your time to go to Istanbul, I would recommend that you visit the tomb of Seyyid Abdüsselam Çelebi in Küçükçekmece, the final waystation before Istanbul!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Küçükçekmece">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Küçükçekmece]]
[[|Eyüp-Istanbul]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Bridge of Küçükçekmece">>
<<set _desc to "You continue from Büyükçekmece to arrive at the next inlet of Küçükçekmece which also has a fine stone bridge which connects the road to Istanbul. In the small town near the end of the bridge where you found lodging, you see a small sufi tomb dedicated to Seyyid Abdüsselam Çelebi with an adjoining soup kitchen (//imaret//) which some pilgrims have chosen to visit. You are told that Seyyid Abdüsselam Çelebi was chief treasurer (//defterdar//) a century prior which provided him with the funds to make an endowment here.\n\n ">>
<<set _hist to "A database on tomb inscriptions on Istanbul which includes the Seyyid Abdüsselam Çelebi tomb [[here|http://www.ottomaninscriptions.com/information.aspx?ref=list&bid=3170&hid=5422]]. The early eighteenth-century English traveler and wife of an English Diplomat, Lady Mary Wortley Montagu, writes a letter to a friend describing her journey over the bridges at Büyükçekmece and Küçükçekmece on her way to Istanbul. She writes that:\n\n //'We lay the next night at a town called Büyükçekmece or Great Bridge and the night following at Küçükçekmece, Little Bridge, in a very pleasant lodging, formerly a monastery of dervishes, having before it a large court encompassed with marble cloisters with a good fountain in the middle. The prospect from this place and the gardens round it are the most have seen, and shows that monks of all religions to choose their retirements. 'Tis now belonging to a Hodja (Hoca) or school master, who teaches boys here, and asking him to show me his own apartment I was surprised to see him point to a tall cypress tree in the garden, on the top of which was a place for a bed for himself and a little lower one for his wife and two children who slept there every night. I was so much diverted with the fancy I resolved to examine his nest nearer but after going up fifty steps I found I had still fifty to go and then I must climb from branch to branch with some hazard of my neck. I thought it the best way to come down again.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 1>>
<<set _water to 5>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to another European merchant) While you are in Istanbul make sure to visit the neighborhood of Galata where most of the European embassies and merchant communities ae located. I am sure you will find a unique market with imported goods there!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abdullah the Eunuch: //'(Speaking to a group of pilgrims) It is a wonderful blessing that the waqf (pious endowment) here provides a free soup kitchen (imaret) for those impoverished travelers in need!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) Make sure to visit the quiet tomb of Seyyid Abdüsselam Çelebi while you are staying the night here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Eyüp-Istanbul]]
<</nobr>>Double-click this passage to edit it./* -- New Map -- */
<div style="text-align: center;">
<h3>Route Map</h3>
</div>
<div>
<div id="mapid"></div>
<div id="fullmaplegend" style="text-align: center;">
<h3>LEGEND</h3>
</div>
</div>
Full Map <br>
Above you can see the full maps of routes in the Hajj Trail Simulation. Keep in mind, that you can only go in one direction (generally towards Mecca) on the route and some stops are only avaliable at the slowest or medium traveling speed - these are usually smaller cities or locations. So while this map can be helpful as you plan your route, you will still need to pay attention within the simulation to get a sense if you need to travel slower to stop at a location and where the major crossroads are to go on a side route in a correct direction.
<<widget makeFullMap>>
<<script>>
$.when(
$.getScript( "https://cdnjs.cloudflare.com/ajax/libs/leaflet/1.6.0/leaflet.js" ),
$.Deferred(function( deferred ){
$( deferred.resolve );
})
).done(function(){
var x = screen.width;
if(x>500){
document.getElementById("ui-dialog").style.width = "45%";
} else {
document.getElementById("ui-dialog").style.width = "85%";
}
//Set-up Map
var anatoliamap = L.map('mapid');
var maxBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
anatoliamap.setMaxBounds(maxBounds);
anatoliamap.setMaxZoom(8);
anatoliamap.setMinZoom(anatoliamap.getBoundsZoom( anatoliamap.options.maxBounds));
anatoliamap.fitBounds(maxBounds);
//Coordinate Picker in Debug
if (state.active.variables['player']['bio']=="DEBUG"){
anatoliamap.on('click', function(e) {
alert("Lat, Lon : " + e.latlng.lat + ", " + e.latlng.lng)
});
}
//Add Custom Basemeap
var imageUrl = setup.ImagePath+'maps/basemap_new.jpg';
var imageBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
L.imageOverlay(imageUrl, imageBounds).addTo(anatoliamap);
//Define Marker Style
var redIcon = L.divIcon({className: 'iconsdiv', iconSize: [5, 5], iconAnchor: [3,3]});
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#mapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
/*--------------------------------*/
/*---------- Functions ----------*/
/*--------------------------------*/
function connectTheDots(data){
var c = [];
var len = Object.keys(data).length;
var i;
for(i = 0; i < len; i++) {
stop = state.active.variables.rawlocations.find( ({ name }) => name === data[i] );
var x = stop.lat;
var y = stop.lon;
c.push([x, y]);
}
return c;
}
function addToMap(routestops, routename, routecolor){
//Loop and Display Cities
var len = routestops.length;
var i, stop, lat, lon;
for(i = 0; i < len; i++){
stop = state.active.variables.rawlocations.find( ({ name }) => name === routestops[i] );
lat = stop.lat;
lon = stop.lon;
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop.name)
.openTooltip();
stopMarker.addTo(anatoliamap);
}
//Create Path
var pathCoords = connectTheDots(routestops);
var pathLine = L.polyline(pathCoords)
.setStyle({
color: routecolor,
weight: 2,
opacity: 0.75
})
.addTo(anatoliamap);
if(routename == "Main Route") {
anatoliamap.fitBounds(pathCoords);
}
//Legend
if(routename != "Do Not Add"){
var para = document.createElement("P");
var el_span = document.createElement('span');
el_span.setAttribute('style', `color: ${routecolor}`);
var s = document.createTextNode("\u2015\u2015\u2015 ");
el_span.appendChild(s);
para.appendChild(el_span);
var t = document.createTextNode(routename);
para.appendChild(t);
para.setAttribute('style', 'font-weight: 900');
document.getElementById("fullmaplegend").appendChild(para);
}
}
/*--------------------------------*/
/*---------- Main Route ----------*/
/*--------------------------------*/
var routestops = ['Istanbul', 'Üsküdar', 'Kartal', 'Gebze', 'Izmit', 'Iznik', 'Lefke', 'Vezirhan', 'Söğüt', 'Eskişehir', 'Seyyid Gazi', 'Hüsrev Pasha Caravanserai', 'Bayat', 'Bolvadin', 'Lake Akşehir', 'Akşehir', 'Ilgın', 'Ladik', 'Konya', 'İsmil', 'Karapınar', 'Ereğli', 'Ulukışla', 'Çiftehan', 'Tarsus', 'Çakit Han', 'Adana', 'Misis Bridge', 'Kurtkulağı', 'Payas', 'Belen', 'Bagras', 'Antioch', 'Zanbakiyye', 'Jisr al-Shughur', 'Madiq', 'Hama', 'Homs', 'Hisyah', 'al-Nabk', 'al-Qutayfah', 'Damascus', 'Kiswa', 'Tarhani Han', 'Sanamayn', 'Müzeyrib', 'Mafraq', 'Ayn-i Zarqa', 'Balqa', 'Qatrana', 'Tabut Kurusi', 'Unaiza', 'Ma’an', 'Aqaba al-Shami', 'Çugayman', 'Dhat al-Hajj', 'Ka’ Sahrasi', 'Tabuk', 'Maghayr al-Qalandariyya', 'Haydar Fort', 'The Well of Mu’azzam', 'Shaq al-Ajuz', 'Mada’in Salih', 'al-Ula', 'Abyar Ghannum', 'Zumurrud', 'Valide Kuyusu', 'Hadiyya Eshmesi', 'Nakhlatayn', 'Wadi al-Qurra', 'Medina City Walls', 'Medina', 'The Well of Ali', 'Cüdeyde Village', 'Badr Hunayn', 'Meymun Ovası', 'Rabigh', 'Qudida', 'Güzelce Bürke', 'Asfan', 'Wadi Fatima', 'Mecca', 'Mina Bazaar'];
addToMap(routestops, "Main Route", "black");
/*---------------------------------------------*/
/*---------- Sea Route and Alternate ----------*/
/*---------------------------------------------*/
var routestops = ['Üsküdar', 'Mudanya', 'Kilitbahir Castle', 'Lesbos', 'Izmir', 'Chios', 'Samos', 'Istanköy', 'Rhodes', 'Kekova', 'Cape Kırlangıç', 'Antalya', 'Manavgat', 'Alanya', 'Silifke', 'Ayas', 'Iskenderun'];
addToMap(routestops, "Sea Route", "blue");
var routestops = ['Rhodes', 'Kerpe', 'Candia', 'Çoban', 'Lindos', 'Kekova'];
addToMap(routestops, "Alternate Sea Route", "cyan");
/*---------------------------------------------*/
/*---------- Cappadocia Shrine Route ----------*/
/*---------------------------------------------*/
var routestops = ['Konya', 'Obruk Han', 'Aksaray', 'Ağzıkara Han', 'Oresin Han', 'Alay Han', 'Uçhisar', 'Hacıbektaş Shrine', 'Ürgüp', 'Derinkuyu', 'Niğde', 'Ulukışla'];
addToMap(routestops, "Cappadocia Shrine Route", "red");
/*-----------------------------------------*/
/*---------- Land Route to Konya ----------*/
/*-----------------------------------------*/
var routestops = ['Manavgat', 'Kargi Han', 'Eynif Tol Han', 'Beyşehir', 'Kizilören Han', 'Konya'];
addToMap(routestops, "Land Link to Konya", "Plum");
/*---------------------------------------------*/
/*---------- Urfa Alternate ----------*/
/*---------------------------------------------*/
var routestops = ['Belen', 'Kırıkhan', 'Hassa', 'Kilis', 'Aintab', 'Nizip', 'Urfa', 'Birecik', 'Manbij', 'Aleppo Bab al-Hadid', 'Khan Tuman'];
addToMap(routestops, "Urfa Route", "purple");
/*---------------------------------------------*/
/*---------- Aleppo Route ----------*/
/*---------------------------------------------*/
var routestops = ['Kırıkhan', 'Muratpaşa Bridge', 'Artah', 'Church of Saint Simeon Stylites', 'Aleppo', 'Khan Tuman', 'Sarmin', 'al-Ma’arra', 'Khan Shaykhun', 'Hama'];
addToMap(routestops, "Aleppo Route", "crimson");
/*----------------------------------*/
/*---------- Jordan Route ----------*/
/*----------------------------------*/
var routestops = ['al-Khalil al-Rahman', 'Dead Sea North', 'Nabi Musa', 'Zizya', 'Balqa'];
addToMap(routestops, "Jordan Route", "SpringGreen");
/*---------------------------------------------*/
/*---------- Cyprus Route ----------*/
/*---------------------------------------------*/
var routestops = ['Iskenderun', 'Magosa', 'Lefkoşa', 'Larnaka', 'Leymosun', 'Mediterranean Crossing', 'Gaza'];
addToMap(routestops, "Cyprus Route", "blue");
var routestops = ['Mediterranean Crossing', 'Jaffa'];
addToMap(routestops, "Do Not Add", "blue");
/*---------------------------------------------*/
/*---------- Lebanon Route ----------*/
/*---------------------------------------------*/
var routestops = ['Iskenderun', 'Latakia', 'Arwad Island', 'Tripoli', 'Beyrut', 'Sidon', 'Ruins of Tyre', 'Akka', 'Jaffa', 'Gaza'];
addToMap(routestops, "Lebanon Route", "MidnightBlue");
/*---------------------------------------------*/
/*---------- Palestine Alternate Route ----------*/
/*---------------------------------------------*/
var routestops = ['Gaza', 'Bayt Jibrin', 'Bayt Itab', 'Jerusalem'];
addToMap(routestops, "Palestine Alternate Route", "salmon");
/*-------------------------------------------*/
/*---------- Palestine Main Route ----------*/
/*------------------------------------------*/
var routestops = ['Müzeyrib', 'Safed', 'Khan al-Tujjar', 'Nazareth', 'Jenin', 'Sabastiyah', 'Nablus', 'Ramallah', 'Jerusalem', 'Bethlehem', 'Qalat Burak', 'al-Khalil al-Rahman', 'Dead Sea South', 'Kerak', 'Tafilah', 'Shoubak', 'Petra', 'Ma’an'];
addToMap(routestops, "Palestine Main Route", "brown");
/*----------------------------------------*/
/*---------- Rumelia Main Route ----------*/
/*----------------------------------------*/
var routestops = ['Sarajevo', 'Han Bulog', 'Prača', 'Čajniče', 'Taşlıca', 'Prijepolje', 'Sjenica', 'Yeni Pazar', 'Banjska Monastery', 'Vučitrn', 'Lipjan Han', 'Kaçanik', 'Üsküb', 'Çavuş Kev’ası', 'Eğri Dere Palankası', 'Kyustendil', 'Dupnitsa', 'Samokov', 'Kır Derbent', 'Tatar Pazarcık', 'Filibe', 'Yeni Mahalle', 'Uzunca Ova', 'Mustafa Pasha Bridge', 'Edirne', 'Havsa', 'Babaeski', 'Burgaz', 'Çorlu', 'Silivri', 'Büyükçekmece', 'Küçükçekmece', 'Eyüp-Istanbul', 'Üsküdar'];
addToMap(routestops, "Rumelia Main Route", "IndianRed");
/*----------------------------------------*/
/*---- Sarajevo-Belgrade-Sofya Route -----*/
/*----------------------------------------*/
var routestops = ['Sarajevo', 'Mokra', 'Han Şahin Pasha', 'Poçepye', 'Srebrenica', 'Banks of the Drina', 'Dragodol', 'Valiva', 'Ruzay', 'Belgrade', 'Banks of the Danube', 'Semendire Fortress', 'Kolari', 'Hasan Pasha', 'Batiçna', 'Yagodina', 'Perakin', 'Rajina', 'Jisr Morava', 'Niş', 'Sićevo Gorge', 'Musa Pasha', 'Şehirköy', 'Caribrod', 'Dragoman Marshland', 'Sofya', 'Bali Efendi', 'Durgan', 'Dupnitsa'];
addToMap(routestops, "Belgrade-Sofya Route", "LightGreen");
/*----------------------------------------*/
/*-------------- Dubrovnik Route ----------*/
/*----------------------------------------*/
var routestops = ['Prača', 'Goražde', 'Foča', 'Ćurevo', 'Gacko', 'Dobro Polje', 'Nevesinje', 'Mostar', 'Stolac', 'Slano', 'Brgat', 'Dobro-Venedik'];
addToMap(routestops, "Dubrovnik Route", "MistyRose");
/*----------------------------------------*/
/*-------------- Adriatic Route ----------*/
/*----------------------------------------*/
var routestops = ['Dobro-Venedik', 'Kastelnova', 'Draç', 'Avlonya', 'Corfu', 'Kefalonya', 'Anavarin Castle', 'Cerigo', 'Hanya', 'Candia'];
addToMap(routestops, "Adriatic Route", "MediumSeaGreen");
/*----------------------------------------*/
/*-------------- Salonika Route ----------*/
/*----------------------------------------*/
var routestops = ['Üsküb', 'Köprülü', 'Pirlepe', 'Manastır', 'Filoriyye', 'Vodina', 'Yenice', 'Salonika'];
addToMap(routestops, "Salonika Route", "Coral");
/*-------------------------------------------*/
/*-------------- Salonika Sea Route ----------*/
/*-------------------------------------------*/
var routestops = ['Salonika', 'Mount Athos', 'Lemnos', 'Gelibolu', 'Marmara Island', 'Adalar', 'Eyüp-Istanbul'];
addToMap(routestops, "Salonika Sea Route", "PaleVioletRed");
/*-------------------------------------------*/
/*-------------- Agaean Connector Route ----------*/
/*-------------------------------------------*/
var routestops = ['Lemnos', 'Lesbos'];
addToMap(routestops, "Aegean Connector", "Indigo");
/*---------------------------------*/
/*---------- Other Stops ----------*/
/*---------------------------------*/
var routestops = ['Üsküdar', 'Hersek', 'Iznik'];
addToMap(routestops, "Other Stops", "indigo");
var routestops = ['Gebze', 'Hersek'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Bayat', 'Afyonkarahisar', 'Bolvadin'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Mudanya', 'Bursa'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Izmir', 'Manisa'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Samos', 'Ephesus'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Payas', 'Iskenderun', 'Belen'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Antioch', 'Artah'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Damascus', 'Salihiyah'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Mecca', 'Jeddah'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Jerusalem', 'Nabi Samwil'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Akka', 'Ibillin', 'Nazareth'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Jaffa', 'Ramla', 'Jerusalem'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Manastır', 'Ohrid'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Niş', 'Alacahisar', 'Yeni Pazar'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Vučitrn', 'Plain of Kosovo', 'Lipjan Han'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Samokov', 'Rila Monastery', 'Kır Derbent'];
addToMap(routestops, "Do Not Add", "indigo");
/*-------------------------------------
Zoom to Location
Have the map zoom to current player location
-------------------------------------*/
/*-----------------------------------*/
/*---------- Zoom Function ----------*/
/*-----------------------------------*/
//Resizing on Zoom
anatoliamap.on('zoomend', function() {
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#fullmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
});
});
<</script>>
<</widget>>
<<widget mapClose>>
<<script>>
document.getElementById("ui-dialog").style.width = "";
<</script>>
<</widget>>
[[|Full Map]] <<nobr>>
<<set $temp.lock to 1>>
/*---------------------------------------------*/
/*----- Set Shrine Name and Piety Amounts -----*/
/*---------------------------------------------*/
<<if $cur_passage is "Sarajevo">>
<<set _sname to "Tomb of Gazi Husrev-beg">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Čajniče">>
<<set _sname to "Tomb of Sinan Bey Boljanić">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Taşlıca">>
<<set _sname to "Tomb and Mosque of Hüseyin Pasha Boljanić">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Prijepolje">>
<<set _sname to "Ibrahim Pasha Mosque Graveyard">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Yeni Pazar">>
<<set _sname to "Sheikh Veli Efendi Tomb">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Plain of Kosovo">>
<<set _sname to "Tomb of Sultan Gazi Murad Hüdavendigâr">>
<<set _spiety to 30>>
<<elseif $cur_passage is "Lipjan Han">>
<<set _sname to "Saint's Bathhouse">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Kaçanik">>
<<set _sname to "Shrine of the Forty Saints">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Üsküb">>
<<set _sname to "Tomb of Aşık Çelebi">>
<<set $player.shrineuskub to 1>>
<<set _spiety to 20>>
<<elseif $cur_passage is "Kyustendil">>
<<set _sname to "Tomb of the Sufi A'ma Dede">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Dupnitsa">>
<<set _sname to "Tomb of a Local Bektashi Sufi">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Samokov">>
<<set _sname to "Bayrakli Mosque Complex">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Tatar Pazarcık">>
<<set _sname to "Kursum Mosque and Tombs">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Filibe">>
<<set _sname to "Lala Şahin Pasha's Tomb">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Edirne">>
<<set _sname to "Selimiye Mosque Complex">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 20>>
<<elseif $cur_passage is "Babaeski">>
<<set _sname to "Tomb of Bolca Nine">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Burgaz">>
<<set _sname to "Zincan Baba Tomb">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Silivri">>
<<set _sname to "Piri Mehmed Pasha Mosque and Tomb">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Küçükçekmece">>
<<set _sname to "Tomb of Defterdar Seyyid Abdüsselam Çelebi">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Eyüp-Istanbul">>
<<set _sname to "Tomb of Suleiman the Magnificent">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Galata">>
<<set _sname to "Amr ibn al-'As Shrine">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Aya Sofya">>
<<set _sname to "Aya Sofya Mosque and Tombs">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 15>>
<<elseif $cur_passage is "Eyüp">>
<<set _sname to "Tomb of Abu Ayyub al-Ansari">>
<<set _spiety to 30>>
<<elseif $cur_passage is "Foča">>
<<set _sname to "Aladža Mosque">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 10>>
<<elseif $cur_passage is "Mostar">>
<<set _sname to "Mahmud Baba Tomb">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Stolac">>
<<set _sname to "Stolac Naqshbandi Tekke">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Avlonya">>
<<set _sname to "Kuzgun Baba Tekke">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Anavarin Castle">>
<<set _sname to "Sultan Murad Mosque">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Hanya">>
<<set _sname to "Hünkar Mosque">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Srebrenica">>
<<set _sname to "Beyazid II Mosque">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Valiva">>
<<set _sname to "Namazgah of Valiva">>
<<set $player.shrinevaliva to 1>>
<<set _spiety to 10>>
<<elseif $cur_passage is "Belgrade">>
<<set _sname to "Tomb of Gazi Porça">>
<<set _spiety to 15>>
<<elseif $cur_passage is "Semendire Fortress">>
<<set _sname to "Tomb of Gazi Küçük Balı Bey">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Yagodina">>
<<set _sname to "Yahyalı Dervish Bey Mosque">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Niş">>
<<set _sname to "Sheikh Musli Efendi Tomb">>
<<set _spiety to 10>>
<<elseif $cur_passage is "Şehirköy">>
<<set _sname to "Tomb of Gazi Ahmed Dede">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Sofya">>
<<set _sname to "Tomb of Ahmed Bican Yazıcıoğlu">>
<<set $player.shrineyaz to 1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Bali Efendi">>
<<set _sname to "Tomb of Sofyalı Bâlî Efendi">>
<<set $player.shrinebali to 1>>
<<set _spiety to 30>>
<<elseif $cur_passage is "Manastır">>
<<set _sname to "Tomb and Mosque of Ishak Çelebi">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Ohrid">>
<<set _sname to "Tomb of the Martyred Treasurer">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Filoriyye">>
<<set _sname to "Tomb of the Dervish Murad Efendi">>
<<set _spiety to 5>>
<<elseif $cur_passage is "Vodina">>
<<set _sname to "Tomb of Baykuş Baba (Father Owl)">>
<<set $player.shrineowl to 1>>
<<set _spiety to 5>>
<<elseif $cur_passage is "Yenice">>
<<set _sname to "Tomb of Gazi Evrenos">>
<<set _spiety to 25>>
<<elseif $cur_passage is "Salonika">>
<<set _sname to "Tomb of Kasim and Kasimiye Mosque">>
<<set $player.shrinemosque to $player.shrinemosque+1>>
<<set _spiety to 15>>
<<elseif $cur_passage is "Gelibolu">>
<<set _sname to "The Cave of Yazıcızade Mehmed Efendi">>
<<set $player.shrineyaz to 1>>
<<set _spiety to 15>>
<<endif>>
/*---------------------------*/
/*----- Randomize Piety -----*/
/*---------------------------*/
<<if _spiety > 5>>
<<set _random to random(-5,5)>>
<<else>>
<<set _random to random(0,5)>>
<<endif>>
<<set _spiety to _spiety + _random>>
/*------------------------------*/
/*----- Set Display Output -----*/
/*------------------------------*/
<<if $temp.shrine is 4>>
<<set _sdesc to "You arrive at the _sname and find the place packed full of other pilgrims from across the Muslim world! You have long desired to come to _sname and completing this lifelong goal fills you with excitement as you continue on the road to the ultimate goal, the holy cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 3>>
<<set _sdesc to "You arrive at the _sname in a crowd of pilgrims finding it hard to get close to the shrine. The commotion is overwhelming but the peace you find near the shrine makes this journey more than worth it and solidifies your resolve as you continue on to the Holy Cities of Mecca and Medina.\n\n">>
<<elseif $temp.shrine is 2>>
<<set _sdesc to "You arrive at the _sname and find many other pilgrims here from across the region. The solitude and tranquility of the shrine and surrounding garden rejuvenate your spirit as you continue along the hajj road.\n\n">>
<<elseif $temp.shrine is 1>>
<<set _sdesc to "You arrive at the _sname and find it with only a few other pilgrims, the stillness of the scene is a nice break from the trials of the road.\n\n">>
<<elseif $temp.shrine is 5>>
<<set _sdesc to "You arrive at the _sname and find it with other pilgrims drawn to this place from the surrounding hills. Sitting under the noble dome you think about the stories you have often heard of Sultan Murad and his death here on the Field of Blackbirds. These moments of reflection and peace rejuvenate your spirit as you continue your journey.\n\n">>
<<endif>>
/*----------------------------------*/
/*----- Add to Shrines Visited -----*/
/*----------------------------------*/
<<if $player.shrines[$cur_passage] is undefined>>
<<print "<<set $player.shrines['"+ $cur_passage +"'] to {}>>">>
<<set _newname = _sname>>
<<print "<<set $player.shrines['"+ $cur_passage +"'].shrine to '" + _newname +"'>>">>
/*-- Increase Player Piety and Time --*/
<<set $player.piety to $player.piety+_spiety>>
<<if $player.piety gt 100>>
<<set $player.piety to 100>>
<<endif>>
<<set $player.time to $player.time+4>>
<<else>>
<<set $temp.pass to _sname>>
<<goto "Shrine Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_sname</td>
</tr>
</table>
</div>
<<if $temp.shrine gte 2>>
<<set _h to setup.ImagePath+'hub/shrine.jpg';>>
<<elseif $temp.shrine is 1>>
<<set _h to setup.ImagePath+'hub/smalltomb.jpg';>>
<<endif>>
<</nobr>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
_sdesc
You have followed on the traditional Pilgrim's Path and visited one of the many shrines and religious sites where it was common for pilgrims to make //[[ziyaret|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/ziyara-COM_1390?s.num=7&s.f.s2_parent=s.f.book.encyclopaedia-of-islam-2&s.q=ziyaret]]// along their journey to Mecca.
<<set $player.shrinecountrumelia to $player.shrinecountrumelia+1>>
<<set $temp.from to "shrine">>
<br><br>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Shrine Visited]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Healing Bath in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/bath.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
You have arrived at a Turkish Bath (//Hamam//), whose waters are said to help you heal and recooperate from your journey.<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $temp.bath is 1 or $temp.bath is 4>>
<<set $temp.bathprice to 0>>
The bath in $cur_passage is free!<br><br>
<<elseif $temp.bath is 2>>
<<set $temp.bathprice to random(10,30)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<else>>
<<set $temp.bathprice to random(30,50)>>
The bath in $cur_passage costs $temp.bathprice <img @src=_coinimage style="height: 1.5ex;">.<br><br>
<<endif>>
Would you like to enter the bath?<br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<br>
<<set $temp.from to "bath">>
<div align="center">
<<if $player.money gte $temp.bathprice>>
<span id="initialDestination">
<<button "Yes">>
<<set $player.money to $player.money-$temp.bathprice>>
<<goto "Bath Visited">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Yes">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "No">>
<<set $temp.lock to 0>>
<<goto $cur_passage>>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Bath Visited]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stables in $cur_passage</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'hub/stables.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*----------------------------*/
/*----- Stable Interface -----*/
/*----------------------------*/
Here is where you can buy and sell horses to increase and decrease your travel speed.<br><br>
<u>Your Current Inventory of Animals:</u><br>
<<if $player.stable.horses.amount is 0>>
• You currently have no animals. You will be moving at the slowest possible speed by traveling by foot with a caravan. <br>
<<else>>
• Horses || $player.stable.horses.amount <br>
<<if $player.stable.horses.amount > 2>>
With these animals, you will be moving at the fastest speed!<br>
<<else>>
With these animals, you will be moving at medium speed.<br>
<<endif>>
<<endif>>
<br><br>
<div style="text-align: center;">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
Current Akçe: $player.money <img @src=_coinimage style="height: 1.5ex;"><br>
</div>
<br><br>
/*-------------------*/
/*----- Buttons -----*/
/*-------------------*/
<div align="center">
<<if $player.money gte 25>>
<span id="initialDestination">
<<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money-25>>
<<set $player.stable.horses.amount to $player.stable.horses.amount+1>>
<<if $player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<else>>
<<set $player.speed to "medium">>
<<endif>>
<<goto "Stables Rumelia">>
<</button>>
</span>
<<else>>
<span id="initialDestination"><<button "Buy (25<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
<<if $player.stable.horses.amount gte 1>>
<span id="initialDestination">
<<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.money to $player.money+20>>
<<set $player.stable.horses.amount to $player.stable.horses.amount-1>>
<<if $player.stable.horses.amount gte 3>>
<<set $player.speed to "fast">>
<<elseif $player.stable.horses.amount is 1 or $player.stable.horses.amount is 2>>
<<set $player.speed to "medium">>
<<else>>
<<set $player.speed to "slow">>
<<endif>>
<<goto "Stables Rumelia">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Sell (20<img @src=_coinimage style='height: 1.5ex;'>)">><</button>></span>
<<endif>>
/*---------------------------*/
/*----- Weight Calc ---------*/
/*---------------------------*/
<<set $temp.foodweightcheck to 120+$player.classcarryfood+($player.stable.horses.amount*33)+($player.stable.camels.amount*40)>>
<br><br><u>Max Food Carry Amount</u>: $temp.foodweightcheck <br><br>
<<set $temp.waterweightcheck to 120+$player.classcarrywater+($player.stable.horses.amount*43)+($player.stable.camels.amount*50)>>
<u>Max Water Carry Amount</u>: $temp.waterweightcheck <br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.from to "stables">>
<<set $player.time to $player.time+2>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Coffeehouse in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,3)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/coffeehouse.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/coffeehouse2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomImage is 3>>
<<set _h to setup.ImagePath+'hub/coffeehouse3.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
While passing by local //Kahvehane// (Coffeehouse) you step inside and find a crowd of people and fellow travelers talking. The warm glow of the fire flickers around the room, the aroma of coffee surrounds you, and the room is full of people who each come from different walks of life. While sitting on your stool with a cup of hot coffee you overhear the following:
<br><br>
<div align="center">
<table class="advicetable" style="width:100%" align="center">
<tr>
<td>$temp.advice</td>
</tr>
</table>
</div>
<br><br>
<<set $temp.adviceprice to random(10,25)>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
The local //kahveci//, the keeper of the Coffeehouse, tells you that he will search for a new traveling companion for you and your caravan if you just lend him $temp.adviceprice <img @src=_coinimage style="height: 1.5ex;"> //akçe// for his trouble.
<<set _randomfind to random(1,4)>>
<br><br>
<div align="center">
<<if $player.money gte $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination">
<<button "Search for New Traveling Companion">>
<<set $temp.caravanfind to _randomfind>>
<<set $temp.coffeefind to 1>>
<<set $temp.from to "advice">>
<<set $player.money to $player.money-$temp.adviceprice>>
<<goto "Change Party Check Rumelia">>
<</button>></span>
<<elseif $player.money lt $temp.adviceprice and $temp.coffeefind is 0>>
<span id="initialDestination"><<button "Not Enough Funds">><</button>></span>
<<elseif $temp.coffeefind is 1>>
//It seems that you have already paid the local kahveci for his services here in this place, you must continue on your way//
<<endif>>
</div>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
Yusuf Nabi, a late seventeenth-century Ottoman pilgrim descibes his experiences in coffeehouses in Damascus: <br> <br>
//'Coffeehouses are like home for those who are away from their homes. The coffeehouses in Damascus have separate areas for winter and summer. The winter rooms have colorful carpets, a fountain, and painted ceilings. The summer courtyards have şadırvan fountains under shady trees. Waiters are constantly moving around serving coffee. When musicians played on the ney (an Arab flute) the audience joined in, old and young Arabs beating out the rhythm, and Iraqis and Persians lamenting as if it was the Nowruz (Persian New Year). The mournful beat of the def (tambourine) brought forth dervish like cries; the mournful plucking of the tanbur (a large lute) inspired the opium-takers...While storytellers were telling heroic tales, opium addicts raised their twisted bodies with difficulty to listen, the collars of many were stained with juices from the drug. Two vagrants of unknown origin, Bedi and Kasim, spread terror in the coffee-house with their airs and challenges. Many troubled persons were taking opium. In another corner were heedless dervishes of the Kalendari type, with heavy halters round their waists, the dreadful notion of death in their heads, leather cloths round their shoulders, jade earrings in their ears, and ebony sticks laid across their knees. In accordance with their maxim 'senseless farce and chaotic mingling' they turned the place into a madhouse. Having been distracted into describing the coffeehouses, I have neglected my main aim, that of describing the mosques and shrines...'//
<br> <br> </div>
<br> <br><br>
/*------------------------*/
/*-----Return Button -----*/
/*------------------------*/
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+1>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Change Party Check Rumelia]]<<set $temp.lock to 1>>
/*------------------------*/
/*----- Check Visits -----*/
/*------------------------*/
<<set $temp.well to $temp.well+1>>
<<if $temp.well gte 2>>
<<goto "Well Visited">>
<<endif>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'hub/water.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'hub/hocafountain.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
/*------------------------*/
/*------ Slider ----------*/
/*------------------------*/
<div align="left">
<br><br>
<<set $wateramount = 1>><label for="slidetest">''Water Amount:''</label> <br><br>
<<if $temp.water lte 33>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="70"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="60"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 33 and $temp.water lte 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="60"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<elseif $temp.water gt 66>>
<<set _randommax to random(1,3)>>
<<set $randommax to _randommax>>
<<if $randommax is 1>>
<input type="range" id="slidetest" name="slidetest" min="1" max="50"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 2>>
<input type="range" id="slidetest" name="slidetest" min="1" max="40"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<elseif $randommax is 3>>
<input type="range" id="slidetest" name="slidetest" min="1" max="30"
@value="$wateramount" class="slider" data-var=$wateramount oninput="SugarCubeInput(this)">
<<endif>>
<<endif>>
<br><br>
''Water Taken from Well:'' <span id="slideval"></span>
<<script>>
$(document).one(":passagerender", function (event) { $(event.content).find("#slideval").text(State.variables.wateramount);
$(event.content).find("#slidetest").on("input", function () {
$("#slideval").empty().text(State.variables.wateramount);
});
});
<</script>>
<br><br>
<i><b>The more water you take from the well, the higher risk of collecting tainted water!</b></i>
<br><br>
</div>
/*--------------------------*/
/*----- Nomad Ability ---------*/
/*--------------------------*/
<div align="left">
<<if $family[0].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[0].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[1].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[1].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
<<elseif $family[2].trait is "Nomad">>
<br><br>
<b><i>Advice from a Fellow Traveler:</i></b><br><br>
Your traveling companion <b>$family[2].name</b> tell you that the water quality of this well looks
<<if $temp.water lte 5>>
<span style="color:chartreuse">
excellent.
</span>
<<elseif $temp.water gt 5 and $temp.water lte 25>>
<span style="color:mediumseagreen">
good.
</span>
<<elseif $temp.water gt 25 and $temp.water lte 50>>
<span style="color:sandybrown">
okay.
</span>
<<elseif $temp.water gt 50 and $temp.water lte 75>>
<span style="color:khaki">
poor.
</span>
<<elseif $temp.water gt 75>>
<span style="color:red">
horrible.
</span>
<<endif>>
</div>
<br><br>
<<endif>>
/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+2>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Leave without Water">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Take Water from this Well">>
<<set $temp.lock to 0>>
<<set $temp.from to "water">>
<<set _Gained to $wateramount>>
<<set $wateramount to _Gained>>
<<goto "Water from the Well">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Well Visited]]
[[|Water from the Well]]/*--------------------------------*/
/*----- Increase Player Time -----*/
/*--------------------------------*/
<<set $player.time to $player.time+4>>
/*-----------------------------*/
/*----- Set Market Prices -----*/
/*-----------------------------*/
<<if $temp.marketid is 48>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 17,
lo_price: 12,
hi_sell: 12,
lo_sell: 7,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 25,
lo_price: 18,
hi_sell: 18,
lo_sell: 14,
},
kaval: {
name: "Keval Flute",
hi_price: 40,
lo_price: 35,
hi_sell: 35,
lo_sell: 25,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 49>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 8,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 29,
lo_price: 21,
hi_sell: 21,
lo_sell: 16,
},
kaval: {
name: "Keval Flute",
hi_price: 46,
lo_price: 40,
hi_sell: 40,
lo_sell: 29,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 35,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 80,
lo_price: 65,
hi_sell: 65,
lo_sell: 50,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 50>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 51>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 90,
lo_price: 70,
hi_sell: 70,
lo_sell: 50,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 400,
lo_price: 250,
hi_sell: 250,
lo_sell: 200,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 52>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 8,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 29,
lo_price: 21,
hi_sell: 21,
lo_sell: 16,
},
kaval: {
name: "Keval Flute",
hi_price: 46,
lo_price: 40,
hi_sell: 40,
lo_sell: 29,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 35,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 80,
lo_price: 65,
hi_sell: 65,
lo_sell: 50,
},
donation: {
name: "Donation to the Monks",
hi_price: 170,
lo_price: 120,
hi_sell: 0,
lo_sell: 0,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 53>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 3,
lo_price: 4,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 81,
lo_sell: 63,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 75,
lo_price: 65,
hi_sell: 65,
lo_sell: 55,
},
rakija: {
name: "Quince Rakija",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 35,
lo_price: 23,
hi_sell: 23,
lo_sell: 17,
},
opium: {
name: "Opium",
hi_price: 300,
lo_price: 270,
hi_sell: 270,
lo_sell: 250,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 140,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
coffee: {
name: "Coffee",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 32,
lo_price: 29,
hi_sell: 29,
lo_sell: 23,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 70,
lo_price: 55,
hi_sell: 55,
lo_sell: 44,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 100,
lo_price: 80,
hi_sell: 60,
lo_sell: 50,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 300,
lo_price: 250,
hi_sell: 250,
lo_sell: 200,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 150,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
honey: {
name: "Athenian Honey",
hi_price: 20,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 54>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 20,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 40,
lo_price: 35,
hi_sell: 35,
lo_sell: 30,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 55>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 8,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 29,
lo_price: 21,
hi_sell: 21,
lo_sell: 16,
},
kaval: {
name: "Keval Flute",
hi_price: 46,
lo_price: 40,
hi_sell: 40,
lo_sell: 29,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 35,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 80,
lo_price: 65,
hi_sell: 65,
lo_sell: 50,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 20,
lo_price: 12,
hi_sell: 12,
lo_sell: 7,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 56>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 15,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 20,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
kaval: {
name: "Keval Flute",
hi_price: 35,
lo_price: 30,
hi_sell: 30,
lo_sell: 20,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
rakija: {
name: "Quince Rakija",
hi_price: 50,
lo_price: 40,
hi_sell: 40,
lo_sell: 35,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 57>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 20,
lo_price: 14,
hi_sell: 14,
lo_sell: 8,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 29,
lo_price: 21,
hi_sell: 21,
lo_sell: 16,
},
kaval: {
name: "Keval Flute",
hi_price: 46,
lo_price: 40,
hi_sell: 40,
lo_sell: 29,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 35,
lo_price: 30,
hi_sell: 30,
lo_sell: 25,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 80,
lo_price: 65,
hi_sell: 65,
lo_sell: 50,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 75,
lo_price: 65,
hi_sell: 65,
lo_sell: 55,
},
rakija: {
name: "Quince Rakija",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 35,
lo_price: 23,
hi_sell: 23,
lo_sell: 17,
},
opium: {
name: "Opium",
hi_price: 300,
lo_price: 270,
hi_sell: 270,
lo_sell: 250,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 140,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
coffee: {
name: "Coffee",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 32,
lo_price: 29,
hi_sell: 29,
lo_sell: 23,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 70,
lo_price: 55,
hi_sell: 55,
lo_sell: 44,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 100,
lo_price: 80,
hi_sell: 60,
lo_sell: 50,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 300,
lo_price: 250,
hi_sell: 250,
lo_sell: 200,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 150,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
honey: {
name: "Athenian Honey",
hi_price: 20,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 58>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 2,
lo_price: 2,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 10,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 330,
lo_price: 300,
hi_sell: 300,
lo_sell: 250,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 150,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
coffee: {
name: "Coffee",
hi_price: 130,
lo_price: 100,
hi_sell: 100,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 100,
lo_price: 53,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 400,
lo_price: 165,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 500,
lo_price: 350,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 300,
lo_price: 132,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 500,
lo_price: 330,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 350,
lo_price: 200,
hi_sell: 200,
lo_sell: 173,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 75,
lo_price: 32,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 0,
lo_price: 0,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 100,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 0,
lo_price: 0,
hi_sell: 10,
lo_sell: 6,
},
boza: {
name: "Boza",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 0,
lo_price: 0,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 400,
lo_sell: 300,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 6,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 59>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
coffee: {
name: "Coffee",
hi_price: 120,
lo_price: 88,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
anatoliancarpet: {
name: "Anatolian Carpet",
hi_price: 45,
lo_price: 32,
hi_sell: 32,
lo_sell: 24,
},
wool: {
name: "Wool",
hi_price: 19,
lo_price: 13,
hi_sell: 13,
lo_sell: 11,
},
oliveoil: {
name: "Olive Oil",
hi_price: 41,
lo_price: 28,
hi_sell: 28,
lo_sell: 20,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
anatolianfruits: {
name: "Anatolian Fruits",
hi_price: 16,
lo_price: 10,
hi_sell: 10,
lo_sell: 6,
},
boza: {
name: "Boza",
hi_price: 30,
lo_price: 20,
hi_sell: 20,
lo_sell: 10,
},
cotton: {
name: "Cotton",
hi_price: 35,
lo_price: 25,
hi_sell: 25,
lo_sell: 15,
},
pipes: {
name: "Meerschaum Pipes",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 67,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 270,
lo_sell: 250,
},
talisman: {
name: "Talismanic Shirt",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 239,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 500,
lo_price: 400,
hi_sell: 400,
lo_sell: 300,
},
izniktile: {
name: "Iznik Tile",
hi_price: 0,
lo_price: 0,
hi_sell: 67,
lo_sell: 53,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 106,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 226,
},
mastic: {
name: "Tears of Chios",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 80,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 123,
lo_sell: 86,
},
goatbutter: {
name: "Goat Butter",
hi_price: 0,
lo_price: 0,
hi_sell: 8,
lo_sell: 6,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 60>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 80,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
Hi_price: 155,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 120,
lo_price: 95,
hi_sell: 95,
lo_sell: 65,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 250,
lo_price: 195,
hi_sell: 195,
lo_sell: 160,
},
silk: {
name: "Silk",
hi_price: 190,
lo_price: 165,
hi_sell: 165,
lo_sell: 130,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 61>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 150,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 300,
lo_price: 200,
hi_sell: 200,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 62>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 20,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 15,
lo_price: 8,
hi_sell: 8,
lo_sell: 5,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 63>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 150,
lo_price: 65,
hi_sell: 65,
lo_sell: 55,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 20,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 64>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 22,
lo_price: 15,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 32,
lo_price: 23,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 51,
lo_price: 45,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 100,
lo_price: 81,
hi_sell: 81,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 75,
lo_price: 50,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 125,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 150,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 10,
lo_price: 8,
hi_sell: 8,
lo_sell: 6,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 110,
lo_price: 100,
hi_sell: 100,
lo_sell: 90,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 399,
lo_sell: 333,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 60,
lo_sell: 47,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 281,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 65>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 4,
lo_price: 4,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 85,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 110,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 400,
lo_price: 300,
hi_sell: 300,
lo_sell: 250,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 100,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 65,
lo_price: 45,
hi_sell: 45,
lo_sell: 35,
},
venetiansafe: {
name: "Venetian Safe Conduct Letter",
hi_price: 300,
lo_price: 200,
hi_sell: 0,
lo_sell: 0,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 0,
lo_price: 0,
hi_sell: 27,
lo_sell: 20,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 300,
lo_price: 200,
hi_sell: 200,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 220,
lo_price: 180,
hi_sell: 180,
lo_sell: 160,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 66>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 46,
lo_price: 40,
hi_sell: 40,
lo_sell: 29,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 85,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 110,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 20,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 250,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 75,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 35,
},
venetiansafe: {
name: "Venetian Safe Conduct Letter",
hi_price: 600,
lo_price: 400,
hi_sell: 0,
lo_sell: 0,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 25,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 132,
lo_sell: 101,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 180,
lo_sell: 160,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 67>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Water",
hi_price: 5,
lo_price: 5,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 34,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 0,
lo_price: 0,
hi_sell: 38,
lo_sell: 32,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 85,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 110,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 40,
lo_price: 30,
hi_sell: 30,
lo_sell: 20,
},
honey: {
name: "Athenian Honey",
hi_price: 20,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 350,
lo_price: 300,
hi_sell: 300,
lo_sell: 250,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 75,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 35,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 25,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 550,
lo_price: 500,
hi_sell: 500,
lo_sell: 400,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 50,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 275,
lo_price: 200,
hi_sell: 200,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 70,
lo_price: 60,
hi_sell: 60,
lo_sell: 50,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 95,
lo_price: 85,
hi_sell: 85,
lo_sell: 65,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 200,
lo_price: 180,
hi_sell: 180,
lo_sell: 160,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<elseif $temp.marketid is 68>>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
wheat: {
name: "Bushel of Wheat",
hi_price: 0,
lo_price: 0,
hi_sell: 15,
lo_sell: 10,
},
beeswaxcandle: {
name: "Beeswax Candles",
hi_price: 0,
lo_price: 0,
hi_sell: 23,
lo_sell: 20,
},
kaval: {
name: "Keval Flute",
hi_price: 46,
lo_price: 40,
hi_sell: 40,
lo_sell: 29,
},
grapejuice: {
name: "Cask of Grape Juice",
hi_price: 44,
lo_price: 38,
hi_sell: 38,
lo_sell: 31,
},
jacket: {
name: "Traditional Folk Jacket",
hi_price: 0,
lo_price: 0,
hi_sell: 85,
lo_sell: 63,
},
brocade: {
name: "Brocade Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 50,
lo_sell: 40,
},
gusle: {
name: "Gusle String Instrument",
hi_price: 0,
lo_price: 0,
hi_sell: 110,
lo_sell: 75,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 0,
lo_price: 0,
hi_sell: 130,
lo_sell: 90,
},
horseshoe: {
name: "Silver-inlaid Iron Horseshoe",
hi_price: 0,
lo_price: 0,
hi_sell: 93,
lo_sell: 67,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 0,
lo_price: 0,
hi_sell: 333,
lo_sell: 266,
},
candy: {
name: "Musk and Ambergris Candies",
hi_price: 0,
lo_price: 0,
hi_sell: 33,
lo_sell: 13,
},
fruitsoap: {
name: "Fruit-scented Soaps",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 8,
},
tulips: {
name: "Tulip Bulbs",
hi_price: 0,
lo_price: 0,
hi_sell: 133,
lo_sell: 120,
},
misket: {
name: "Bulgarian Misket Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 86,
lo_sell: 73,
},
rakija: {
name: "Quince Rakija",
hi_price: 0,
lo_price: 0,
hi_sell: 40,
lo_sell: 27,
},
honey: {
name: "Athenian Honey",
hi_price: 20,
lo_price: 10,
hi_sell: 10,
lo_sell: 5,
},
pocketwatch: {
name: "Austrian Pocket Watch",
hi_price: 0,
lo_price: 0,
hi_sell: 330,
lo_sell: 250,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
lo_sell: 75,
},
medicinalwater: {
name: "Jug of Medicinal Water",
hi_price: 0,
lo_price: 0,
hi_sell: 13,
lo_sell: 7,
},
pekmez: {
name: "Plum Pekmez",
hi_price: 0,
lo_price: 0,
hi_sell: 11,
lo_sell: 7,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 0,
lo_price: 0,
hi_sell: 45,
lo_sell: 35,
},
nail: {
name: "Box of Ortasayış Iron Nails",
hi_price: 0,
lo_price: 0,
hi_sell: 16,
lo_sell: 9,
},
opanak: {
name: "Opanak Leather Shoes",
hi_price: 0,
lo_price: 0,
hi_sell: 47,
lo_sell: 40,
},
anchovy: {
name: "Small Netful of Anchovies",
hi_price: 25,
lo_price: 20,
hi_sell: 20,
lo_sell: 15,
},
bow: {
name: "Exquisite Bow and Quiver",
hi_price: 0,
lo_price: 0,
hi_sell: 665,
lo_sell: 532,
},
birgivi: {
name: "Catechism of Birgivi",
hi_price: 0,
lo_price: 0,
hi_sell: 100,
Lo_sell: 67,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 0,
lo_price: 0,
hi_sell: 166,
lo_sell: 133,
},
futuh: {
name: "Futuh al-Haramayn Manuscript",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 67,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 0,
lo_price: 0,
hi_sell: 266,
lo_sell: 200,
},
tobacco: {
name: "Tobacco",
hi_price: 0,
lo_price: 0,
hi_sell: 46,
lo_sell: 39,
},
turkmencarpet: {
name: "Turkmen Carpet",
hi_price: 0,
lo_price: 0,
hi_sell: 52,
lo_sell: 26,
},
opium: {
name: "Opium",
hi_price: 0,
lo_price: 0,
hi_sell: 419,
lo_sell: 388,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 132,
},
coffee: {
name: "Coffee",
hi_price: 0,
lo_price: 0,
hi_sell: 88,
lo_sell: 70,
},
levantinesoap: {
name: "Levantine Soap",
hi_price: 0,
lo_price: 0,
hi_sell: 53,
lo_sell: 43,
},
gazzatum: {
name: "Gazzatum Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 165,
lo_sell: 149,
},
lamp: {
name: "Engraved Oil Lamp",
hi_price: 0,
lo_price: 0,
hi_sell: 80,
lo_sell: 70,
},
theriac: {
name: "Egyptian Theriac",
hi_price: 0,
lo_price: 0,
hi_sell: 120,
lo_sell: 100,
},
fur: {
name: "Fur-lined Kaftan",
hi_price: 0,
lo_price: 0,
hi_sell: 350,
lo_sell: 280,
},
englishfabric: {
name: "English Fabric",
hi_price: 120,
lo_price: 90,
hi_sell: 90,
lo_sell: 65,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 0,
lo_price: 0,
hi_sell: 180,
lo_sell: 160,
},
silk: {
name: "Silk",
hi_price: 0,
lo_price: 0,
hi_sell: 200,
lo_sell: 173,
}
}>>
<<goto "Market UI">>
<<else>>
This is where players can buy and sell items...
We will also want to include their inventory...
The market type for this location is $temp.marketid...
<<set $temp.from to "market">>
<<link "Return to $cur_passage" "Decay Functions">><</link>>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Market UI]]
<<set $temp.lock to 1>>
<<if $temp.imaret is 0>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td><i>Imaret</i> in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/imaretnew2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*----------------------------*/
/*----- Give Player Food -----*/
/*----------------------------*/
<<if $cur_passage is "Han Bulog">>
<<set _randomFood to random(10, 20)>>
<<else>>
<<set _randomFood to random(30, 55)>>
<<endif>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_randomFood>>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
<<set _foodimage to setup.ImagePath+"ui/food.png">>
You visit the <i>imaret</i> (Ottoman soup kitchen) in $cur_passage. A local <i>waqf</i> has set it up to provide passing pilgrims free food. You get _randomFood <img @src=_foodimage style='height: 1.5ex;'> for your travels!<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "market">>
<<set $temp.imaret to 1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
<<else>>
<<goto "Free Food Visited">>
<<endif>>
[[|Free Food Visited]]
[[|Decay Functions]] <<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Petition the Pasha of $cur_passage?</td>
</tr>
</table>
</div>
<<set _randomimage to random(0,1)>>
<<if _randomimage is 0>>
<<set _h to setup.ImagePath+'hub/pasha4.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<elseif _randomimage is 1>>
<<set _h to setup.ImagePath+'hub/pasha3.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
<br><br>
<<set $temp.from to "pasha">>
You arrive outside the Konak (residence) of the Pasha of $cur_passage where scribes sit along the walls to help all kinds of people write petitions to the Pasha. These petitions range from requests for money, gifts, or imperial positions and there is quite a gathering of people here today when you arrive. It seems that if you want to petition the pasha for help on the hajj journey you may need to wait for an audience with him, this may delay you more than a week but you are sure that if you do he will bestow you with gifts after hearing about your pious journey!
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
The early eighteenth-century English traveler and wife of an English Diplomat, Lady Mary Wortley Montagu, describes the scene of an Ottoman imperial camp outside of the city of Edirne: <br><br> //'From this place I went in my Turkish coach to the camp, which is to move in a few days to the frontiers. The Sultan is already gone to his tents, and all his court. The appearance of them is indeed very magnificent. Those of the great men are rather like palaces than tents, taking up a great compass of ground and being divided into a vast number of apartments. They are all of green and the pashas of three tails have those ensigns of their power placed in a very conspicuous manner before their tents which are adorned on the top with gilded balls, more or less according to their different ranks.'//
<br> <br> </div>
<br> <br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Petition the Pasha">>
<<set $temp.lock to 0>>
<<goto "Pasha Petition Rumelia Yes">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pasha Petition Rumelia Yes]]<<set $temp.lock to 1>>
<<if $temp.pasha is 1>>
<<goto "Pasha Visited Rumelia">>
<<elseif $temp.pasha is 0>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Audience with the Pasha of $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/theyoungayan.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "pasha">>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
/*-----------------------------*/
/*----- Determine Outcome -----*/
/*-----------------------------*/
/*----- Constant -----*/
<<set $player.health to 100>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to 100>>
<</for>>
<<set _gainfood to 100>>
<<set _gainwater to 100>>
/*----- Basis -----*/
<<set _gainmoney to 200>>
<<set _gaintime to random(180,240)>>
<<set _gainpiety to 0>>
/*----- Unique -----*/
<<if $player.job is "Ottoman Princess">>
<<set _gaintime to random(48,96)>>
<<set $player.inventory.pocketwatch.amount to $player.inventory.pocketwatch.amount+1>>
<<set _gainitem to $player.inventory.pocketwatch.name>>
<<set $temp.newcharacteradd to 1>>
<<elseif $player.job is "Impoverished Widow">>
<<set _gainmoney to 75>>
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount+1>>
<<set _gainitem to $player.inventory.talismanicring.name>>
<<set $temp.newcharacteradd to 1>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _gaintime to random(120,180)>>
<<set $player.inventory.talisman.amount to $player.inventory.talisman.amount+1>>
<<set _gainitem to $player.inventory.talisman.name>>
<<set $temp.newcharacteradd to 1>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _gainmoney to 500>>
<<set $player.inventory.malvasiawine.amount to $player.inventory.malvasiawine.amount+3>>
<<set $temp.newcharacteradd to 1>>
<<set _gainitem to $player.inventory.malvasiawine.name>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _gainpiety to 30>>
<<set $player.inventory.dalail.amount to $player.inventory.dalail.amount+1>>
<<set $temp.newcharacteradd to 1>>
<<set _gainitem to $player.inventory.dalail.name>>
<<endif>>
<<set _gaindays to Math.floor(_gaintime/12)>>
<<if $family[0].death is "Alive">>
<<set $family[0].daystart to $family[0].daystart+_gaindays>>
<<endif>>
<<if $family[1].death is "Alive">>
<<set $family[1].daystart to $family[1].daystart+_gaindays>>
<<endif>>
<<if $family[2].death is "Alive">>
<<set $family[2].daystart to $family[2].daystart+_gaindays>>
<<endif>>
/*---------------------------------*/
/*----- Describe What Happens -----*/
/*---------------------------------*/
<div style="text-align:left;">
<<if $player.job is "Gulshani Sufi">>
<br>
The proud Pasha of Sofya, the Beylerbeyi of Rumelia, made you and other petitioners wait outside his Konak (residence). You had almost given up hope that he would see you and help you with your journey to Mecca but after _gaindays days he invites you in and he is moved your stories of the struggles of the hajj road. He sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. His court physician also heals you and your party. The pasha also sends you off with a manuscript copy of the _gainitem and asks you to accompany one of the Janissaries from his entourage on their journey to Mecca!
<<elseif $player.job is "Ottoman Princess">>
<br>
It seems that your connections to imperial elite circles as a member of the Ottoman royal family has allowed you to get an audience with the Pasha of Sofya, the Beylerbeyi of Rumelia, quicker than usual. The Pasha often makes his visitors wait unless they bring generous gifts but after _gaindays days he could not ignore you any longer for fear of upsetting some of your powerful relatives! He gives you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party. The pasha also gifts you a _gainitem to better ingratiate himself with your family - he says it picked it up when he served many years ago as the commander in the castle of Estergon (Esztergom). Just before you leave, the pasha orders one of his most trusted janissary guards to accompany you on your journey to protect you from any attacks.
<<elseif $player.job is "Ottoman Merchant">>
<br>
Knowing a man of great wealth when you see one, you hurry to the Konak (residence) of the Pasha of Sofya, the Beylerbey of Rumelia, to see if you can petition for any gifts to help on your journey to Mecca. You are able to gain an audience with the Pasha of Sofya after _gaindays days of waiting in the bustling city of $cur_passage. When you come to meet the pasha, you shower him with compliments and stories of your adventures on the hajj road! Deligthed by your stories and impressed by your pious journey, something he is surprised to see a merchant partake in, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party. Just before you leave, the pasha also gifts you three bottles of the finest _gainitem, something valuable for you to trade along the road ahead. He also orders one of his most trusted janissary guards to accompany you on your journey to protect you from any attacks.
<<elseif $player.job is "Ottoman Janissary Ağa">>
<br>
Wishing to have some help on your pious journey, you head to the Konak (residence) of the Pasha of Sofya, the Beylerbeyi of Rumelia, to see if you can petition him to help you on your journey. With your connections to the janissary guards of the Pasha's household you are able to gain an audience quicker than normal with the powerful Pasha of $cur_passage, only waiting _gaindays days for the honor. When you come to meet the pasha, you tell him how you need more support for your journey to the holy cities and that his help would be much appreciated. The stories of the difficulties of your journey to this point inspire the pasha who now sees it as his duty to help you on your joruney to Mecca. As a sign of his charity, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party as well. Just before you leave, the pasha orders one of his most trusted janissary guards to accompany you on your journey to protect you from any attacks. He also gifts you a _gainitem from his personal belongings, he says that he received it when he want on hajj years ago and he felt it saved his life once while fighting in the wars in Poland!
<<elseif $player.job is "Impoverished Widow">>
<br>
Wishing to have some help on your pious journey you head to the palace of the Pasha of Sofya, the Beylerbeyi of Rumelia, to see if you can petition him to help you on your journey. You make friends with one of the eunuchs who serves in the household of the grand pasha and are able to gain an audience with the pasha after _gaindays days of waiting in outside the gates of his Konak (residence). When you come to meet the pasha, you tell him how poor you are, the difficulties of your life, and the dangerous trials of the hajj journey. Your story inspires the pasha who now sees it as his duty to help you on your joruney to Mecca. As a sign of his charity, he awards you _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;"> in order to help you on your noble journey to the Harameyn (Mecca and Medina). The court physician also heals you and your party as well. The pasha gifts you a small _gainitem from his own hand, telling you that he hopes this family heirloom will grant you success on your long journey. Just before you leave, he orders one of his most trusted janissary guards to travel with you as well.
<<endif>>
</div>
/*---------------------*/
/*----- Variables -----*/
/*---------------------*/
<<set $player.time to $player.time+_gaintime>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_gainfood>>
<<set $player.inventory.water.amount to $player.inventory.water.amount+_gainwater>>
<<set $player.money to $player.money+_gainmoney>>
<<set $player.piety to $player.piety+_gainpiety>>
<<if $player.piety gte 100>>
<<set $player.piety to 100>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.pasha to 1>>
<<set $temp.from to "pasha">>
<<goto "Character Addition">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Pasha Visited Rumelia]]
[[|Character Addition]] Double-click this passage to edit it.<<nobr>>
<br>
<br>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Your Journey Begins from Sarajevo</td>
</tr>
</table>
</div>
<br>
<br>
<<set _h to setup.ImagePath+'hub/sarajevostart.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
You begin your journey in the city of Sarajevo as you make your way to the Ottoman capital of Istanbul and then on to Mecca.
<br>
<br>
The year is 1082 and it is the eleventh day of the month of Cemaziyelahir (Jumada al-thani) in the Islamic Hijri Calender (October 11, 1671CE). The official Ottoman caravan to take gifts and pilgrims to the holy cities of Mecca and Medina will leave Istanbul, as it always does, in 35 days on the twelfth of Recep (November 15th, 1671CE) from Üsküdar, a neighborhood of Istanbul. You will need to make it here before the departure of the imperial caravan or you will have to make the trek to Mecca on your own. You plan to participate in the hajj of 1082 in Mecca which will occur on the eigth of the month of Zilhicce (Dhu al-Hijjah) in the Hijri Calender (April 7th, 1672CE), also known as the Month of the Hajj pilgrimage. Your journey, will be long and difficult, especially as the hajj this year is in the spring which means to get there in time you must cross several mountain ranges in Anatolia during the harsh winter. All in all, you hope to reach Mecca within 180 days from your departure or you will miss the major festivities of the height of the hajj season in Mecca and you will have to wait in the holy cities for another year in order to partake in the rituals of the hajj!
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount">
<br>
<br>
/%---------------------------------%/
/%---------- Change Quote----------%/
/%---------------------------------%/
The seventeenth-century pilgrimage account of the unnamed widow of Mirza Khalil is one of the few early modern hajj narratives we we have from Muslim women. As she set off from her home of Isfahan to Mecca, she wrote the following verse:
<br>
<br>
<i>'When the devious hand of fate <br>
Bled my heart by the loss of my beloved <br>
I was unable to sleep comfortably in bed <br>
I had no choice but to travel <br>
I could not sleep at night, nor rest in daytime <br>
Until I decided to set off for pilgrimage to Kaaba (in Mecca)<br>
I tightened my belt and stretched my arms <br>
And set foot in that direction with determination <br>
No friend or relative joined me on this visit <br>
Like Majnun , I set off into the desert <br>
Who needs to be aided by a friend? <br>
Indeed God is the only friend of the lonely <br>
I freed my heart of all fears <br>
And took this journey as a good omen <br>
Riding on the couch, I broke the spell of the desert <br>
Like a bird I flew off from the branches of sorrow <br>
Towards the House of the Unrivalled Lord <br>
I journeyed, alone by myself, through the plains'</i>
<br>
<br>
You can find a full article on female Iranian pilgrims [[here|https://www.jstor.org/stable/41445181]] <br><br></div>
<br> <br>
<br>
<div align="center">
<span id="initialDestination">
<<button "Begin in Sarajevo">>
<<goto "Sarajevo">>
<</button>>
</span>
</div>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Sarajevo]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Caravanserai of Mokra">>
<<set _desc to "Traveling east from Sarajevo through a series of tree-covered mountains and valleys, you reach the village and small caravanserai of Mokra. You take stock of your supplies as you prepare for the journey ahead to Belgrade.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his stay in Mokra (Mokro) in the following passage: \n\n //'Supper was ready when we reached Mokro, where I meant to sleep...Not a cloud was visible, and the clar blue sky, bespangled with stars, seemed as fresh, as pure, and as innocent of all evil, as it was on the day of its creation; the broad, unmeaning face of the stupid moon was beaming brightly now, when we no longer stood in need of her aid. \n\n At the kahn (caravanserai) a sort of bed had been prepared for me, but it was in the room which was evidently occupied during the day by smokers and coffee-drinkers...I afterwards saw several good horses, richly caparisoned, in the satble...'// \n\n The image above is a sketch from the mid-nineteenth-century traveler Edward Lear composed during his time traveling through Albania.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to a well connected Bosnian merchant) If you run across any other Franciscan Friars along the road - do your best to help them, some local officials have been giving us trouble as of late!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Maho the Timariot: //'(Speaking to a young traveler): Make sure to find a soldier in some of the large cities in these parts if you want to ensure protection from greedy bandits along the road.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'The water here is quite clean, I hear it is harder to find clean water in larger cities further along the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Srebrenica">>
<<set _time to 17>>
<<elseif $player.speed is "medium">>
<<set _destination to "Han Şahin Pasha">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Han Şahin Pasha">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Han Şahin Pasha]]
[[|Srebrenica]]
<</nobr>>
Double-click this passage to edit it.<<nobr>>
<<set $temp.nistoyenipazar to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Niş">>
<<set _desc to "Your caravan finally reaches the city of Niş (Niš), a trading entrepôt just beyond the confluence of Nišava and South Morava rivers. The town is quite large compared to others you have seen in your travels recently and you encounter some other caravans who have reached here from Yeni Pazar via Alacahisr and the difficult Kopaonik mountains. As you navigate the marketplace alongside the banks of the Nišava River you overhear some pilgrims who plan to visit the tomb of a sufi by the name of Sheikh Musli Efendi, you consider joining them as you explore the city. One of them mentions to you that Niş has many different local places of pilgrimage, including the tomb of a certain Sefer Baba whose grave can be found near the bridge over the Nišava River alongside a dervish lodge (tekke). \n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described Niş (Niš/Naissus/Nissa) in the following passage: \n\n //'A few hours' drive on a level and open plain brought us to the town of Nissa (Niş), called Nish by the Turks. It contains about 10,000 inhabitants, of whom 4,000 are Muslims, and 6,000 Christians. The defensive works, on the right bank of the Nissava (Nišava River), consist of well-built ramparts of great extent, with wattled parapets and a dry ditch. They mount a considerable number of guns of large caliber, which are in good order. The bazaar, which is on the opposite side of the river, is surrounded by a trench and palisades, and the Christian quarter beyond it, is open to the plain. \n\n In this part of the town, which is much the largest of the three, I was received in the house of the principal merchant of the place, whither I was conducted by an officer, sent to the gate by the pasha for that purpose. The merchant's wife and daughter-in-law insisted on kissing my hand when they brought me coffee and sweet meats, and on my objecting to this part of the ceremony, I was told that it was the custom of the country, and that, as a guest of the pasha's, I should give offence by refusing their respectful homage. This was all very well, but I did not understand why the pasha did not receive me in his own konak (residence), and I lost no time in going thither to ascertain the motive of this, to me, unusual style of hospitality. \n\n I found Khurshid Pasha in a great palace occupying the center of the fort. He is a gentlemanlike and most intelligent man, a little under forty, tall and handsome. His manners were perfect, and he showed the greatest wish to be agreeable to me, but all my hints, which I intended to lead to an explanation of his having sent me to the merchant's house, passed unheeded. We conversed on Bosnia, Serbia, and Bulgaria, for nearly an hour, and then I took leave in great astonishment at this singular contradiction, for he had been most polite, though perhaps a little cold...On the following morning I took a ride through the town, after calling on Osman Bey, the colonel of the regiment in garrison at Belgrade...Naissos (Niş) was the birthplace of Constantine the Great, but nothing remains to bear witness of its ancient glory, for the town is modern, and by no means remarkable for its beauty. My curiosity was therefore soon satisfied, and I prepared to leave it.'// \n\n The image above is a seventeenth-century German engraving by Jacob Enderlin showing the city of Niş in 1691. The image can be found [[here|https://eng.travelogues.gr/item.php?view=54386]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 50>>
<<set _shrine to 2>>
<<set _water to 75>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to a well connected Bulgarian merchant) If you run across any other Franciscan Friars along the road - do your best to help them, some local officials have been giving us trouble as of late!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) I plan to head to Yeni Pazar via Alacahisar so that I can take the road south to Salonika (Selânik), I plan on taking a ship from there for my own pilgrimage to Jerusalem!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) I went to take some water from the river and found that a local tannery is spilling into it, I would not take on water here if you can prevent it.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Şehirköy">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Musa Pasha">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Sićevo Gorge">>
<<set _time to 3>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Alacahisar">>
<<set _time2 to 9>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Alacahisar">>
<<set _time2 to 11>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Alacahisar">>
<<set _time2 to 13>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<if $temp.yenipazartonis is 0>>
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
<<elseif $temp.yenipazartonis is 1>>
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<endif>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Sićevo Gorge]]
[[|Musa Pasha]]
[[|Şehirköy]]
[[|Alacahisar]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%------------ Restore Shrine -------%/
/%-----------------------------------%/
<<if $temp.huda is 0>>
<<script>>
Dialog.setup("In Memory of Hüdavendigâr");
Dialog.wiki(Story.get("In Memory of Hüdavendigâr").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Plain of Kosovo">>
<<if $temp.hudapay is 1>>
<<set _desc to "You arrive to the tomb complex of Sultan Murad Hüdavendigâr. The single central dome of the tomb acts as a beacon for local pilgrims from the entire surrounding region. Having the funds that your provided, the local caretaker, Enver, is able to repair some of the leaky chambers that house pilgrims near the tomb - which is welcome news to some of the local Albanian sufis who you are staying with during your time here.\n\n">>
<<elseif $temp.hudapay is 0>>
<<set _desc to "You arrive to the tomb complex of Sultan Murad Hüdavendigâr. The single central dome of the tomb acts as a beacon for local pilgrims from the entire surrounding region. However, the local caretaker, Enver, complains that he does not have enough fund to give quality accodations to all the pilgrims to come here. He lets you know that you and your party must camp outside the tomb complex's walls tonight - as there are no suitable rooms avaliable due to a recent bout of heavy rainfall.\n\n">>
<<endif>>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi described the folktale on how Sultan Murad Hüdavendigâr was assassinated after the Battle of Kosovo (1389 CE). He writes that: \n\n //'During the battle of the Plain of Kosovo (Field of Blackbirds), Sultan Murad put 700,000 infidels to the sword. While he was going about the battlefield on foot, and the bodies of his martyred soldiers were being piled up on the bank of the Llap river, an inauspicious infidel named Koblaki rose from among the carcasses of the infidel soldiers and slew him. According to another version the assassination took place after the battle, when the aforesaid infidel, pretending to be an envoy, approached to kiss the hand of the Sultan, but then drew his dagger and slew him. He then mounted his horse and set off in flight. A huge number of Ottoman troops rushed around him with their weapons, yet no one was able to knock the assassin off his horse. An old woman cried out: 'Oh warriors, strike his horse on the hoof, for both he and his horse are entirely covered in mail.' As soon as she said this, a strong-armed bowman shot at the horse's hoof, and horse and rider both came tumbling down. The soldiers crowded around, broke through his mail collar and slit his throat. Ever since that time, whenever an envoy approaches on of the Ottoman dynasty, the sultan sits on his throne and the envoy kisses a long sleeve attached to the sultan's robe while being held tightly on both sides. The envoy is first made to kiss the ground and then the sleeve, which is eight paces in length, and he is not allowed any nearer. That his been the custom under Ottoman law since the day on which Gazi Hüdavendigâr (Sultan Murad I) was murdered.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 4>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a group of travelers) I always wonder how Gazi Murad Hüdavendigâr was so fooled as to be killed after the battle was over.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to another dervish) This is truely not a tomb to miss, it is such a scerene place and a magnificent dome!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Emine Hatun the Widow: //'(Speaking to her friend who is not listening) A few years ago when I was having dinner with the wife of the late Grand Vizier Melek Ahmed Pasha, I was told that he personally ensured that food would be supplied to this glorious imaret here! What a grand fellow he was!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Üsküb">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Lipjan Han">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lipjan Han">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Lipjan Han]]
[[|Üsküb]]
[[|In Memory of Hüdavendigâr]]
<</nobr>><<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.huda to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to Math.floor($player.money*0.12)>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to Math.floor($player.money*0.15)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to Math.floor($player.money*0.17)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to Math.floor($player.money*0.13)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to Math.floor($player.money*0.10)>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>In Memory of Hüdavendigâr</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/huda.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
Arriving to the site of the Field of Blackbirds, the location on the Plain of Kosovo of the famous battle between the Serbian Prince Lazar Hrebeljanović and the Ottoman Sultan Murad Hüdavendigâr in 791 Hijri (1389 CE). Sultan Murad Hüdavendigâr was assassinated just after the battle and the place of his death is marked by a tomb which contains the buried heart and internal organs of the martyred sultan - his body was buried in the old Ottoman capital of Bursa. The tomb complex has grown into an important local pilgrimage site for Muslims, though the structure itself has fallen into a state of disrepair. The local //mütevelli//, Enver, a trustee who manages the imperial //waqf// (a religious endowment) here approaches you. He asks that you make a donation of _randomBribe akçe <img @src=_coinimage style="height: 1.5ex;"> so that they can make repairs to tomb complex. Do you make the donation to repair the tomb of the fallen sultan, Hüdavendigâr? Or do you politely decline, preferring to save your funds for your journey ahead?
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman traveler Evliya Çelebi describes the state of the tomb of Hüdavendigâr in the following passage: <br><br> //'A strange thing occurred as we entered this mausoleum of the Field of Kosovo. Even the skirt of our master, Melek Ahmed Pasha, was besmirched with filth. It seems that all the reaya (peasants) infidels from the surrounding villages used to stop at this mausoleum on their way to Pristina and Vučitrn and, as an insult, use it as a privy. Melek Ahmed Pasha became enraged when he saw the stench and the filth. 'My lord,' said I, 'the inauspicious infidel who slew this sultan lies in a monastery on yonder mountain in a fine mausoleum, lit with jewelled lamps and scented with ambergris and musk. It is supported by wealthy endowments and ministered by priests who every day and night play host to passing visitors, infidel and Muslim alike. The mausoleum of our victorious sultan, on the other hand, has no such institution or keeper to tend to it, and this all the infidels come and treacherously deposit their excrement in it...'<br><br> Thereupon the Pasha gave the populace of the vilayet (province) two purses of kuruş (smaller form of Ottoman currency) and summoned the reaya from the surrounding area to clean up the mausoleum. In one week they built a high wall with a lofty gate around the mausoleum so that people on horseback could not get in. They also planted 500 fruit trees and dug a well. A keeper was appointed to live there with his family...his duty was to care for the silk carpets, condelsticks, censers, rose-water containers and lamps in the radiant mausoleum...Thus a great act of charity was accomplished, and now it has become a pilgrimage site - God's mercy be upon him!'//
<br>
<br>
<br><br></div>
<br> <br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Repair the Tomb">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $player.piety to $player.piety+15>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<set $temp.hudapay to 1>>
<<set $player.shrinekosovo to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Repair the Tomb">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Decline to Pay">>
<<set $player.piety to $player.piety-10>>
<<if $player.piety < 0>>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Plain of Kosovo]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.warden to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to Math.floor($player.money*0.20)>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to Math.floor($player.money*0.25)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to Math.floor($player.money*0.10)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to Math.floor($player.money*0.15)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to Math.floor($player.money*0.10)>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Warden of Kaçanik</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/warden.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
You arrive to the grand Fortress of Kaçanik which guards the passes into the Plain of Üsküb from Kosovo. However, it seems that the Castle Warden, Koca Sinan, has decided to charge any travelers a fee to stay in his well-protected outpost, no matter if they are a merchant or a pilgrim. From you, his guards demand a payment of _randomBribe akçe <img @src=_coinimage style="height: 1.5ex;">, if you do not pay, Koca Sinan's men will make sure that you do not have access to the special market here, the well of the finest water, and the stables. However, the local Imam has made sure that Koca Sinan does not interfere with the distribution of alms at the //imaret//. A messenger from Koca Sinan also informs you that if you pay, he will also provide you with a soldier from his entourage to protect you on your journey. Do you make the payment to the greedy Koca Sinan? Or do you decline this outrageous fee and keep your dignity, ready to deal with the consequences during your stay here?
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The early eighteenth-century English traveler and wife of an English Diplomat, Lady Mary Wortley Montagu, describes her encounter with corrupt officials near Belgrade, commonplace in any early modern empire: <br> <br> //'The desert woods of Serbia are the common refuge of thieves who rob fifty company, that we had need of all our guards to secure us, and the villages so poor that only force could exort from them necessary provisions. Indeed the Janissaries had no mercy on their poverty, killing all the poultry and sheep they could find without asking who they belonged to, while the wretched owners durst not put in their claim for fear of being beaten. Lambs just fallen, geese and turkeys big with egg all massacred without distinction!... When the pashas travel 'tis yet worse. Those oppressors are not content with eating all that is to be eaten belonging to the peasants; after they have crammed themselves and their numerous retinue they have the impudence to exact what they call teeth money, a contribution for the use of their teeth, worn with doing them the honour of devouring their meat. This is a literal, known truth, however extravagant it seems; and such is the natural corruption of a military government, their religion not allowing of this barbarity any more than our does.'//
<br>
<br>
The image above is from an editon of Firdowsi's //Shahnama// and can be found [[here|https://www.davidmus.dk/en/collections/islamic/materials/miniatures/art/42-2006]]
<br><br></div>
<br> <br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Bribe">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.wardenpay to 1>>
<<set $temp.newcharacteradd to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto "Character Addition">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay the Bribe">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Decline to Pay">>
<<set $player.inventory.futuh.amount to $player.inventory.futuh.amount+1>>
<<set $player.piety to $player.piety+5>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Kaçanik]]
[[|Character Addition]]<<nobr>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 1>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Manastır">>
<<set _desc to "Passing through the mountains and rolling green hills, you arrive at the thriving market town of Manastır (Bitola). Here you find a large marketplace, the large domed mosque of Ishak Çelebi, numerous small bathhouses, and all the amenities one would expect from an important trading center in the heart of Rumelia. You walk through the bazaar and peruse the many items found in its shops which line the small Dragor River that runs through the town. From here you hear that several travelers plan to visit relatives in the lakeside town of Ohrid, while other plan to push ahead on the road south to Salonika (Selânik) - the great port city on the Aegean Sea!\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi includes the following story about a bandit he encountered outside of Manastır during his travels there. He writesr:\n\n //'There was an infidel named Yano in the Sheshan hills who was pillaging the city of Manastır. It was impossible to collect the money due from the villages in those hills. So I left all my attendants behind and rode up Mt Sheshan with a single slaveboy. Adventure of this humble one. After three hours an infidel with a mace appeared. \n\n 'Hey Turk,' he said. \n 'What are you doing in this mountain?' \n 'I have come to my friend Yano Bey. I must see him.' \n The infidel went off, then came back and said, 'Come with me.' \n\n We dismounted and proceeded through thick forest. Five or six hundred infidels lined our path, each with a pike and a mace in his hands and two or three muskets in his belt. On both sides men were roasting kebabs of lamb and pork, perhaps 300 animals. Several hundred tailors were cutting out clothing for the infidels from the cloth they had taken on their raids from the city of Manastır and the fair at Maskoluri. I viewed all this activity as I advanced. \n\n 'Hello, my good man, welcome!' cried a warriorlike infidel, as he rosen to his feet. He had a feather in his cap, a dark brown vest, and was clean-shaven. 'Thanks,' I replied. 'I've come to see your smiling face.' \n 'How did you come up this mountain so fearlessly?' 'He who comes on foot is not put to death – that is so in the religion of
Muhammad and in the religion of Jesus – but I have come to die. The villages in this mountain still owe three yük of akçe for the grain requisition. The kadi (judge) has given a court order. What if Melek Ahmed Pasha says 'Where is my money?' and we say 'I haven't got it!' and he says 'Where is the kadi's appeal?' and the kadi hasn't given an appeal? Then Melek Ahmed Pasha will put me in prison and bleed me for the money owed in this mountain. So fearing for my life I put my head behind my saddle and came to you. Do as you like – here is my head and
my soul!' \n\n 'You are not to blame,' Yano replied. 'It is all the fault of your infidel kadi. He gave the order, and the harassers of the province along with the kadis are oppressing the peasants. But God willing, we will kill that kadi and make an example of him. Look here, young man, do you know who I am?' \n 'No,' I said. \n\n 'Don't you recognise me? I am Yano, the one with the sherbet shop near the Mahmud Pasha bath in Istanbul. One time you withheld my tax receipt from the customs agent, Ali Agha.' \n\n 'Now I know who you are,' I said, and since it was in a good cause, I added, 'my dear friend!' We kissed each other, exchanged pleasantries, ate a lamb kebab. Then he loaded three yük of akçe on a packhorse, and also gave us ten rolls of Prankona cotton, fifty pieces of satin, ten pieces of Frankish printed cloth, and ten packhorse loads of tobacco, also 100 Venetian ducats for myself, and an outfit of fine broadcloth for each of my forty attendants down below. He even accompanied me down to the valley and made sure I had rejoined my attendants before going back up, and he left all the packhorses behind. \n\n My attendants were stunned. I gave them the broadcloth, which made them quite happy. God be praised, thanks to this adventure I got 300 yük of akçe instead of 100.'// \n\n The image above is a nineteenth-century print of Manastır(Monastir/Bitola) but the English artist Edward Lear.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 50>>
<<set _shrine to 1>>
<<set _water to 20>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to a group of merchants in hushed tones) If you come across any manuscripts in your travels, make sure to hold on to them, I hear you can fetch some grand prices for them in Mecca or even Damascus!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I was told by a friend of mine that the Gusle instrument can be sold in cities like Istanbul or elsewhere in Anatolia for a fair profit!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I would advise you to pay a visit to the Ishak Çelebi Mosque, it is quite a grand sight and the greatest mosque that I have laid my eyes on in these parts!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Yenice">>
<<set _time to 19>>
<<elseif $player.speed is "medium">>
<<set _destination to "Filoriyye">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Filoriyye">>
<<set _time to 6>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Ohrid">>
<<set _time2 to 10>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Ohrid">>
<<set _time2 to 12>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Ohrid">>
<<set _time2 to 14>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<if $temp.ohrid is 0>>
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
<<elseif $temp.ohrid is 1>>
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<endif>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ohrid]]
[[|Filoriyye]]
[[|Yenice]]
<</nobr>>Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-------- Friar Franjo -----------%/
/%-----------------------------------%/
<<if $temp.mostar is 0>>
<<script>>
Dialog.setup("Friar Franjo");
Dialog.wiki(Story.get("Friar Franjo").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town and Bridge of Mostar">>
<<set _desc to "Members of your caravan celebrate as you reach your first major stop on the road from Sarajevo, the town of Mostar and its impressive sixteenth-century bridge. Some pilgrims quickly head across the great bridge to go visit the tomb of the sixteenth-century Sufi mystic Mahmud Baba. Others in your company head to the market which host wealthy merchants traveling from the coast inland to the city of Sarajevo. However, you are more than content to watch the waters of the Neretva flow under the great bridge and take in this moment of calm.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman Evliya Çelebi describes the bridge of Mostar in the following manner: \n\n //'The Grand Architect Sinan son of Abdülmennan Agha built this noteworthy bridge...at the command of Sultan Süleyman. It rises into the sky like a rainbow, spanning the water from one cliff to the other, a single arch like the Vault of Chosroes in Baghdad. The Neretva River flows beneath it in the middle of the city of Mostar. Each end of the bridge is a fortified castle, so it is impossible to pass from one side of the city to the other without crossing this bridge. \n\n Another noteworthy feature, and a mark of tremendous skill, is the channel
consisting of bronze pipes that runs over this bridge from the Tabahane (Tannery) suburb on the western side to the marketplace on the eastern side. It was installed by Sultan Murad IV’s day-book clerk, Ibrahim Efendi. The channel carries water from the Radobola River for the baths, mosques, hans (caravanserais), imarets, medreses, fountains – in sum, for forty-five places in the city. \n\n Another
chronogram (dedicated to the bridge) is this: This bridge has been built exactly like a rainbow. \n Is there anything like it in the world, my God? \n Drawing the lesson, a wise man stated its date: \n The bridge that others cross, we too will cross, my shah. \n Year 973 (1565–6 CE)'// \n\n The image above is an early twentieth-century postcard showing the sixteenth-century Ottoman bridge in Mostar">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 50>>
<<set _shrine to 1>>
<<set _water to 25>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European diplomat) The market here is full of all sorts of regional specialties, though it is not as large as what I saw in the port of Dubrovnik (Dobro-Venedik).'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of pilgrims) While the tomb of Mahmud Baba is small, it is still worth a visit and provides a welcome respite from the road!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I was told that one can find experienced Ottoman sailors in the coffeehouses of Dobro-Venedik (Dubrovnik), it might be wise to hire one for your journey at sea - as the waters of the Adriatic are known to be treacherous!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Slano">>
<<set _time to 15>>
<<elseif $player.speed is "medium">>
<<set _destination to "Stolac">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Stolac">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Stolac]]
[[|Slano]]
[[|Friar Franjo]]
<</nobr>> Double-click this passage to edit it.<<nobr>>
<<set $player.sofyatravel to 1>>
/%-----------------------------------%/
/%------------ Sofya Event ----------%/
/%-----------------------------------%/
<<if $temp.sofya is 0>>
<<script>>
Dialog.setup("The Fountain of Luck");
Dialog.wiki(Story.get("The Fountain of Luck").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Sofya">>
<<set _desc to "Your caravan has finally arrived in the city of Sofya (Sofia) which sits beneath the shadow of Mount Vitosha. The city is the capital of the province of Rumelia and often home of the Beylerbeyi (lord of lords) of Rumelia. You heard from some locals as you were entering the town that the Pasha (the Beylerbeyi) is indeed here and is open to receiving petitions in the coming days, after he returns from one of his many excursions to the gardens, hunting grounds, and other places of leisure that abound in the surrounding green hills and mountains. Several members of your caravan almost jumped with joy upon hearing the news that we arrived into the city, as it is famous for its wonderful hot springs and baths - which after the long road to this point many a weary traveler look to with anticipation. In fact, you are told that even the grand Banya Bashi Mosque is built atop one of these springs! Lastly, while some pilgrims plan to go to the famous tomb of Bali Efendi just outside Sofia, you hear rumors that one can find the tomb of the famous Ottoman scholar Ahmed Bican Yazıcıoğlu in the city proper.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi includes the following story during his time in Sofya (Sofia), writing: \n\n //'Upon the lead-tiled roof of the ancient Friday mosque named the Çelebi Mosque, which is in front of the Pasha’s palace in the city of Sofia, a pair of storks made their nest and deposited their eggs. One day a notorious rogue named Debbağoğlu (‘son of the tanner’) climbed up to the roof of this mosque, removed the stork eggs, and put crow eggs in their place. Eventually these hatched and two crow chicks emerged, according to the verse: \n\n If you put crow eggs beneath a blessed peacock \n What hatches are crows, despite a thousand schemes.\n\n When the father stork returned from his foraging, what should he see but two black crow chicks squirming in the nest. He gave the mother stork a sound drubbing with his beak, then flew up and began to cry and wail as he soared about over the entire city of Sofia. Thousands of storks assembled and flew straight to Çelebi Mosque, landing on the domes and covering the roof so that you could not see a single lead tile. \n\n All these birds came forward one by one to peer into the nest and take a look at the grafted crow chicks. They raised such a hue and cry on the mosque dome that it frightened the wits of the passers-by. None of the birds ate or drank that day; they just kept up their crowing and cawing. So there was no peace of mind in Sofia on that day. All the people stopped what they were doing to watch the storks. \n\n Finally the crowd of storks killed the crow chicks. Then they rushed upon the mother stork, accusing her of adultery, and cut her to pieces with their beaks. After some further stork talk they gave the father stork another mother stork as his mate, and all flew back to their own nests. The townsfolk marvelled at this incident, and our lord Melek Ahmed Pasha too was quite astounded. ‘Have that scoundrel who exchanged the eggs brought here immediately,’ he said, ‘we’ll punish him.’ But then he decided to bide his time saying, ‘Be patient, God almighty will punish that rogue as he deserves.’...\n\n And indeed – by God’s wisdom – the plague did begin to spread in the city from day to day. By the end of a month, 500 people, men and women, were dying from it daily. It reached the point that thousands of people fled from Sofia to other regions. Seventy-seven of our fortunate lord’s renowned aghas, among his highest officers, died. The Pasha too had to take to his bed from illness. His head swelled up like an Adana squash, his tongue was scorched and turned black, his ears oozed with pus. More than once he was on the verge of death.'// \n\n The image above is a photograph from the 1850s of the Banya Bashi Mosque in central Sofya (Sofia).">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 63>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking to a friend) If you need help along your journey, it would be wise to petition the Beylerbeyi here in Sofya, though it may take some time for you to get an audience!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) I am surprised by the quality of water here in the city of Sofya, it must be all the fresh spring here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Symeon the Greek Musician: //'(Speaking to another traveler) The bathhouses (hamams) here are truely wonderful, and they are even free to use due to the large pious endowment they are apart of!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dupnitsa">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Bali Efendi">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Bali Efendi">>
<<set _time to 2>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaPashaNew _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Dupnitsa]]
[[|Bali Efendi]]
[[|The Fountain of Luck]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Tomb of Sofyalı Bâlî Efendi">>
<<set _desc to "Leaving Sofya to the southwest you arrive in the village of Knyazhevo and the famous tomb of the Sufi Bali Efendi. Here you see pilgrims of all different faiths gathered here, for you are told that Bali Efendi is not just important for the Muslims of this region but also its many Christians. You also notice that many of the Roma community can be found here and they call Bali Efendi by the name of Ali Baba in their prayers. While you know Bali Efendi for his sufi writings on Ibn Arabi, many of the Christians here tell you that we was also famed for protecting the local Christian community in his day and some day that miraculous events have occured at the tomb, including the healing of the sick. \n\n">>
<<set _hist to "The following is a translated account from a seventeenth-century Sufi woman, Asiye Hatun, and her dream letters - the full account can be found [[here|https://www.ucpress.edu/book/9780520303454/the-ottoman-world]]. Asiye Hatun was from Skopje (Üsküb) and wrote letters to her sufi confidant, Mehmed Dede, for the purposes of dream interpretation, a common practice in the Ottoman world. Her letters cover her anxieties about switching which sufi sheikh she follows - as she feels disconnected from her current sheikh, Veli Dede, and wants to change sufi masters to Sheikh Muslihuddin of Užice. She describes the dream in her starts in the following manner:\n\n //'The Monday before the holy feast, after having performed the morning prayer and recited the prescribed formula (by the sheikh) of daily holy litanies four hundred times and having performed the daybreak prayer, I rested for a while. In my dream a man says to me: 'It is necessary for you to break relations with Skopje and go to Užice and marry the master. He has no wife. Become his wife and serve him. After being married, there will be intimacy between you, and he will touch your body with his blessed hand and any bodily illnesses that you may have will be healed externally and internally. All your wishes will be realized. Your heart has been entrusted to him, your feelings too should be under his rule. Certainly, certainly it is necessary to marry him,' says he insistently to me. \n\n However, I could not tell who it was that spoke to me. But I do know that it was not a woman but a man. His words made me ashamed. 'What are you saying? My love is spiritual. It is accepted by God on high. For this reason, my heart submitted,' I reply. Again the man said, 'That master has no human nature. In truth he appears as a human among humans, but he is pure soul. There is no humanity to him. But I tell you that after you are married and there is intimacy, he will gently touch your body and will bring relief to your grief and healing to your ills. If you have your wits about you, do not miss this
opportunity,' he advises me. And this wretched one, acting on this advice, begins preparations for breaking my relations with Skopje and journeying to Užice. In this state I awoke. \n\n Then I fell back asleep. Again in my dream I saw that I had reached Užice. The honorable master is sitting somewhere. Under the roof is a pole that holds it aloft. And this wretched one stands across from him with clasped hands. Leaning on the pole, somewhat embarrassed, I stand before him. As though standing in prayer. But very close to the master. At that moment, his sons arrived. I went to them, and kissed the blessed hands of both, then returned next to the pole. As I stood before it, I awoke... \n\n Again one night: I dreamed of a few ugly women. Their eyes are blind. Another woman sits before that blind one and acts as if she is applying some medicine to her eyes. From that blind woman a feeling of repugnance comes to my heart, and as I wonder, “Who is she?” she says to me: 'Behold, I am the world. Know this and beware!” When I learn this, I am overcome with wrath, and I pronounce a major invective against her, 'You cheater, swindler, enchanter; you deceiver of holy men, you who pretends to offer sugar and feeds poison. Get lost, do not come close to me. My siblings paid you the dowry and soon divorced you. But I have never married you so that I should give you a divorce. Be gone and do not come near to me.' As I (thus) strongly admonish her, that accursed woman says to me: 'If you had no fondness for me, red satin would not appeal to you,' says she to me. Much wrath overcomes me, and with this wrath I woke up.'// \n\n The image above is a sixteenth-century painting by Sayyid Luqman of Sultan Suleiman's funeral procession traveling near Belgrade. The image can be found [[here|https://cbl01.intranda.com/viewer/image/T_413_117/1/LOG_0000/]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 3>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking to a friend) I hear our glorious Sultan Mehmed is with a hunting party near Edirne, if you hurry you may be able to recieve a gift from our benevolent lord!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish:: //'(talking a group of pilgrims) The tomb of Bali Efendi is one of the most sacred places in Rumelia in my humble opinion, but surely you can see that through the number of pilgrims, both Muslim and Christian, passing through here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Zuko the Bosnian Merchant: //'I hear that the great festival market of Uzunca Ova is in full swing! It is a market you do not want to miss, though know that only the caravans that take the road slowly between Filibe and Edirne will end up stopping there!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dupnitsa">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dupnitsa">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Durgan">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Dupnitsa]]
[[|Durgan]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Durgan">>
<<set _desc to "Traveling south through forested mountains, you reach the small village of Durgan (Drugan) on the road to Dupnitsa. You settle in near a small fire inside the home of a Bulgarian villager who has offered you a place to stay while you rest. You take in the precious moments of relaxation knowing full well that the journey through the great mountian pass of Kır Derbent (Trajan's Gate) will be difficult in the days ahead!\n\n">>
<<set _hist to "The early nineteenth-century Irish traveler Reverend Robert Walsh describes his journey through a mountain pass in the Balkans Mountains in the following manner:\n\n //'In about one hour we descended again, and came to another of those fertile and lonely plains which abound everywhere in the recesses of these mountains. It was ten or twelve miles long , and three or four broad, with a river winding its way through the center. It was filled with villages, cattle, corn fields, vineyards, and fruit-trees, — all of which were in the highest state of rural beauty... On looking round, I could not see where we got in, nor how we could get out. We followed, however, the course of the river, till we came to the perpendicular front of the ridge at the opposite side of the valley. Here, by some spell of 'Open, Sesame!' the face of the mountain seemed to gape, as if rent asunder, and presented to us a narrow chasm, into which we entered along with the river. This ravine is, perhaps, one of the most magnificent and picturesque in Europe,... Its perpendicular sides ascend to an immense height, covered with wood from the bottom to the top, and leaving a very narrow stripe of blue sky between. For some time we pursued the bed of the river, descending still deeper into this gorge, and I supposed we intended to follow it the whole way, in the dim twilight in which we were involved, till we should emerge with it at the other side of the mountains...'// \n\n The image above is a nineteenth-century sketch by Edward Lear during his travels in Albania. The image can be found [[here|https://collections.britishart.yale.edu/catalog/tms:4920]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 15>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking to a friend) There roads here in the Balkan Mountains are difficult and dangerous, I would recommend you hire on a soldier for protection if you do not have one traveling with you already!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'It seems that this small village has a wonderful fresh mountain stream nearby, it would be wise to fill up our water casks here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Zuko the Bosnian Merchant: //'I ran into some local Orthodox Christian pilgrims passing this way to go to Rila Monastery which lies deep in the mountains. They told me that the monks provide some provisions for all travelers that find their way there.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dupnitsa">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dupnitsa">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dupnitsa">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Dupnitsa]]
<</nobr>> Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Rila Monastery">>
<<set _desc to "Your traveling party, following a group of local Orthodox Christian pilgrims, takes a hard road through the mountains to reach the deep valley of the Rilska River. In this valley, amongst the high peaks of the Rila Mountains, sits the Orthodox Christian Rila Monastery. The large structure is an impressive sight to any traveler who comes this way, with the striking stone Hrelja Tower overseeing the monastic cloisters. A local Muslim traveler with your party informs you that parts of the large complex were rebuilt and endowed by Sultana Mara Branković (1416-1487CE), Serbian princess who married the Ottoman Sultan Murad II and served in the court of her step-son Sultan Mehmed the Conqueror. You are told that it was through her influence that the relics of John of Rila, an important Christian saint to Bulgarians, were moved to the site. As you camp outside the grounds of the monastery, you spy a small market for travelers where you are told that a well placed donation might protect you from the brigands that roam these mountains.\n\n">>
<<set _hist to "Today, Rila Monastery is a UNESCO Wolrd Heritage Site [[UNESCO Link|https://whc.unesco.org/en/list/216/]]. In the nineteenth century the Rila Monastery complex was greatly expanded and became a center of early Bulgarian nationalism and cultural production. The nineteenth-century British traveler, George Keppel, described a portion of his own journey through the Balkan mountain range and Bulgaria in the following manner:\n\n //'At the base of the hill we saw the pretty village of Chutakh on our left. rated from the road by a beautiful mountain torrent, over which it is approached by two bridges: the place contains about two hundred houses. Below the village the torrent descends into a kind of cascade, and turns several mills. \n\n Throughout this journey, we have been exceedingly struck with the condition of the Bulgarian peasantry. They appeared very comfortable: their cottages, both inside and out, are remarkably clean; they are well dressed, and the ornaments of the women bespeak them in easy circumstances...Generally speaking, the Bulgarians are proprietors of the land they cultivate. They lay out a portion of their grounds in flower-gardens, vineyards, and corn-fields; the remainder they devote to pasture. \n\n The sun was fast setting, the horses were too tired to proceed, we were without food, a bitter sharp frost was setting in, and a bivouac in the mountain at this inclement season stared us in the face. We had already given up, in despair, all hopes of a night's lodging, when a miller, at the outskirts of the town, took compassion on us, and great was our satisfaction in sleeping under the shelter of a roof.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 52>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her sister) This monastery sits besides such a clean mountain river, it would be wise to fill up our water casks here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a monk) I was told that the leader of a local group of highwaymen and brigands is cousins with one of the monks here and that if a kind donation is made, you may find favor with those bandits in the mountain passes!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ivan the Bulgarian Monk: //'(Speaking to a group of Orthodox Pilgrims) I made sure to provide a little bit of food for all the travelers camping outside the monastery, if you did not see me drop it off, make sure to check your supplies after your depart!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kır Derbent">>
<<set _time to 20>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kır Derbent">>
<<set _time to 21>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+15>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kır Derbent">>
<<set _time to 25>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+20>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kır Derbent]]
<</nobr>><<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.witch to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to Math.floor($player.money*0.12)+1>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to Math.floor($player.money*0.10)+1>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to Math.floor($player.money*0.07+1>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to Math.floor($player.money*0.10)+1>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to Math.floor($player.money*0.05)+1>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Bulgarian Witch</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/witch.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
As you travel through the mountains on your way to Dupnitsa, you come across a small Bulgarian village. A local man by the name of Bogdan runs up to your caravan and says that a local witch has turned the small children of his village into chickens and herself into a hen! He says that she did this by taking the ashes from a fire when they were all sleeping and held the ashes in places unknown and recited a spell which soon transformed the sleeping children! He hurriedly tells you that he needs _randomBribe akçe <img @src=_coinimage style="height: 1.5ex;"> to offer to the witch for her to tranform the children back! However, he does not have such funds and asks if you would please pay! You are mostly confused by this strange tale, though some in your traveling party say that it would be bad luck to refuse such a request from a stanger in need. Do you pay the man _randomBribe akçe <img @src=_coinimage style="height: 1.5ex;"> and go on your way hoping his story was true, or do you refuse to pay this man telling him that his story is outrageous?
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman traveler Evliya Çelebi a fantastical tale of his encounter with a Bulgarian witch, while the story is farfetched it can still tell us much about the stories one would tell in the seventeenth-century Ottoman world. His tale is as follows: <br> <br> //'In that mountainous Balkan region my servants and I were guests in the house of a certain infidel, and I was comfortably settled in a corner near the fire. Suddenly an old woman entered. She was very ugly, with her hair going in all directions, and was in a rage. She sat herself next to the fire and let out a stream of expletives in her peculiar dialect. From what I could understand, the servants outside had somewhat mistreated her. When I went out to scold them, they denied it. Then seven young children came in, male and female, and gathered about her, jabbering away in Bulgarian. They did not leave any place for me near the fire, so I observed the strange scene from a little distance (before falling asleep). <br><br> Around midnight I was awakened by some footsteps. What should I see? The old woman came inside, took a handful of ashes from the fireplace, and rubbed them onto her vagina. Then she recited a spell over the ashes left in her hand and scattered them over the seven little boys and girls who were lying naked next to the fireplace. At once all seven turned into plump chickens and started to go ‘cheep cheep’. She scattered the rest of the ashes over her own head and in an instant was transformed into a big broody hen going ‘gurk gurk’. She marched out the door with the seven chicks right behind. <br><br>...<br><br> Whether out of fright, or because my blood was so excited, my nosebleed kept up all that night and only stopped toward dawn. In the morning I questioned my muezzin’s (call to prayer reader's) servants and also Mataracı Mehmed Agha’s servants. They swore that when the infidel pissed over the chickens they turned human, and they offered to bring the very man who did it. When the infidel was brought and I questioned him, he laughed and said: ‘My lord, that woman is a different breed. She used to turn into a witch once a year on a winter’s night, but this year she turned into a hen. She doesn’t harm anyone.’ He went away. Such was the adventure that this humble one, full of fault, experienced in the above-mentioned village of Çalık kavak. It really unnerved me.'//
<br>
<br>
The image above shows a night scene where locals are confronting an adulterous woman - you can find the full image [[here|https://www.davidmus.dk/en/collections/islamic/materials/miniatures/art/8-2018]].
<br><br></div>
<br> <br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Witch">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.witchpay to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay the Witch">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Decline to Pay">>
<<set $player.piety to $player.piety-10>>
<<if $player.piety lte 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Dupnitsa]] <<nobr>>
<<set _randomluck to random(1,4)>>
<<set $temp.sofyaluck to _randomluck>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Town of Şehirköy">>
<<set _desc to "As you travel quickly on your way to the city of Sofya, you make it to the smaller but bustling town of Şehirköy (Pirot). Here, underneath the towering fortress, you find a welcoming market full of merchants from all across the empire, a local tomb dedicated to a certain Gazi Ahmed Dede, and a small bathhouse that some of your fellow travelers quickly partake in after a hard day's journey on the road through the mountains.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi includes the following in his description of Şehirköy (Pirot) which he refers to as Şarköyü. He writes: \n\n //'In the beginning it was founded by the Despot King (Serbian Despotate). Afterwards in the year 777 H (1375 CE) Sultan Murad I, also known as Gazi Hudâvendigâr conquered it and within the Province of Rumelia was together established as apart of the Pasha's domain...its castle is upon a rock in the shape of a square upon a strong foundation making it a eexquisite castle...however, inside of the fortress one cannot get anything from the imaret... And all together there are two hundred shops where one kind find every kind of valuable thing, and the people of this town are Bulgarian peasants.'// \n\n The image above is a European sketch of Şehirköy (Pirot) in 1587, a reference to this part of the Ottoman road and the image can be found in this [[book chapter|https://www.degruyter.com/document/doi/10.1515/9783110618563-005/html]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 50>>
<<set _shrine to 1>>
<<set _water to 50>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European diplomat) I am not sure of the quality of water in this town, the water seems a bit off to me!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Symeon the Greek Musician: //'(Speaking to another traveler) I would suggest you visit the bathhouse (hamam) here, it can provide you with some extra energy for the road.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I would recommend that you visit the tomb of Gazi Ahmed Dede, he is quote talked about by the many sufi dervishes that reside here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Sofya">>
<<set _time to 11>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dragoman Marshland">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Caribrod">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Sofya]]
[[|Dragoman Marshland]]
[[|Caribrod]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Dragoman Marshland">>
<<set _desc to "Traveling out of a large mountain pass, you arrive in a vast marshland near to the small village and caravanserai of Dragoman. The small village has a small market meant to serve the many merchants that pass through on the road here to Sofya - however the damp wetness of the marshland makes it an uncomfortable place to linger too long in.\n\n">>
<<set _hist to "The early nineteenth-century Irish traveler Reverend Robert Walsh describes his journey through Bulgaria in the following manner: \n\n //'We had met on the road, in the morning, a large detachment of topgées (topçu - Ottoman soldiers), with their ensigns and officers. This detachment had, unluckily for us, encamped the night before at this village, and, as they lived at free quarters while they remained, they had exhausted the village, so that not an egg was left, and they departed without paying a piastre (coin). In fact, the poor villagers, smarting under their extortions, said, in a tone of despair, that 'their town was now only fit to be burnt, for there was nothing worth saving in it.' If this be the protection and encouragement held out to these poor people, it will be some time before they fill the depopulated plains of Thrace. The Kiaya (Ottoman lieutenant) now went out again, and returned with some mutton, wine, and raki, which had escaped the marauders, and the boba, or good woman of the house, sent us in a comfortable supper without the necessity of flogging her husband. Our charge for all was as follows: wine, raki, and meat, sixty paras (money), lodging horses,... The clouds had gathered in the night after the moon was gone down, and we expected to set out in rain, but the approach of morning dispersed them, and we departed at five o'clock by clear starlight.'// \n\n The image above is a nineteenth-century painting by the English artist Edward Lear of the trees near Ravenna in Northern Italy as finding a period image of a Bulgarian marshland proved difficult. The image can be found [[here|https://artvee.com/dl/the-pineta-ravenna/]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking to a friend) With all these Hajduks around, it would be wise to have a soldier in your traveling party for protection, I have heard that you can find quality help for hire in the coffeehouses of Sofya!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The water here in this marshland smells a bit off, I would not fill out casks here if I were you!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Zuko the Bosnian Merchant: //'I hear that the Beylerberyi of Rumelia is currently in Sofya, I might try to petition him and see if he can help me in my travels!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Sofya">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Sofya">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Sofya">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Sofya]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Musa Pasha Caravanserai">>
<<set _desc to "Making your way along the road to Sofya, you reach the newly built large stone Caravanserai of Musa Pasha (Bela Palanka), a major landmark for travelers traversing the roads between Sofya and Niş. You are told by the local attendants of the inn that this place was constructed to both houses merchants on the road but also to garrison some soldier to protect from Hajduk raids which have plagued this region of late!\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his journey through the Balkans and his stay at a caravanserai (khan) in the following passage: \n\n //'A khan (caravanserai), large, old, and two-storied, dirty and dilapidated, but the black coffee and the narghile were good, the bubbling sounds of the latter recalling to my memory many agreeable hours passed with a Muslim friend, dark wooden houses tumbling upon each other, and well-plastered mosques with their slender minarets, which someone, I forget whom, has quaintly likened to pencil-cases, and with their gracefully rounded domes. For dinner I had pilaf with yoghurt, that is, rice and sour milk, — a palatable combination! No wine, but water to drink from the spout of a woooden bucket, in shape like a watering-pot, minus the rose. In the charge, however, there was a sensible difference from those of Serbia, where a traveler's purse is summarily turned inside out, for the smallest possible provision of animal comforts in return. (He was in Bosina during this portion of his journey)'// \n\n The image above is a nineteenth-century watercolor of Tepelenë, Albania by the Englishman Edward Lear. The image can be found [[here|https://collections.britishart.yale.edu/catalog/tms:4922]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'The water he in the caravanserai seems to be of good quality, perhaps because this is a newer construction!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'(Rambling to himself) Why won't anyone believe me, I saw it with my own eyes! A brigand tired to kill my brother but his talismanic shirt which he found at the Hacıbektaş Shrine in the heart of Anatolia saved his life!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Zuko the Bosnian Merchant: //'I hear that the Beylerberyi of Rumelia is currently in Sofya, I might try to petition him and see if he can help me in my travels!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Şehirköy">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Şehirköy">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Şehirköy">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Şehirköy]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Pass through Sićevo Gorge">>
<<set _desc to "Traveling south of Niş you veer off the main road slightly to come to a protected large rocky gorge which is cut by a fast moving river. You decide to set up in the gorge near to a small encampment of local fishermen alongside the banks of the river. With the tall cliffs around you, you wonder do if this is a safe place to stay as it seems like a favorable location for an ambush!\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his journey through the mountains in the Balkans in the following passage: \n\n //'At daylight we set off again, in a mountain fog, with two foot-soldiers besides our mounted escort, as we had an ugly pass to go through...It was especially obnoxious in a long descent of at least 2,000 feet, for it effectually prevented our poor horses from keeping on their feet on this occasion. But the country was so lovely on every side, that I could not help forgiving the road that took me through it. The fog had cleared away, and splendid valleys opened out, right and left, partly cultivated, and beautifully wooded...'// \n\n The image above is a nineteenth-century watercolor of Tepelenë, Albania by the Englishman Edward Lear. The image can be found [[here|https://collections.britishart.yale.edu/catalog/tms:4923]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'It would be wise to fill up our casks here, the fast flowing water looks quite clean and refreshing!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abdullah the Eunuch: //'I would recommend that one visits the Bali Efendi tomb just outside of Sofya, it is quite a popular local pilgrimage site, though the fastest caravans may pass right by it!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'I hear that Sofya has a grand market, being that it is on the most important imperial road in the Balkans, it would be wise to stop there and see what they have in store!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Musa Pasha">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Musa Pasha">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Musa Pasha">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Musa Pasha]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%------------ Cat Event ------------%/
/%-----------------------------------%/
<<if $temp.catevent is 0>>
<<script>>
Dialog.setup("The Stowaway Cat");
Dialog.wiki(Story.get("The Stowaway Cat").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Alacahisar">>
<<set _desc to "You have reached the city of Alacahisar (Kruševac) - the name of the city mean the 'colorful fortress' since the old castle here is build out of all sorts of different materials as it has been rebuilt several times. Inside the town, you find a small bathhouse (hamam) and a fine marketplace for you to sell some of your wares you have picked up along the road.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his journey through southern Serbia in the following passage: \n\n //'We came to the end of the rich and well-tilled valley, as the Nišava (River) emerged upon it from a narrow pass, which is impracticable for travelers, and the beaten track entered another ravine, which it ascended for some miles...Still rising, we at length reached the summit of the hill, and descended again into a deep hollow, after passing some queer places for wheels, and avoiding an upset more than once by jumping out and holding up the carriage. The scenery was very fine, lofty wooded hills curtailed our horizon on all sides, and green vales swept down to unite and convey their assembled brawlers to the Nišava, which would pass them on to the Morava (River), and with it to the Danube (River), in whose majestic companionship they would wander full five hundred miles to the Black Sea.'// \n\n The image above is an early 20th-century painting by the Serbian painter Đorđe Krstić dramatizing the Ottoman conquest of Stalać Fortress, a medieval Serbian fortress built near to Alacahisar (Kruševac). The image can be found [[here|https://sharinghistory.museumwnf.org/database_item.php?id=object;AWE;sb;5;en]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to a well connected Bulgarian merchant) The mountains here are quite difficult to cross during the winter, I am please I was able to make it safely!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) If you are heading to towards Bulgaria, I would suggest you visit Rila Monastery, I hear that a monk there gives out food to all passing travelers!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking another traveler) If you are looking to hire some valuable help for your travels, I would search in the coffeehouses of either Niş or Yeni Pazar!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $temp.yenipazartonis is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Niş">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Niş">>
<<set _time to 11>>
<<elseif $player.speed is "slow">>
<<set _destination to "Niş">>
<<set _time to 13>>
<<endif>>
<<elseif $temp.nistoyenipazar is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Yeni Pazar">>
<<set _time to 18>>
<<elseif $player.speed is "medium">>
<<set _destination to "Yeni Pazar">>
<<set _time to 21>>
<<elseif $player.speed is "slow">>
<<set _destination to "Yeni Pazar">>
<<set _time to 25>>
<<endif>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
<</nobr>>
[[|Niş]]
[[|Yeni Pazar]]
[[|The Stowaway Cat]]Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Jisr Morava">>
<<set _desc to "Following the course of the South Morava river you reach the wooden fortress of Jisr Morava, also known by some as Aleksaniçe (Aleksinac). The town here, sitting on an important thoroughfare of trade, is both home to a large caravanserai and a thriving marketplace, as you walk through the streets you hear languages from all across Rumelia and beyond - Turkish, Bosnian, Romanian, German, Hungarian, Greek, Ladino, and even some Persian. Your excitement grows as you know this is only a taste of your widening world on the road ahead to Mecca!\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described part of his journey in Jisr Morava (Aleksaniçe/Aleksinac) in the following passage: \n\n //'As there was nothing to detain me in this place, which has few attractions, though the population is said to be rapidly increasing, being now about 3,000, in favour of the small trade of the frontier, I prepared to leave it. When I bade farewell to the kind Tataress (who he was staying with), she put into my hand a piece of cotton stuff, curiously woven, with colored borders. I turned to the Tatar for an explanation of this act, as his wife spoke nothing but Serbian...A towel was a singular keepsake, but I understood the offering when I saw, through an open door, the hand-loom on which she had manufactured it herself, and I accepted it with the best thanks I could express.'// \n\n The image above is a woodcut from 1686 showing a wooden palanka, in this case further north at Bačka Palanka. You can find the full image [[here|https://eng.travelogues.gr/item.php?view=56361]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 50>>
<<set _shrine to 0>>
<<set _water to 60>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'One would think that this bustling town would have cleaner water than what I can find!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking to a friend) The roads in these mountains are dangerous, it would be wise to have a soldier in your traveling party for protection, I have heard that you can find quality help for hire in the coffeehouses of Niş!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'I hear that from Niş there are caravans cutting across the mountains to the west to reach Yeni Pazar and Üsküb. Might be worth it to reach the port of Salonika (Selânik) but it will take some extra time.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Niş">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Niş">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Niş">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Niş]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Outpost of Caribrod">>
<<set _desc to "As you make your way to Sofya you arrive to the small fortress of Caribrod (Dimitrovgrad) which sits along the Maritsa River (Meriç) which you will follow most of the way between here and Edirne. Looking at the enviroment around you at this isolated outpostyou realized that it is enveloped by woody green mountains that rise to the horizon. Seeing this you come to realize why this pass and cut through the Balkan Mountains is so significant and important for trade and the movement of the great Ottoman armies.\n\n">>
<<set _hist to "The early nineteenth-century Irish traveler Reverend Robert Walsh describes his journey through Bulgaria and the Balkan Mountains in the following manner: \n\n //'The country is woody and swelling into hills, and here, for the first time, Mustapha (his guide) thought it right to commence galloping, because the road was no longer open and plain, but obstructed, uneven, and dangerous. I had, however, an objection: I felt myself very stiff, and even a moderate motion very painful. After riding all day, for several in succession, and resting at night in my clothes, on the ground, with nothing to keep me from the hard, uneven, floor, but a mat or a carpet, I was not much disposed to any gratuitous violent exercise, and I declined the proposal peremptorily. By degrees, however, the surrogate increased his speed, the Tartar followed, and such is the irresistible habit of these animals that my horse would not stay behind, in a few minutes, therefore, we were all in full speed, over a road where it required caution to walk. We dashed up hills, and down acclivities, stumbled over rocks and fallen trees, and tore away through brambles and branches, floundered in mud, and splashed through mountain torrents, and for twelve miles, scarcely pulled bridle.'// \n\n The image above is a nineteenth-century European print of a caravan traveling through the Balkans and can be found [[here|http://eng.travelogues.gr/item.php?view=53623]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 20>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking with other pilgrims) I would make sure to visit the tomb of Bali Efendi outside of Sofya, I know visitors of many faiths frequent that place!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) I am always happy to travel along these rivers like the Maritsa, always good to have clear water for the journey ahead!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(talking to a young merchant's apprentice) If you are making your way to Istanbul, make sure you go to the markets of Galata, you can certainly find rare trinkets from all the different foreigners reside there!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Sofya">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dragoman Marshland">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dragoman Marshland">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Dragoman Marshland]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Rajina">>
<<set _desc to "As you make your way through central Serbia past cherry orchards, thicks forests, and rolling hillocks your caravan arrives at the small village of Rajina (Ražanj). The village also has a small wooden palanka (wooden fort) for protection surrounded by a small number of local shops and gardens tended by the local peasantry. The bucolic scene takes your mind away from the trials of the road for a moment and from thinking of the difficult journey ahead.\n\n">>
<<set _hist to "The early eighteenth-century English traveler and wife of an English Diplomat, Lady Mary Wortley Montagu, writes the following during her travels through Ottoman Serbia: \n\n //'The journey we have made from Belgrade hither by land cannot possibly (be) passed by any out of a public character. The desert woods of Serbia are the common refuge of thieves who rob fifty company, that we had need of all our guards to secure us, and the villages so poor that only force could exort from them necessary provisions. Indeed the Janissaries had no mercy on their poverty, killing all the poultry and sheep they could find without asking who they belonged to, while the wretched owners do not put in their claim for fear of being beaten...'// \n\n The image above is a cut from a sixteenth-century painting by Sayyid Luqman showing the hinterland of Istanbul. You can find the full image [[here|https://viewer.cbl.ie/viewer/image/T_413/44/]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 15>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'It seems that this small village has a wonderful fresh stream nearby, it would be wise to fill up our water casks here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Abdullah the Eunuch: //'I would recommend that one visits the Sheikh Musli Efendi tomb in Niş, while it is not a major pilgrimage site - there are still many that make sure to stop there.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abbas the Safavid Merchant: //'I hear that from Niş there are caravans cutting across the mountains to the west to reach Yeni Pazar and Üsküb. Might be worth it to reach the port of Salonika (Selânik) but it will take some extra time.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Niş">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jisr Morava">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Jisr Morava">>
<<set _time to 3>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Jisr Morava]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Palanka of Perakin">>
<<set _desc to "Your caravan arrives to the palanka (wooden fort) and town of Perakin (Paraćin). The town is surrounded by forests and many locals sing the praises of its mineral water that comes from a fresh spring nearby. Outside of the town there is the regionally well-known Lešje monastery where you observe many Orthodox Christian pilgrims on their own spiritual journeys. While walking through the town you notice many grand buildings such as caravanserais and sebils (fountains) attributed to both Rüstem Pasha and Valide Hafsa Sultan (Suleiman the Magnificent's (r.1520-1566 CE) Grand Vizier and his mother). Your thankful that such charitable foundations were established here and you could benefit from them on your journey to Mecca.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described part of his journey through central Serbia in the following passage: \n\n //'We got on the macadamised road again, and glided rapidly along towards Perakin, a smaller town of poor appearance. On pulling up at the khan (caravanserai), we found Haireddin (his guide), whom the good Vasif Pasha had insisted on sending with me, and to whom I had confided my Arabian (horse), which he was bringing on by easy stages, having quitted Belgrade a few days before us. We left them to follow at their leisure, and drove twelve miles further to a khan (caravanserai), where we slept. On the way, we suddenly heard a shot in a wood through which we were passing. I pulled my holsters from below the seat of the carriage, but their contents were not required, for we soon saw two horsemen, well armed, making off as fast they could in an opposite direction...'// \n\n The image above is a sixteenth-century painting by Sayyid Luqman of Suleiman's camp near Belgrade. You can find the image [[here|https://cbl01.intranda.com/viewer/image/T_413_116/2/LOG_0000/]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her sister) The Crnica river River is fairly clean and fresh here, it would be wise to fill up our water casks here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a friend) I hear that the Beylerbeyi of Rumelia is staying in Sofya this time of year - if you are heading there it would be wise to try to get an audience with him!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Abdullah the Eunuch: //'(Speaking to a Local Christian) I hear that if you wish to be honored by the glory of Islam (convert) that the Sultan Mehmed IV will grant you great gifts and a title if you convert in his presence. I hear he is out with his hunting party near Edirne at the moment, so you may run into his hunting party on the road if you are traveling that way.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Niş">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Jisr Morava">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Rajina">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Rajina]]
[[|Jisr Morava]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-------- Friar Franjo -----------%/
/%-----------------------------------%/
<<if $temp.yagodina is 0 and $temp.franjopay is 1>>
<<script>>
Dialog.setup("The Return of Friar Franjo");
Dialog.wiki(Story.get("The Return of Friar Franjo").processText());
Dialog.open();
<</script>>
<<elseif $temp.yagodina is 0 and $temp.franjopay is 0>>
<<script>>
Dialog.setup("The Revenge of Friar Franjo");
Dialog.wiki(Story.get("The Revenge of Friar Franjo").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Yagodina">>
<<set _desc to "Your caravan makes it to the town of Yagodina (Jagodina) and settles in to one of the many caravanserais located in this regional entrepôt. You are pleased to find several mosques in the town, a lively marketplace, and a new quality bathhouse (//hamam//) for travelers passing through. Most of the buildings and the main mosque were constructed due to the charity of Yahyalı Dervish Bey, where many locals still hold his memory in high regard.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his experience in a caravanserai (khan) in central Serbia in the following passage: \n\n //'I stopped at a khan (caravanserai), where I dropped, as from the clouds, into the middle of a circle of some fifteen or twenty Serbian peasants, listening to the long stories of a grave old man, whose every word convulsed them with laughter. I understood nothing of what he said, but I detected myself laughing with the rest, so comical was the effect of his serious and almost melancholy face, when he was evidently saying all sorts of funny things. When a man laughs at his own jokes, there is no call on others to do so. \n\n Two Turks were sitting over a light and elegant collation of black-bread and unripe cherries. 'Buyurun (go ahead, please)' they said, with as much dignity as if they were inviting me to partake of a feast. I tasted their unpleasant food, thanked them, and moved on to the next group. One of them accosted me in English; he was a Tatar, or courier, who had been many years employed, by the queen's messengers, on the road between Belgrade and Constantinople (Istanbul), and who had sunk all his hard-earned profits in the building of a good house for their accommodation. He pressed me so much to be his guest for the night, that I left the khan (caravanserai), and went with him to enjoy a sound sleep on an excellent English bed, which his buxom wife prepared for me.'// \n\n The image above is a nineteenth-century watercolor of Monastir (Bitola, Macedonia) by the Englishman Edward Lear. The image can be found [[here|https://www.metmuseum.org/art/collection/search/838995]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 1>>
<<set _water to 40>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of other sufi travelers) I would not take water from here if I were you, better to wait until safer wells further along the road!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking to a friend) The number of caravanserais built in this small town certainly shows how our sublime Sultan supports prospering trade all across his domain!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(Speaking to a group of pilgrims) The tomb of Sultan Murad Hüdavendigâr on the Plain of Kosovo is a sight to see! Though you will need to take the road through the mountains past Alacahisar if you want to make it there!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Niş">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Perakin">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Perakin">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Perakin]]
[[|Niş]]
[[|The Return of Friar Franjo]]
[[|The Revenge of Friar Franjo]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Village of Batiçna">>
<<set _desc to "As you make your way to Yagodina (Jagodina), you stop in the small village of Batiçna (Batočina) along the Great Morava River. The village has a small wooden palanka for protection though occasionally there are no soldiers here to man it. The village contains a small mosque along with several small shops which appear to be closed during the storm. A storm forces you inside a small local inn where you dry your belongings and find a warm hearth to wait for the storm to pass. It is in these moments that you long for home and grow tired of these difficult stretches along the road.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described part of his journey through central Serbia in the following passage: \n\n //'We now left the plain of the Morava, and for some time crossed low hills, over which there was no made road, for I was again deviating from the usual course in search of objects of historical interest. We passed through young woods on the heights, and found good cultivation in the hollows...Again we reached the valley of the Morava, whose course here forms a right angle, which we had cut off by describing its hypothenuse in an imaginary triangle. The whole plain was one vast meadow, on which haymaking was busily going on.'// \n\n The image above is a eighteenth-century print of a storm on the Danube River near the historial 'Iron Gates.' The image can be found [[here|https://eng.travelogues.gr/item.php?view=56014]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'It seems that this small village has a wonderful fresh stream nearby, it would be wise to fill up our water casks here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) I hope we make it out of this storm soon, I hear that Niş has a fine market to trade in and we should see what we can sell there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Maho the Timariot: //'(Speaking to another soldier) Thieves and robbers are known to ambush on the road here and on the way to Yagodina, we should make sure to have our guard up!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Yagodina">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Yagodina">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Yagodina">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Yagodina]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Palanka of Hasan Pasha">>
<<set _desc to "Your caravan arrives to the Palanka (wooden fort) of Hasan Pasha. The village here has grown under the protection of the small garrison of this palanka which guards the road. However, while the garrison provides a sense of security, you hear from some other travelers that a band of local horse thieves roam the wilderness nearby. This news puts you on edge as you prepare for the next leg of your journey.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi recounts the following story about his time at the Palanka of Hasan Pasha (modern Smederevska Palanka). He writes the following: \n\n //'The waystation of the palanka of Hasan Pasha: In the night here a thief stole one of our horses and fled. Afterwards yet another thief came and while he was stealing a horse he was struck by my bullet. When the thief died some robbers attacked so as to take the thief's corpse. It was a great battle, praise to God, five of the robbers were killed and for us, hardly a valiant man was wounded. (After the attack) until the early morning hour we were alert and upon the dawn we said our prayers. This was a great adventure, however we made short work of it.'// \n\n The image above is a drawing of a Palanka by the early eighteenth-century Italian scholar Luigi Ferdinando Marsili.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a group of travelers) The best way to be on guard from thieves is to invest your akçe in all sorts of goods and items, for it is easier to steal a purse of coin than a cargo of goods!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'The grand protection of this palanka is truely a gift from God in this wilderness! Maybe some more guards need to be posted for the number of thieves but (switching to boasting tone) I can send word to (loud emphasis) the Grand Vizier who my cousin knows from childhood, and he will fix it up right away!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Maho the Timariot: //'(Speaking to another soldier) With harvests less fruitful this year, I fear that some Timar Holders might leave their posts and rob travelers on the road to make up the difference, make sure to be on your guard.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Yagodina">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Yagodina">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Batiçna">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Batiçna]]
[[|Yagodina]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Kolari">>
<<set _desc to "Traveling along the Great Morava River and through the Serbian countryside dotted by wild forests and small farms alongide on the imperial road, you follow a ridgeline south and find the small village Kolari where you stop for the night. Your are thankful for the hospitality of a small inn which provides some shelter from the harsh northeasterly wind which has made the ride cold and difficult.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his journey south of Semendire (Smederevo) along the Great Morava river in the following passage: \n\n //'The first night I slept at Grotzka (Grocka), in the same corn-bin which I had formerly taken refuge in, and on the following day I dined at Semendra (Semendire/Smederevo), and took a new road thence leading me due south along the valley of the Morava. The plain was well cultivated with maize wherever it was not covered with enormous timber and I remarked on the road side a most luxuriant growth of wild sainfoin, attesting the great fertility of the soil'// \n\n The image above is an nineteenth-century landscape of the Balkans and can be found [[here|https://www.rijksmuseum.nl/en/search/objects?q=Balkan&p=1&ps=12&st=Objects&ii=2#/RP-P-1934-349,2]].'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 10>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to a group of other merchants) I am thrilled that we will soon be at the market of the thriving market of Niş! I hear that one can purchase quality Gusle instruments there which will fetch a fine price in Syria and beyond!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Giving advice to some young travelers) If you wish to travel across the mountains west and to Yeni Pazar, know that crossing the Kopaonik Mountains from Alacahisar is quite difficult, especially in winter!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her sister) It would be wise to fill up our casks of water here, the local steam here seems to be of the highest quality!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Hasan Pasha">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hasan Pasha">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hasan Pasha">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Hasan Pasha]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Semendire Fortress">>
<<set _desc to "Your arrive to the imposing Fortress of Semendire (Smederevo) which guards the Danube River. From here you plan to head south and make your way on the imperial road to Sofya and then on to Istanbul. You are told that the large fortress once was the capital of the Serbian Despotate before the Ottoman conquest here. Now it is home to a large garrison and controls traffic along the Danube River. As you enter the fortress, which is more a strong walled city than just a castle, you find a small bathhouse (//hamam//) and even hear that the tomb of Gazi Küçük Balı Bey, a hero of the Battle of Mohács (1526 CE) under Sultan Suleiman can be found here!\n\n">>
<<set _hist to "The sixteenth-century Habsburg diplomat, Ogier Ghiselin de Busbecq, describes his journey past the Fortress of Semendire (Smederevo/Semandria) on his way to Istanbul. He writes the following: \n\n //'When we had completed our perparations (in Belgrade) which seemed necessary for our journey by road, wes started for Niş, leaving on our left Semandria, which lies on the banks of the Danube and was formally a stronghold of the Despots of Serbia. From the higher ground the Turks showed us the snow-clad mountains of Transylvania in the far distance, and pointed to the place where there still remained traces of the piles of Trajan's bridge.'// \n\n The image above is Flemish engraving of Semendire Fortress from 1686, found [[here|https://www.rijksmuseum.nl/en/search/objects?q=Smederevo+&p=1&ps=12&st=Objects&ii=0#/RP-P-1954-387,0]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 1>>
<<set _water to 45>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a group of travelers) I would take advantage of the bathhouse here in the fortress, it was recently constructed and should provide some relief from the troubles of the road.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of pilgrims) Make sure to visit the tomb of Gazi Küçük Balı Bey, one of the greatest Gazi warriors during the days of conquest in these lands!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'To think that those far off snowy mountains to the east are the lands of the Voivode of Transylvania - protected by our Sultan's domain but sometimes that Christian Prince tests our patience!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Yagodina">>
<<set _time to 17>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hasan Pasha">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kolari">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kolari]]
[[|Hasan Pasha]]
[[|Yagodina]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Banks of the Danube">>
<<set _desc to "Following the Danube River towards to fortress of Smederevo, you find the road along the banks difficult to travel - as it recently flooded here, making whole area is muddy. To make matters worse, the slog through the mud was paired with a cold wind off the water. Nevertheless, you find a grove of trees on some higher ground and set up a camp for the night as you prepare for the days to come. You dream of the comfort that was the city of Belgrade and part of you wishes you had not left its confines so hastily.\n\n">>
<<set _hist to "The seventeenth-century Ottoman soldier, Osman Agha of Timişoara (Ottoman Romania), described his travel along the Danube River as he was journeying to pay his ransom from Haubsburg-Austrian captivity. He writes: \n\n //'In this way we passed across this deserted land, tormented by the heat of the sun and the flies by day, and by night unable to sleep because of the mosquitoes-so thick in the air that a man could bat at them with a two-handed basket to no effect at all. And all of this in addition to the danger of wild animals and bandits. Still, we were lucky that over the course of the first three or four days and nights, we on only two occasions encountered a group of hajduks, who questioned us but otherwise left us unharmed. Finally, on the fifth day, we caught sight of the Danube at a place close to the town of Sombor. \n\n It was flood season, and the river had overflowed its banks in some wooded areas nearby, leaving them and the area round about inundated. We figured to be about an hour and a half or two hours past Sombor, which was completely deserted, and as we followed the trail left behind by the Austrian army, we came up to the edge of the aforementioned woods. Here we found it to be so comfortable under the shade of the trees that we agreed to stop and sleep for a while. But since we had run out of provisions the day before, and our stomachs were empty, sleep would not come. \n\n Then, as we lay there taking stock of our circumstances, we noticed, at some distance, a boat moored on the banks of the river. Wondering if its owners might not have some bread to sell us, we decided to send someone down to ask them, and after some discussion I was chosen for the task. If only I had known the catastrophe that was in store for me! (after this he is cpatured and robbed by Hungarian bandits)'//. \n\n The story of Osman Agha can be found in his memoir, //'Prisoner of the Infidels'//, recently translated by Giancarlo Casale [[here|https://www.ucpress.edu/book/9780520383395/prisoner-of-the-infidels]]. \n\n The image above shows a section of the Danube River slightly further downstream past Smederevo. The image can be found [[here|http://eng.travelogues.gr/item.php?view=49153]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 45>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) It would be wise to travel slowly with a caravan in these parts, there are many bandits roaming the countryside here in recent years!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to a group of merchants in hushed tones) Make sure to sell the Mother of Pearl Writing Box for 150 akçe, these foolish pilgrims do not know the true price is much cheaper!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'With the river flooding, I would be wary of the quality of water you find here, though it is surely better than what we had in Belgrade!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Semendire Fortress">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Semendire Fortress">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Semendire Fortress">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Semendire Fortress]]
<</nobr>><<nobr>>
<<set $player.belgradetravel to 1>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 0>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-------- Friar Franjo -----------%/
/%-----------------------------------%/
<<if $temp.belgrade is 0>>
<<script>>
Dialog.setup("Mount Avala");
Dialog.wiki(Story.get("Mount Avala").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Belgrade">>
<<set _desc to "You finally arrive to the great fortress city of Belgrade on the Danube River. The city is bustling with activity as soldiers use the imperial road here on the road north to the fortresses on the Habsburg-Ottoman frontier. The large city is protected by a large fortress which looms over the river and outside the city there is an old castle with a small Ottoman garrison on Mount Avala which has been in Ottoman hands since the time of Sultan Fatih Mehmed (r.1444-1446, 1451-1481 CE). You had hoped to petition to the Ottoman pasha here to support you on your journey. However, you learn that he is not currently in the city - though the janissary guard tells you that the Beylerbeyi of Rumelia will be residing the next few months in Sofya and you may have luck petitioning him! As you head back to the caravanserai you take advantage of the new sense of secutiry you feel in this well-guarded city, and for the first time in a long time on your journey you fall into a deep restful slumber.\n\n">>
<<set _hist to "The seventeenth-century Ottoman soldier, Osman Agha of Timişoara (Ottoman Romania), described his arrival in Ottoman Belgrade, after escaping years in captivity in Habsburg-Austria in the following manner: \n\n //'He had us board the boat, and we floated down the Danube toward Belgrade. Rendering a thousand thanks to Allah, we reached the city of Belgrade that day...I kept my mouth shut for the time being, and instead went down to the central market in Belgrade. Seeing me there, everyone was curious, and began asking: 'Who are you? Where have you come from!' And I told them all about how I had managed to escape, but after safely reaching Muslim territory was once more taken captive. Their advice was as follows: 'There's no need for you to pay anyone even an asper. Instead, write a petition to His Excellency the governor, explaining everything that has happened, and especially how you were attacked on this side of the border. In all likelihood, he will demand the return of both your property and your money'... \n\n (Osman said) 'The governor here is a high-ranking vizier of His Majesty the sultan, so let me present a petition to him, and perhaps he'll take pity on me and provide me with some charity...' Then I wrote a detailed petition and brought it to Ali Pasha's pleasure pavilion. I found him practicing archery, and showed him my petition. One of his attendants took it from me and read it, and his steward came to me and said, 'His Excellency the lord pasha has ordered that a letter be written...please prepare a record with the names and physical descriptions of the hajduks you have mentioned in your petition, as well as the goods and possessions that you have lost, and give it to our translator. Based on this, a letter will be drafted and sent requesting the return of your property,'... \n\n We waited fifteen days in Belgrade for our property, but it never arrived...As for myself, l traveled to Timişoara, but when I arrived almost none of my family and loved ones were left there. I found that my older brother, Bektash Agha, had passed away about a year before my return, leaving behind a seven-year-old daughter. My younger brother Suleyman Agha, who had enrolled in an elite unit of the imperial Janissary Corps, had been martyred at the battle of Zenta.'// \n\n The story of Osman Agha can be found in his memoir, //'Prisoner of the Infidels'//, recently translated by Giancarlo Casale [[here|https://www.ucpress.edu/book/9780520383395/prisoner-of-the-infidels]]. \n\n The image above is from the //Süleymannâme// (The Book of Suleiman) and depicts Sultan Suleiman's conquest of Belgrade in 1521. You can also find an image of the Austrian Seige of Ottoman Belgrade in 1688 found [[here|https://www.rijksmuseum.nl/en/collection/RP-P-OB-67.735]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<if $temp.avala is 1>>
<<set _market to 0>>
<<set _shrine to 2>>
<<elseif $temp.avala is 0>>
<<set _market to 62>>
<<set _shrine to 0>>
<<endif>>
<<set _water to 66>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'I love selling my wares in the market here, as I can always charge a much higher cost than one would find in the small towns of the Rumelia!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of pilgrims) I would take a moment to visit the tomb of the legendary Gazi Porça on Mount Avala outside the city, only if you have the time ofcourse!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking to a group of travelers) One can find some helpful companions for the road here in Belgrade given the number of soldiers and officials that pass through here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Semendire Fortress">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Banks of the Danube">>
<<set _time to 3>>
<<elseif $player.speed is "slow">>
<<set _destination to "Banks of the Danube">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Banks of the Danube]]
[[|Semendire Fortress]]
[[|Mount Avala]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Caravanserai of Şahin Pasha">>
<<set _desc to "Traveling eastward from Mokra through thick pine forests and high rocky mountian peaks, you reach the small caravanserai of Şahin Pasha (Han Pijesak). This small village and inn for travelers also includes a local //imaret// (Soup Kitchen) providing food as a charity for passing visitors. You make sure to rest here before continuing on the difficult road through the mountains, wary of bandits and hajduks laying in wait along the lonely road ahead.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his journey through the mountains of Bosnia in the following passage: \n\n //'We mounted and left Mokro (Mokra), which is but a small village. We ascended the steep hill before us, in pursuance of our eastward course, and for some time we rode almost entirely beneath the feathery boughs of lofty pine trees...When we reached the khan (caravanserai)...I inquired if there had been any talk of robbers in the neighborhood. The khandji (innkeeper) informed us that there was a gang of Hajduks (bandits/rebels) from Montenegro, dressed in uniform, somewhere near this, but he did not know where, as they had attacked travelers in different directions of late. On proceeding, we entered a country of of a different aspect from any that I had seen as yet in Bosnia, its features being much larger - interminable meadows, broken only here and there by pine forests, and the rocky peaks of the mountains which support this elevated plateau, and it also differed from the usual character of the Bosnian scenery, inasmuch as it was totally devoid of water, and very thinly peopled...'// \n\n The image above is a sketch from the mid-nineteenth-century traveler Edward Lear composed during his time traveling through Albania and the full image can be found [[here|https://collections.britishart.yale.edu/catalog/tms:1619]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(Speaking to her friend who is not listening) You know I once knew the former Sanjack-Bey of Bosnia who ordered the construction of this small imaret here, some say it was my suggestion that he build it in this small village!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Maho the Timariot: //'(Speaking to a young traveler): Make sure to find a soldier in some of the towns in these parts if you want to ensure protection from greedy bandits and bold hajduks along the road.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'This mountain road, though lush and green, does not seem to have a steady supply of water here for travelers!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Srebrenica">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Srebrenica">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Poçepye">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Poçepye]]
[[|Srebrenica]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Poçepye">>
<<set _desc to "Through the mountains you arrive in the small village of Poçepye (Podžeplje). This quiet village does not offer much for your traveling party beside a small mountain steam to refill your casks of water for the road.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his journey through the mountains of Bosnia in the following passage: \n\n //'We rode, next, for an hour in fine forests of pines, most of which looked as if they begged to be cut down and made use of, before they should fall and rot, like so many others now lying on the ground, in a state of tinder rather than timber...At daylight we set off again, in a mountain fog, with two foot soldiers besides our mounted escort, as we had an ugly pass to go through...'// \n\n The image above is a painting from the mid-nineteenth-century traveler Edward Lear composed during his time traveling through the Greek island of Corfu and the full image can be found [[here|https://collections.britishart.yale.edu/catalog/tms:1614]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 15>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I will make sure to sell this Traditional Folk Jacket for only 80 akçe in Srebrenica! I am not sure the merchants there will know that you can fetch one for a much smaller price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Filibzade the Hammam Attendant: //'(Arguing with a wealthy hatun) Why would you expect to find a bath here! We are in the mountains in the middle of the wilderness, your best bet is the town of Srebrenica!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'The water here is quite fresh! I would make sure to fill up our supply of water here if we are able!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Srebrenica">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Srebrenica">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Srebrenica">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Srebrenica]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Srebrenica and Castle">>
<<set _desc to "Your caravan makes its way through the mountains and arrives at the important town of Srebrenica. As you enter the town you see the castle and the banners of the small ottoman garrison which protects the waystation on the road from Sarajevo to Belgrade. You set your belongings down in the small caravanserai and head to the market to gather provisions for the road ahead out of the mountains and acorss the River Drina. During you walk through town you overhear several locals talking about a bountiful spring of fresh water nearby near one of the old silver mines. This brings you hope that you might find quality water here!\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman Evliya Çelebi mentions that Srebrenica (Sirebreniçse) had a small castle with a //dizdar// (castle warden) and some //'fifty soldiers and has a sufficiently supplied gunpowder magazine, but inside of the fortress there is no bazaar.'// However, outside the fortress in the town, Evliya mentions that there were //'eight hundred wooden and two-storied masonry buildings'// along with the Sultan Beyazid II Mosque, and //'a dervish lodge, three primary schools, a small caravanserai, seventy artisan shops, and a not so bad small hamam (bathhouse).'// \n\n The image above is an early 20th-century photograph of the White Mosque of Srebrenica which was reportedly built on the site of a church built by merchants from Dubrovnik for Saint Nicholas - the parton saint for travelers and merchants. After the Ottoman conquest and the site of the church fell into ruins and a mosque was built there in the seventeenth century. It is unclear, if this is the same structure that Evliya called the Beyazid II Mosque (which would imply an older construction). \n\n Srebrenica today is infamous as the site of the one of the worst atrocities, the Srebrenica genocide, of the Bosnian war during the 1990s when the Bosnian Serb Army of Republika Srpska killed more than 8,000 Bosniak Muslim men and boys. You can find more out about this incident [[here|https://www.britannica.com/event/Srebrenica-massacre]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 1>>
<<set _water to 20>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European diplomat) The market here has some fine local traditional jackets, I wonder if I would be able sell them for a profit in some of the larger cities along the way!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of pilgrims) While it is not the largest mosque I have seen in these parts, it is well worth a visit to find some peace along the road!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking to a group of travelers) I was told that one can find experienced and elite Ottoman soldiers in the coffeehouses of Belgrade, it might be wise to hire one for your journey through the Balkans - as the roads are sometimes rife with highwaymen!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Banks of the Drina">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Banks of the Drina">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Banks of the Drina">>
<<set _time to 3>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Banks of the Drina]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-------- The Ferry ----------------%/
/%-----------------------------------%/
<<if $temp.drinaferry is 0>>
<<script>>
Dialog.setup("The Drina Ferry");
Dialog.wiki(Story.get("The Drina Ferry").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Banks of the River Drina">>
<<if $temp.drinacrossing is 1>>
<<set _desc to "Leaving Srebrenica, your caravan descends down through rolling green hills towards the River Drina where you plan to cross it on your way to Belgrade. Having paid the ferryman, you prepare your belongings for the journey out of Bosnia across the Drina and into the sanjak (province) of Semendire (Smederevo), the territory under the administration of the Pasha of Belgrade.\n\n">>
<<elseif $temp.drinacrossing is 0>>
<<set _desc to "Leaving Srebrenica, your caravan descends down through rolling green hills towards the River Drina where you plan to cross it on your way to Belgrade. Having not paid the ferryman to take you on his boat across the river, you end up having to wait a few more hours on the banks until someone else pays for your passage across. While you wait, you prepare your belongings for the journey out of Bosnia across the Drina and into the sanjak (province) of Semendire (Smederevo), the territory under the administration of the Pasha of Belgrade.\n\n">>
<<endif>>
<<set _hist to "The seventeenth-century Ottoman traveler took this road from Sarajevo to Belgrade during his travels, using a ferry to cross the Drina here. However, the Drina is often made famous by one of the Ottoman bridges that crosses it. That bridge is the sixteenth-century Mehmed Paša Sokolović Bridge described in Nobel Prize-winning Yugoslav author Ivo Andrić's 1945 novel //The Bridge on the Drina.// The [[story|https://www.amazon.com/Bridge-Drina-Phoenix-Fiction/dp/0226020452]] centers around the Ottoman bridge in Višegrad over a 400 year period, from the late sixteenth century to the first world war. The following is a quote from the book, which often focuses on the //kapia//, the mid-point on the bridge which often represents a place of change and transformation as the threshold. \n\n //'Forgetfulness heals everything and song is the most beautiful manner of forgetting, for in song man feels only what he loves. So, in the kapia, between the skies, the river and the hills, generation after generation learnt not to mourn overmuch what the troubled waters had borne away. They entered there into the unconscious philosophy of the town; that life was an incomprehensible marvel, since it was incessantly wasted and spent, yet none the less it lasted and endured 'like the bridge on the Drina.'// \n\n The image above is a nineteenth-century European painting of crossing the Olt River in Romania found [[here|http://eng.travelogues.gr/item.php?view=53626]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 30>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I think that 125 akçe for this Gusle String Instrument in Sarajevo was a fair deal, I guess we will find out when I make it to the bazaar in Belgrade!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Maho the Timariot: //'(Speaking to a young traveler): Make sure to find a soldier in some of the towns in these parts if you want to ensure protection from greedy bandits and bold hajduks along the road. I hear that you can find some fine folks in the coffeehouses just outside the great fortress of Belgrade!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'The water here is quite fine, most likely because we are far from any major towns and so the river runs cleaner here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $temp.drinacrossing is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Valiva">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Valiva">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dragodol">>
<<set _time to 7>>
<<endif>>
<<elseif $temp.drinacrossing is 0>>
<<if $player.speed is "fast">>
<<set _destination to "Valiva">>
<<set _time to 13>>
<<elseif $player.speed is "medium">>
<<set _destination to "Valiva">>
<<set _time to 17>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dragodol">>
<<set _time to 13>>
<<endif>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Dragodol]]
[[|Valiva]]
[[|The Drina Ferry]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Dragodol">>
<<set _desc to "Traveling through the rolling hillsides on the road to Valiva (Valjevo), your caravan stops for the night in the small farming village of Dragodol. There is not much in this small community besides for you to find a small local hearth by with to warm yourself and sleep through the colder nights this time of year.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman Evliya Çelebi traveled through Dragodol (Dıragoda) and only mentioned that the village was made up of both Serbian and Bulgarian peasants with no further comment than that. The image above is by the nineteenth-century Serbian realist painter Uroš Predić, entitled 'Happy Brothers, Their Poor Mother!'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 5>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) The plums of Serbia are quite famous, if I were you, I would make sure to buy some of the Plum Pekmez in the market of Belgrade if you get the chance. I last paid 9 akçe for it when I was there, I think that is a fair price!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Giving advice to some young travelers) I heard that Friar Franjo and his party of Hajduk bandits was last seen in Valiva, I would be wary of trusting him if I were you - though he presents himself as a pious figure - the dangerous men who travel with him tell otherwise!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'It seems that this small village has a wonderful fresh stream nearby, it would be wise to fill up our water casks here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Valiva">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Valiva">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Valiva">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Valiva]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-------- Friar Franjo -----------%/
/%-----------------------------------%/
<<if $temp.valiva is 0>>
<<script>>
Dialog.setup("Friar Franjo Valiva");
Dialog.wiki(Story.get("Friar Franjo Valiva").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Valiva">>
<<set _desc to "Your caravan makes it to the town of Valiva (Valjevo) and you are relieved that you have arrived to this sizable town - notable for its thriving marketplace, the towering minarets of its many mosques, and the large tranquil meadow used as a //namazgah// (open-air prayer space). You use this busy entrepôt between Sarajevo and Belgrade and restock your provisions for the the road ahead.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman Evliya Çelebi mentions that Valiva (Valjevo) had //'an exhilarant open-air prayer meadow...in the manner of the city of Konya's spirit, though this space of worship is not one of an enormous city.'// Evliya further recounts that Valiva had //'870 two-storied wooden tile-roofed homes..and two dervish lodges (tekke), three primary schools, two caravanserais, one small compact bathhouse (hamam), one hundred shops and grand coffeehouses. However, there are no wine taverns (meyhane) or boza houses (bozahane), but in the winter days there is snow and thus many ice houses.'// \n\n The image above is a nineteenth-century watercolor of a street scene in Belgrade by the Austrian painter Carl Goebel and can be found [[here|https://collections.vam.ac.uk/item/O143920/vue-de-belgrad-watercolour-goebel-karl/vue-de-belgrad---watercolour-goebel-karl/]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 1>>
<<set _water to 55>>
<<set _bath to 1>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a group of travelers) I hear that there is a certain Friar named Franjo who often takes advantage of unwise travelers along the road, passing himself off as a pious franciscan but I know for a fact that he was banished from a monastery for various crimes and now scours the countryside with a group of Hajduk outlaws!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of pilgrims) I would take a moment to visit the Namazgah here, it is in a serene meadow and provides a nice place of clam.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking to a group of travelers) I was told that one can find experienced and elite Ottoman soldiers in the coffeehouses of Belgrade, it might be wise to hire one for your journey through the Balkans - as the roads are sometimes rife with highwaymen!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Belgrade">>
<<set _time to 14>>
<<elseif $player.speed is "medium">>
<<set _destination to "Belgrade">>
<<set _time to 16>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ruzay">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Belgrade]]
[[|Ruzay]]
[[|Friar Franjo Valiva]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Village of Ruzay">>
<<set _desc to "As you make your way to Belgrade, you stop near the small village of Ruzay on the edge of a large forest. You set up camp and notice a few other travelers under a tent at a makeshift roadside coffeehouse. You join them and tell stories of your travels through the night. One of them tells you that they were threatened by some Hajduk bandits a few days back but in the end the large number of their caravan warded off an attack. You begin to doze off listing to the stories of the travelers.\n\n">>
<<set _hist to "The nineteenth-century English traveler James Henry Skene described his close encounter with bandits during his journey through the Balkans in the following passage: \n\n //' We were all on foot, and leading our horses down the rugged path, we had nearly reached the plain, when a horse was heard to neigh in a clump of trees in front of us. My young Arabian (horse) responded loudly to the greeting. Immediately a man emerged to the skirts of the small wood, and, jumping on a strong white horse, he cantered to the top of a hillock commanding the road. There he halted, shaded his eyes from the rising sun with his hand, and carefully inspected our number and arms, which latter were not few. Our appearance did not seem to please him, for he dismounted and quietly led his horse down the other side of the hillock. In a few minutes the road passed round it, and we saw four men standing with their horses beside them, and their long guns slung over their shoulders...I asked Haireddin (his Ottoman guide) what sort of people these were. 'They are not any good people,' was the literal translation of his reply... \n\n The Hajduks might have attacked us during the night, though they did not venture to do so in the daytime, for the expression of the chiefs countenance did not denote any want of courage, but, rather, the cool calculation of chances. He was a very young man, of short stature, and slightly built, his beard was fair and full, and his long, light-coloured hair hung on his shoulders, while he wore on his head a sort of cap, of grey woollen stuff, like that of a dervish. \n\n We had not gone a quarter of a mile further, when we heard a shot on the road behind us. I thought of the blue eyes and red trowsers, and, expressing my apprehensions on their account, proposed to gallop back to the rescue (of a woman they had passed earlier)...but my knight-errantry was quieted by the remark that the hanum, or lady, had nine saddle-horses, and, as she had only two old female slaves, she must have six servants, whom the Hajduks would not attack, as they had declined trying us, our number being the same. It was, probably, some worse-guarded wayfarer that had been fired at.'// \n\n The image above is an eighteenth-century painting by the French artist Jean-Baptiste Hilair and can be found [[here|https://www.sphinxfineart.com/inventory-detail-page/832666/19031/a-roadside-coffeehouse-between-milas]].'">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 25>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to another merchant) When I was in Belgrade last, I sold some Plum Pekmez to a foolish traveler for 15 akçe! Ha! I cannot believe he paid so much!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Giving advice to some young travelers) I would make sure to visit the tomb of the legendary Gazi Porça who is said to have helped in the first siege of Belgrade by Sultan Fatih Mehmed and conquered the fortress on Mount Avala outside of the city where his tomb is today!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'It seems that this small village has a wonderful fresh stream nearby, it would be wise to fill up our water casks here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Belgrade">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Belgrade">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Belgrade">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Belgrade]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Goražde">>
<<set _desc to "You make your way through the mountains to reach the village of Goražde which sits along the blue Drina River. The town has an impressive stone bridge across the great river and a caravanserai for travelers built on order of the famed Ottoman Grand VizierSokollu Mehmed Pasha! The small town is busting with activity as merchants come north on mountain roads from the famous trading port of Dobro-Venedik (Dubrovnik).\n\n">>
<<set _hist to "The nineteenth-century English traveler William Miller described his the start of his journey by raft on the Drina River from Goražde in the following passage: \n\n //'It (the Drina River) is thus an excellent means of conveying wood from the Bosnian forests down to Belgrade, or even further, the raftsmen retruning on foot. When the state of the water is favorable, it is customary to form large rafts of wood, partly composed of sawn planks, and partly of rough beams of timber...During Turkish times, these rapids were much worse than they are now; for a scheme which had been drawn up for blasting the rocks away was pigeonholed for a number of years in some Ottoman bureau...We embarked just below the bridge at Gorazda (Goražde), and glided slowly down the stream, every now and then racing hurriedly along as we shot the rapids... For a greater part of the way the Drina flows between high cliffs covered with trees.'// \n\n The image above is an early 20th-century photograph of the Ottoman bridge over the Drina in Višegrad, just north, downstream from Goražde">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to another Friar) I hope you make it to Dubrovnik in fine condition, though when you depart on a ship from there, make sure to have purchased a Letter of Safe Conduct to give you some protection at sea!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) I hear that there may be various bandits and deserters in these mountains, it would be wise of us to find a soldier to hire in this coffeehouse for protection along the road!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'I am a bit disappointed in the quality of the water here! You would think such an important trading crossroads would have a better supply of clean water!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Foča">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Foča">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Foča">>
<<set _time to 3>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Foča]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Foča">>
<<set _desc to "The caravan cuts through the mountains and reaches the old Ottoman seat of power in this province from a century ago, the town of Foča. The town sits along the small Ćehotina River and is surrounded by towering forested hills as far as one can see. You set up camp near a beautiful mosque in the center of the town, known as Aladža Mosque. You spend time in its peaceful interior and use this opportunity to rest before the hard road through the mountains ahead.\n\n">>
<<set _hist to "The nineteenth-century English traveler John Murray described his stay in Foča in the following manner: \n\n //'Here the Ćehotina (River) is passed by a wooden bridge. Opposite the entrance to the valley of Ulul is a Gipsy (Romani) village called Brod, a rare occurance in this country, where Gipsies (Romani people) are generally nomadic. They enjoy considerable prosperity in Brod. The river Drina is crossed by a ferry a little further on, and, after riding over vast meadows, one comes to the confluence of 3 rivers...The scenery becomes quite Swiss in character.'// \n\n The image above is a illustration by the Austrian painter Hugo Charlemont in 1901 of the interior of the sixteenth-century Ottoman Aladža Mosque in Foča. The town of Foča had some 17 different Ottoman mosques constructed in it during the Ottoman period and the Aladža Mosque is considersed to be one of the finest examples of Ottoman architecture in Bosnia. \n\n Foča is infamous in recent history for the ethnic cleansing that occured there during the break-up of Yugoslavia, you can find more information about this event [[here|https://www.hrw.org/news/2004/10/14/foca-confronts-its-past#]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 1>>
<<set _water to 33>>
<<set _bath to 2>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I was quote impressed with the Aladža Mosque and the beautiful paintings on the outside walls of the building, I think there is even a fine drawing of Holy Mecca depicted there!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'(Speaking to a friend) The roads in these mountains are dangerous, it would be wise to have a soldier in your traveling party for protection, though know that they may turn on you or leave to join the war to the north in Poland and leave you with nothing!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'(Speaking to a confused pilgrim) Back in my day, we would travel through these mountains at a breakneck speed, for that is the only way to avoid any trouble on the road!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nevesinje">>
<<set _time to 21>>
<<elseif $player.speed is "medium">>
<<set _destination to "Gacko">>
<<set _time to 13>>
<<elseif $player.speed is "slow">>
<<set _destination to "Ćurevo">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Ćurevo]]
[[|Gacko]]
[[|Nevesinje]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Caravanserai of Ćurevo">>
<<set _desc to "Your caravan ascends the steep slopes of the mountains and you eventually make your way, after various steep climbs, to the village and caravanserai of Ćurevo. The small caravanserai is surrounded by high mountain pastures, snowcapped peaks, snaking rivers, and dramatic waterfalls. You take in the beauty of the surroundings knowing fully well how difficult this terrain is to cross!\n\n">>
<<set _hist to "The nineteenth-century English traveler John Murray described his stay in Ćurevo in the following manner: \n\n //'Here the khan (caravanserai) is good. Continuing on the line taken by the Sutjeska (River), then leaving it to escalade great walls of rock, returning to it again, the road supplies a constant variety of wild landscape streaked with foaming torrents, and reaches at length the tower of Gatzko (Gacko).'// \n\n The image above is a sketch from the mid-nineteenth-century traveler Edward Lear composed during his time traveling through Albania - however, it can give a sense of the beautiful countryside around Ćurevo which today is largely encompassed by Sutjeska National Park- known for its mountains, waterfalls, and river rapids.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 15>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Emine Hatun the Widow: //'(Speaking to her friend who is not listening) You know I once knew the former Sanjack-Bey of Bosnia who ordered the construction of the Imaret here, some say it was my suggestion that he build it in this quaint village!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Filibzade the Hammam Attendant: //'(Arguing with a wealthy merchant) Why would you expect to find a bath here! We are in the mountains, your best bet is the city of Mostar but that is days away!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'The lush clean waters here are a blessing. I would make sure fill up our casks here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Gacko">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Gacko">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Gacko">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Gacko]]
<</nobr>>
<<nobr>>
/%-----------------------------------%/
/%-------- Benevolent Bey -----------%/
/%-----------------------------------%/
<<if $temp.gacko is 0>>
<<script>>
Dialog.setup("Lord of the Tower");
Dialog.wiki(Story.get("Lord of the Tower").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Gacko: The Fazlagić Tower">>
<<set _desc to "As you make your way along the road to Mostar you reach the small village of Gacko. The mountain village is near to the Fazlagić Tower which was recently built by a local notable named Ahmed Fazlagić. The tower looks over the whole valley and has a small mosque inside where local travelers are allowed to pray as they make their way through the mountains.\n\n">>
<<set _hist to "The nineteenth-century English traveler John Murray described his stay in Gacko in the following manner: \n\n //'Here a Bey (lord), who rules a district covered with scattered dwellings, gives every wayfarer a good reception, be he what he may; for indiscriminate hospitality has been practiced from time immemorial by the owners of this tower.'// \n\n The image above is a sketch from the mid-nineteenth-century traveler Edward Lear composed during his time traveling through Albania.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a group of travelers) The lord here is quite hospitable to travelers, it was a welcome surprise in this wilderness!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) The water here is not of the best quality, but if you must, it should be clean enough!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a local Bektashi Sufi) I hear that the tomb of the sufi Mahmud Baba in Mostar is worth a visit!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nevesinje">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Nevesinje">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dobro Polje">>
<<set _time to 3>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Dobro Polje]]
[[|Nevesinje]]
[[|Lord of the Tower]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Dobro Polje and Lake Dobrica">>
<<set _desc to "Your caravan arrvies to the small village of Dobro Polje which sits besides a small lake that the locals call Dobrica. You rest up for the evening and take a deserved rest next to a shaded tree along the lakeside.\n\n">>
<<set _hist to "The nineteenth-century English traveler John Murray described his stay in Dobro Polje in the following manner: \n\n //'Dobro Polje, near the lake of Dobritza (Dobrica). There is no khan (caravanserai), a descent follos to the plain of Nevesinje.'// \n\n There is not modern lake in Bosnia by this name, and it seems this lake may have been drained in the modern period, as there seems to be no lakes between Gacko and Nevesinje. The image above is a sketch from the mid-nineteenth-century traveler Edward Lear composed during his time traveling through Albania.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Maho the Timariot: //'(Speaking to a young traveler): Make sure to find a soldier in some of the large towns in these parts, possibly in a place like Mostar, if you want to ensure protection from greedy bandits along the road.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) I heard that one can find interesting folks in the coffeehouses near of docks of Dubrovnik (Dobro-Venedik), might be worthwhile to ask around if you wish for some help on your journey at sea!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'The lake here provides fresh water for all that pass through, I would recommend that we fill our casks here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Nevesinje">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Nevesinje">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Nevesinje">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Nevesinje]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Plain of Nevesinje">>
<<set _desc to "Your caravan arrvies out of the mountains to a small village and the plain of Nevesinje. In the distance you see towering snowcapped mountains ahead of you and you prepare yourself for the last leg of the journey to the town of Mostar.\n\n">>
<<set _hist to "The nineteenth-century English traveler John Murray described his stay in Nevesinje in the following manner: \n\n //'(Nevesinje contains) 1000 inhabitants with 3 mosques. There is good accomodation at the khan (caravanserai). Next is to be crossed the mountain of Trusina, and then that of Velesh (Velež). The village and castle of Blagay (Blagaj) precede the plain of Mostar.'// \n\n The image above is a photo of Ovčiji Brod, an sixteenth-century Ottoman era bridge just outside the town of Nevesinje.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 0>>
<<set _water to 45>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Kadi Musa the Ottoman Judge: //'(Speaking to a group of travelers) Mostar is an important center of trade, I would make sure to stop by the market there and ask around the caravanserai for help from fellow travelers along the road!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to another dervish) Make sure to visit the tomb of the sufi Mahmud Baba in Mostar, it provides a serene escape from these mountain roads!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Anđeo the Franciscan Friar: //'(Speaking to another friar) If you plan on taking a ship from Dubrovnik (Dobro-Venedik), make sure to see if you can find any Letters of Safe Conduct in the marketplace if you wish to protect yourself from some raids at sea!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mostar">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mostar">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mostar">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Mostar]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Fortress of Stolac">>
<<set _desc to "As you follow the road to the coast the environment around you begins to change - no more are the lush forests standing tall above you along the edges of tall cliffs surrounding running rapids. Instead, the landscapse become hotter, more barren, and defined by treeless hills covered by rough stones and small bushes. The caravan arrives to a strong but partially dilapidated fortress along the road. You quickly come to realize that you have reached Stolac and soon see several mosques in the village and a small market near the stream that passes through this place. Some pilgrims in your caravan head to the Naqshbandi Sufi lodge (//tekke//) in the village as a place of refuge from the hot sun which has been beaming down on you all day.\n\n">>
<<set _hist to "In 1861 the Englishman George Arbuthnot accompanied a local Ottoman army supressing a rebellion in the region around Stolac and wrote about the place in the following manner: \n\n //'There is little to interest the traveler in this part of Herzegovina, unless it be the existence of clusters of old tombstones, which occur frequently throughout the province. About one hour before reaching Stolatz (Stolac), which was our destination, we came upon one of those ancient cemeteries, which was well worthy of notice from the mammoth proportions of the tombstones...On leaving Stolatz (Stolac), our route lay in the southeast direction along the bridle-path upon the right bank of the river. During the first two hours, the rocks on our left were quite bare and devoid of all signs of vegetation. Afterwards they assumed a far less barren appearance, being covered with good strong brushwood, which grows close down to the water's edge...(the country), by its stony roughness, would tax the energies of the stoutest Highlander.'// \n\n The image above is an early twentieth-century photograph showing the historic center of Stolac and its fortress">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 1>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to a group of merchants in hushed tones) Make sure to sell Traditional Folk Jackets for 80 akçe, these foolish European merchants do not know the true price is much cheaper!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I was surprised to find a Keval Flute for only 40 akçe! I am sure we will make a good profit for it in the markets of Dobro-Venedik (Dubrovnik).'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Radomir the Orthodox Priest: //'(Speaking to a friend) I heard that one can find interesting folks in the coffeehouses near of docks of Dubrovnik (Dobro-Venedik), might be worthwhile to ask around if you wish for some help on your journey at sea!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Slano">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Slano">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Slano">>
<<set _time to 14>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Slano]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-------- Friar Franjo Returns -----------%/
/%-----------------------------------%/
<<if $temp.mostarreturn is 0 and $temp.franjopay is 1>>
<<script>>
Dialog.setup("Friar Franjo Returns");
Dialog.wiki(Story.get("Friar Franjo Returns").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Adriatic Coast: Slano Village">>
<<set _desc to "Your caravan finally reaches the rocky shores of the Adriatic Sea. From here the road heads to Dobro-Venedik (Dubrovnik) where you can board a ship to journey across the Mediterranean. The small village of Slano itself does not provide much besides a few warm hearths for you and your company to rest for the night. Normally, you would have to wait outside the city for some period of time due to quarantine measures in Dobro-Venedik but due to a massive earthquake just a few years before now, it seems they overlooked enforcing this!\n\n">>
<<set _hist to "The image above, showing the Croatian coast north of Dubrovnik, would include the small village of Slano on the coastal road on the way to Dubrovnik. The image is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79779/map-of-the-adriatic-coastline-from-dubrovnik-north/]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to -1>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) It is a shame that all the water here is brackish and we cannot fill up our casks, a helpful reminder that as we get closer to Mecca, that water might not be a plentiful as it was in Herzegovina!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I was told that one can find experienced Ottoman sailors in the coffeehouses of Dobro-Venedik (Dubrovnik), it might be wise to hire one for your journey at sea - as the waters of the Adriatic are known to be treacherous!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking to another traveler) I would be wary of traveling into any Venetian ports on your journey by sea to Candia in Crete, they may not be so welcoming!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dobro-Venedik">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dobro-Venedik">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Brgat">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Brgat]]
[[|Dobro-Venedik]]
[[|Friar Franjo Returns]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Adriatic Coast: Brgat Village">>
<<set _desc to "A small village on the outskirts of Brgat provides a useful stop for you and your caravan. For you heard that there is quality water here in the hills around Dobro-Venedik (Dubrovnik). A local guide informed you that a large port city such as Dobro-Venedik will surely not have the cleanest water, especially since the city was struck by a massive earthquake a few years ago. Hopefully, your stop here for water will be a venture well worth it!\n\n">>
<<set _hist to "The image above, depicting a young shepherdess in the Balkans, is a nineteenth-century watercolor by the French artist Théodore Valerio. A copy of the image can be found[[here|https://art.thewalters.org/detail/27982/little-shepherdess-and-flocks/]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 0>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her father) The water here is quite clean, we should take advantage of this blessing while we are here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to a group of other merchants) I am thrilled that we will soon be at the market of the thriving port of Dobro-Venedik (Dubrovnik), at least that is how I remember it when I was there years ago. I remember seeing all sorts of rare goods in the warehouses there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking to another traveler) I heard that Dobro-Venedik is rebuilding after the massive earthquake that struck the city three years ago! I wonder what parts of the city remain and if the market is still as thriving as it one was?'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Dobro-Venedik">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Dobro-Venedik">>
<<set _time to 0>>
<<elseif $player.speed is "slow">>
<<set _destination to "Dobro-Venedik">>
<<set _time to 2>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Dobro-Venedik]]
<</nobr>> <<nobr>>
<<set $player.dubrovniktravel to 1>>
/%-----------------------------------%/
/%-------- Friar Franjo -----------%/
/%-----------------------------------%/
<<if $temp.dubrovnik is 0>>
<<script>>
Dialog.setup("Earthquake Ruins");
Dialog.wiki(Story.get("Earthquake Ruins").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Dobro-Venedik">>
<<set _desc to "You have reached the ruined but rebuilding city of Dobro-Venedik (Dubrovnik, known also as Ragusa). The once thriving port was stuck by an earthquake a few years ago and still bears the scars of that tragic event. The name 'Dobro-Venedik' means the 'Good Venice' - as this Christian republic of the Adriatic is a tributary state to the Ottoman Empire as opposed to the Venetian Republic to the north which is a political rival. You enter the city and find that despite the destruction from the earthquake there is still life here and several quarters have been rebuilt quickly. In the coffeehouses and taverns along the harbor you search for a ship captain to take you to Ottoman Candia on the Island of Crete where you plan to find further passage east. It seems from here on, you will be traveling at sea for quite some time.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman Evliya Çelebi describes his experience in Dubrovnik in the following manner: \n\n //'There are two Venediks (Venice) on the face of the earth. One is called Bundukani Venedik – this is Venice the rebellious that has been at war with the Ottomans for the past twenty-five years. The other is this one, called Dobra-Venedik (i.e. Dubrovnik / Dobro-Venedik), a separate ancient community. To be sure, they are Christians, but they have translated the Gospel into Latin and recite it thus. They go so far as to claim, preposterously, that the Gospel was revealed by God to the prophet Jesus in their own Latin language, and they take pride in this. Indeed, Latin is the most correct and eloquent of the various languages of Christendom; and, like Persian, it is an ancient and elegant tongue. And the Latin chronicles are the most reliable and authoritative. In fact, when a chronicler writes a history, it is first examined by an ecclesiastical board to make sure that it contains no errors or exaggerations... \n\n For this reason the infidels of Dubrovnik have accepted peace with the Ottomans to this very day. They are a bunch of foresightful and farsighted infidels who never do anything contrary to the treaty and whose envoys never fail to arrive (in Istanbul) at the beginning of every year, before any others...still they are like the great plague under the wing of the Ottoman state, damnable swine who maintain the pretence of truth but whose satanic machinations infect all the infidels. To be specific: it is these Dubrovnik infidels who have led astray those of the great Bundukani Venedik – the Venetians, who are now our enemy – and secretly supply them with grain. They are the wealthiest of all the infidel kings, but make a show of poverty and humility in order to protect their state, and craftily maintain peaceful relations with all other rulers...\n\n To make a long story short, these infidels treated this humble one also with courtesy and kindness...We were given ample supplies of food and drink, but had to stay where we were: our infidel guards did not permit us to wander about. After the time of the evening prayer they shut the gates upon the customs officials and upon us, and opened them in the morning...\n\n The houses here are layer upon layer, like those of Galata in Istanbul, built of brick masonry and covered with tiles of slate or tin. And there are myriads of bells, large and small, hanging on every house and every church. They ring these bells on the eve of Sundays; on the festivals of St George (Sarı Saltık) and St Nicholas; Hızır Ilyas and Kasım (the spring and autumn equinoxes); the Virgin Mary and Kara Koncoloz; or on the Festival of the Christians (i.e., Christmas?) or a town council (turvin) or any one of their inauspicious holidays, and from the sound you would think the Antichrist had appeared. This city has numerous Armenians, Greeks, Jews, Persians and Franks; but no Hungarians, Germans, Russians, Czechs, Poles, Swedes, Muscovites, Wallachians or Moldavians. Being a place of security and a safe haven of Christendom, it is a very prosperous entrepôt.'// \n\n The image above is an early twentieth-century photograph showing the city of Dubrovnik from the coastline to its south.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<if $temp.dubrovnikmarket is 0>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 1>>
<<elseif $temp.dubrovnikmarket is 1>>
<<set _market to 61>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 1>>
<<endif>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European diplomat) It would be wise to sell our horses here at the stables, they provide no benefit for the journey at sea and we could surely use the extra funds!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Raziye the Bosnian Shepard's Daughter: //'(Speaking to her sister) It seems that the earthquake damaged the water supply here, I would be wary of taking any from the well unless you desperately need it.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to a group of other merchants) I was told that one can find experienced sailors in the coffeehouses here, it might be wise to hire one for your journey at sea - as the waters of the Adriatic are known to be treacherous!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kastelnova">>
<<set _time to 4>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kastelnova">>
<<set _time to 4>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kastelnova">>
<<set _time to 4>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kastelnova]]
[[|Earthquake Ruins]]
<</nobr>> Double-click this passage to edit it.<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Köprülü">>
<<set _desc to "Traveling south along the Vardar River, you reach a the small market town of Köprülü (Veles) which has been newly reestablished by the powerful Grand Vizier Köprülü Mehmed Pasha just a few decades before your arrival. The town is well endowed with newly constructed projects funded by the wealthy Köprülü family who still holds immense power in the empire with Köprülü Mehmed Pasha's son, Fazıl Ahmed Pasha, currently occupying the position of Grand Vizier. The town itself has a small but strong fortress along the river, and several dervish lodges (//tekke//), bathouses (//hamam//), and a small collection of shops along the river.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi includes describes his own encounters with the powerful Grand Vizier Köprülü Mehmed Pasha who was influential in building up the town of Köprülü (Veles), which was reportedly named after him - though Evliya himself say that is only refers to the bridge in the town over the Vardar River (Köprü means bridge). He write the following about meeting the Grand Vizier: \n\n //'While seeing to the supplies for our journey, our lord sent this humble one perhaps twenty times to see Köprülü Mehmed Pasha. It was as though I was his marshal of the guards (kapıcılar kethüdası). Köprülü was fond of me. He had me recite the Koran several times and was so pleased that he said to our court agent Zühdi Efendi: \n\n 'I would like your Pasha to make this hafız Evliya his marshal of the guards. Write your Pasha to that effect.' \n\n Zühdi Efendi sent this message off to the Pasha. 'All right,' said the Pasha, 'if only Evliya accepts the post of marshal of the guards. He is first and last our confidant and our trusted kinsman.' The rest of our gate-companions overheard the Pasha saying this, and some of the officers began to regard me with scornful looks. \n\n 'Come here, Evliya,' said the Pasha, 'I’m going to make you my marshal of the guards in accordance with Köprülü’s request.' 'Bless God,' I replied, 'albeit I am serving as my lord’s imam and his confidant, I do not want to enter affairs or be a servant, to put up with the tribulations of others or suffer the taunts of rivals.' When I said this, the Pasha gave up the notion.'// \n\n The image above is from a series of paintings commissioned by the seventeenth-century Swedish Ambassador to the Ottoman Empire, Claes Brodersson Rålamb. The paintings show an Ottoman imperial procession in the city of Edirne while Rålamb was on his way to meet the Ottoman Grand Vizier Köprülü Mehmed Pasha - who founded the town of Köprülü. However, Köprülü Mehmed Pasha is not depicted in the commissioned paintings of the procession. More can be found out about these paintings [[here|https://archive.aramcoworld.com/issue/201302/the.r.lamb.mission.htm]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 2>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to a group of merchants in hushed tones) Make sure to sell Traditional Folk Jackets for 80 akçe, these foolish travlers do not know the true price is much cheaper!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Zuko the Bosnian Merchant: //'(Speaking to another merchant) I was surprised to find a Keval Flute for only 40 akçe! I am sure we will make a good profit for it in the markets of Monastir!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Filibzade the Hammam Attendant: //'(Speaking to a group of travelers) I would make sure to take use of the bathhouse here, though there is a fee for any traveler wishing to use it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Manastır">>
<<set _time to 15>>
<<elseif $player.speed is "medium">>
<<set _destination to "Pirlepe">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Pirlepe">>
<<set _time to 12>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Pirlepe]]
[[|Manastır]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Fortress of Pirlepe">>
<<set _desc to "Your caravan crosses through a series of rocky mountains and hills to reach the town and small fortess of Pirlepe (Prilep) which sits in a wide open valley shadowed on one side by the the ruins of an old fotress on one hilltop, which locals refer to as Marko's Towers. Beyond that you encounter a small group of Orthodox Christian pilgrims traveling to the old Monastery of Treskavec which looms high above the clouds on top of a mountain near Pirlepe. As you enter the town itself and alongside the marketplace you find an impressive mosque, known as the Alaybeğ Mosque which you saw on your approach to the town given its minaret which stands out on the horizon.\n\n">>
<<set _hist to "The mid-nineteenth century British traveler, Mary Adelaide Walker, described her experiences around Pirlepe (Prilep) in her book //Through Macedonia to the Albanian Lakes// (found [[here|https://iiif.lib.harvard.edu/manifests/view/drs:437660169$11i]]). She writes: \n\n //'At the time of our arrival at Monastir (Manastır), all the trading part of the population was absent at a great annual fair, held at Pirlepe, on the opposite side of the plain. 15,000 pounds worth of English goods were sold there on that occasion. English calico is in great request for the voluminous Albanian fustanelle (a Balkan skirt-like piece of clothing), and wherever in our wanderings we happened to meet with a plate, it was sure to exhibit the familiar blue willow-pattern.'// \n\n The image above is a photograph of the 12th-century Orthodox Christian Treskavec Monastery which is atop a mountain just outside of Pirlepe (Prilep).\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 0>>
<<set _water to 45>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European diplomat) I am not sure of the quality of water in this town, the water seems a bit off to me!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking another traveler) I would make sure to hire a soldier to travel with you from a local coffeehouse if you do not have one with you already!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) I would recommend that you visit the tombs of the Ishak Çelebi mosque in Manastır, the grand old mosque has several quiet resting places surrounding it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Manastır">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Manastır">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Manastır">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Manastır]]
<</nobr>><<nobr>>
<<set $player.laketravel to 1>>
<<set $temp.ohrid to 1>>
/%-----------------------------------%/
/%-------- The Excursion -----------%/
/%-----------------------------------%/
<<if $temp.excursion is 0>>
<<script>>
Dialog.setup("The Excursion");
Dialog.wiki(Story.get("The Excursion").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Lake Ohrid">>
<<set _desc to "After traveling through the mountians, you reach the grand lakeshore of Lake Ohrid and the famed city of Ohrid upon its banks. A local Christian tells you that Ohrid is the Jerusalem of the Balkans and once had a church for each day of the year. In fact, you notice that one of the grandest mosques here, Aya Sofya Mosque, is in the style of an old church and you guess it was converted into a mosque when the Sultan conquered this place generations ago. Near to the Aya Sofya is a tile covered tomb overlooking the lake dedicated a local holy figure known as the Şehid Hazinedar (the Martyred Treasurer). As for the town itself, it sits near a steep cliff along the lake where you see a grand stone fortress and many homes cascading down from the keep to the shore. In the twisting alleyways of Ohrid you soon find yourself amidst a crowded collection of merchants from all over Rumelia busily buying and selling all sorts of things. After pushing your way through the crowd, you find your way into one of the small caravanserais in this lakeside town.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi describes Ohrid (Okhri) in the following passage: \n\n //'It (the fortess keep of Ohrid) is an ancient solidly-constructed pentagonal fortress, 4400 paces in circumference, situated atop a bare red rock cliff on the northern shore of Lake Ohrid, On one slope, within the outer fortress walls and attached to the great wall at one corner facing north, is a mighty citadel, 1000 paces in circumference, The citadel walls are 40 ells in height and outfitted with all sorts of embrasures and crenels of incomparable workmanship, It has 2 gates, The larger one, facing north toward the Hünkar mosque, is topped by
a tower with a high wood-ceilinged portico where the military band
plays day and night,... But no walls are necessary along the lake, or on the southeastern and eastern sides where there are sheer cliffs dropping precipitately - so steep, in fact, that sometiines animals tumble down and are dashed to pieces, In ancient times a kind of parapet wall was built, but over the centuries it has largely collapsed. \n\n Within the great outer fortress are 160 Christian houses roofed with red tiles, all nicely built with balconies and windows facing south overlooking the lake, inauspicious abodes piled one atop the other, Below, on the lake shore, is the Pasha's palace, a fine and grand mansion completely covered with tiles and having over 300 rooms, including indoors and outdoors, baths, and a large courtyard. \n\n First (of the mosques here) is the Aya Sofya congregational mosque, situated on the lake shore at the foot of the Pasha's palace. It is very large, comparable to the congregational mosques in ThesSalonika (Selânik) and in Trebizond on the Black Sea, or to the Little Aya Sofya in Istanbul...In those Christian days this was their Jerusalem - saving the comparison! -but now, God be praised, it is a prayer-hall of the Muslims. Occasionally, however, Christians manage to enter the mosque by slipping a few akçes to the doorkeepers, they hold a quick prayer service in honor of Jesus, then depart. This light-filled mosque contains 17 great domes and is totally covered with red tiles and mortar. It would take too long to enumerate all of the ancient remains and the lofty columns on the inside - tongues fall short and pens are too weak to describe them - but it is an isolated mosque, slowly going to ruin,...The reason is that the mosque is stranded in the midst of the Christians and has no Muslim congregation... \n\n And there are 6 churches, so lively and pretty that they have 40 or 50 priests each. Two of these - the Church of the Patriarch and the Latin church - are so wealthy that their Christian kitchens provide meals morning and evening to the priests, and even to the Muslims.'// \n\n The image above is a watercolor by the nineteenth-century English artist Edward Lear of a Mosque in Ohrid. The image can be found [[here|https://digitalcollections.library.harvard.edu/catalog/hou01475c01355]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 50>>
<<set _shrine to 1>>
<<set _water to 5>>
<<set _bath to 3>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Maho the Timariot: //'(Speaking to another traveler) The water from the lake here is of excellent quality, no wonder the local Christians built so many churches along its banks!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Symeon the Greek Musician: //'(Speaking to another traveler) I would suggest you visit the bathhouse (hamam) here, it can provide you with some extra energy for the road.'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) One should visit the Aya Sofya mosque here, I dare say it rivals the 'little Aya Sofya Mosque' in Istanbul!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Manastır">>
<<set _time to 10>>
<<elseif $player.speed is "medium">>
<<set _destination to "Manastır">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Manastır">>
<<set _time to 14>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Manastır]]
[[|The Excursion]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Filoriyye">>
<<set _desc to "Traveling on the road to Salonika (Selânik), you reach to the town of Filoriyye (Florina) as the mountains around you open up into a broader fertile valley. The town itself is a busy market town with produce and foodstufs being brought in from all around. As you settle in for the day in the local caravanserai, you hear that some other travelers are going to a neighborhood here that is known for its Halveti Sufi Dervish lodge (//tekke//). One of them tells you that there is a small tomb there dedicated to a local dervish by the name of Murad Efendi. However, he does not know much about the place beyond that. The town itself has both a large Jewish and Muslim population which reminds you of the different people you met back in Manastır which has a similar community. In fact, you were told that many of the people here have family stretching along the whole road in each town between Manastır and Salonika (Selânik) on the coast.\n\n">>
<<set _hist to "The mid-nineteenth century British traveler, Mary Adelaide Walker, described her experiences on her way to Manastır from Salonika (Selânik), though she did bypass Filoriyye (Florina) itself. The following is a passage of her describing her arrival into nearby Manastır. You can find her book //Through Macedonia to the Albanian Lakes// [[here|https://iiif.lib.harvard.edu/manifests/view/drs:437660169$11i]]. She writes: \n\n //'We had the prospect of a five hours journey in the burning sun, with scarecely any trees near the road, so that we gladly rested for awhile, halfway, at a grassy spot on the banks of a little river, enjoying the view of a braod meadow in front, which presented a very pastoral assemblage of buffaloes, oxen, cows, calves, donkeys, turkeys, geese and their attendant children, with a large troop of horses and foals. \n\n For a long time we had distinguished the sparkling minarets of a considerable town at the base of a high mountain...The coffeehouse at the entrance of the avenue (in Manastır is)...where Turks, Jews, and Christians go to drink radi and play backgammon...'// \n\n The image above is a photograph of Filoriyye in the early twentieth century.\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 1>>
<<set _water to 33>>
<<set _bath to 3>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The water here is not the best quality, though it is certainly better than what we will find in the grand port city of Salonika (Selânik)!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking another traveler) I would make sure to hire a soldier to travel with you from a local coffeehouse if you do not have one with you already!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) The Tomb of Murad Efendi is worth a visit if you have the time, the local Halveti dervishes there were gracious hosts!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Yenice">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Vodina">>
<<set _time to 10>>
<<elseif $player.speed is "slow">>
<<set _destination to "Vodina">>
<<set _time to 13>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Vodina]]
[[|Yenice]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Town of Yenice">>
<<set _desc to "Arriving at your last stop before the port of Salonika (Selânik), you settle into your quarters in a caravanserai in Yenice (Giannitsa), also known as Yenice-i Vardar. Several of your fellow pilgrims are thrilled to have taken the road through Yenice, for it is the town founded by Gazi Enveros, the legendary warrior of the faith and early companion of the first Ottoman sultan, Sultan Osman. Gazi Enveros' tomb is of a simple domed construction and a thriving local site of pilgrimage and patronage. You head back to the caravanserai and you sit around a warm hearth as travelers tell stories and legends of the famed Gazi Enveros and his companions.\n\n">>
<<set _hist to "The mid-nineteenth century British traveler, Mary Adelaide Walker, described her experience traveling to Yenice (Giannitsa) in her travel narrative, //Through Macedonia to the Albanian Lakes// found [[here|https://iiif.lib.harvard.edu/manifests/view/drs:437660169$11i]]. In the following passage she describes her journey to Pella, an ancient ruin just outside Yenice which was the birthplace of Alexander the Great. She writes: \n\n //'Before midday we reached the little khan (caravanserai) of Pella, a desolate roadside caravanserai, near a large fountain, possessing, however, the blessing of a few trees, which spread their shade over a hundred feet or so of scanty grass, beside a tiny stream of running water, altogether a combination of luxuries impossible to resist...Fully to appreciate the happiness of rest, one must know something of the Vardar Plain (Yenice Plain) in the month of August, or of the Great Desert of Egypt, which, extent excepted, is very much one and the same thing. \n\n Few persons ever stop at Pella, the part of the road between Salonika and Yenice is the most fatiguing, as it is the longest stage of the journey to Monastir, and that perhaps is the reason why so little search seems to have been made hitherto for remains of the old Macedonian city. Most travelers, ancious to push forward towards their shelter for the night, content themselves with a glance at the old wall on the hill to the right, and a draught of the clean water of the fountain below...'// \n\n The image above is a drawing by the nineteenth-century English artist Edward Lear of the town of Yenice (Giannitsa) and can be found [[here|http://eng.travelogues.gr/item.php?view=53293]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 49>>
<<set _shrine to 3>>
<<set _water to 40>>
<<set _bath to 3>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'I, myself, just came by ship and landed at the port of Salonika, my plan is to travel this road to Albania. However, I would advise you to find a sailor in Salonika to help protect you once you set off by ship from there'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking another traveler) If you are going to Salonika, you are surely planning to take a ship from the port there - I would recommend to scour the coffeehouses there to find a trusted sailor to help protect you from pirates and other dangers at sea!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) One must visit the domed tomb of the great warrior of the faith Gazi Evrenos, who helped to found Yenice in its current form and is buried here!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Salonika">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Salonika">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Salonika">>
<<set _time to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Salonika]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Waterfalls of Vodina">>
<<set _desc to "Traveling along the old road to Salonika (Selânik), you reach the town of Vodina (Edessa) and set up camp near its famed waterfalls. The running of the water provides a tranquil respite for you and your fellow traveling companions as you prepare for another difficult day. The town itself does not have many amenities for travelers beyond a small domed mosque, a quaint marketplace, and the standard bathhouse (//hamam//) one finds along the road. However, several other pilgrims tell you that they plan to visit the sufi tomb of Baykuş Baba (Father Owl), though you have not heard of the stories associated with this local holy figure here.\n\n">>
<<set _hist to "The mid-nineteenth century British traveler, Mary Adelaide Walker, described her experiences on her way to Vodina (Edessa/Vodena) from Salonika. You can find her book //Through Macedonia to the Albanian Lakes// [[here|https://iiif.lib.harvard.edu/manifests/view/drs:437660169$11i]]. She writes: \n\n //'The road leads first through avenues of splendid trees, about a mile and a half from Vodina the roar of cascades again rises from the left, and if you turn off, soon after crossing a second stone bridge, and follow a small track for a few yards througgh the tangled brushwood, you will come suddenly upon the finest of the waterfalls. Regaining the road, you wind up the face of a steep hill to th edge of the table-land, here you must turn, and bid adieu to Vodina, the plain, and distant Salonika, for you will see them no more.'// \n\n The image above is a drawing by the nineteenth-century English artist Edward Lear of the waterfalls of Vodina (Edessa) and can be found [[here|http://eng.travelogues.gr/item.php?view=53294]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 48>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The water here coming from the falls is quite wonderful! I would suggest we fill up our water casks here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking another traveler) If you are going to Salonika, you are surely planning to take a ship from the port there - I would recommend to scour the coffeehouses there to find a trusted sailor to help protect you from pirates and other dangers at sea!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'(Speaking to a group of pilgrims) There is an old local tomb here that is worth a visit, it is the tomb of a certain sufi by the name of Baykuş Baba (Father Owl), though I do not know the reason for his name!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Yenice">>
<<set _time to 0>>
<<elseif $player.speed is "medium">>
<<set _destination to "Yenice">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Yenice">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Yenice]]
<</nobr>><<nobr>>
<<set $player.salonikatravel to 1>>
/%-----------------------------------%/
/%-------- The Fire -----------%/
/%-----------------------------------%/
<<if $temp.salonika is 0>>
<<script>>
Dialog.setup("The Fire");
Dialog.wiki(Story.get("The Fire").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.salonika is 1 and $temp.samuel is 1 and $temp.salonikaend is 0>>
<<script>>
Dialog.setup("Merchant of Smyrna");
Dialog.wiki(Story.get("Merchant of Smyrna").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.salonika is 1 and $temp.isaac is 1 and $temp.salonikaend is 0>>
<<script>>
Dialog.setup("The Cloth Merchant");
Dialog.wiki(Story.get("The Cloth Merchant").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Salonika">>
<<set _desc to "You have finally arrived in the grand port of Salonika (Selânik/Thessaloniki) on the Aegean Sea! The busy port contains merchants and peoples from all across the mediterranean and not only do you hear people speaking Turkish, Albanian, Bulgarian, and Greek, but a great many people speaking Ladino (Judeo-Spanish), the language of the Sephardic Jewish community. In fact, some tell you that this may well be the largest Jewish city and the only majority Jewish city in the world! Within the town itself, you plan to find a ship captain to travel by sea, though you are unsure if you want to cut across the Aegean via Lesbos to Izmir, or to travel by sea to Istanbul first. As you mull over your decision, you make plans to explore the vast market here, the famous Bey Hamam bathhouse, and the Tomb of the holy figure Kasim and the mosque of Kasimiye, an old Christian church that is now a mosque. You are told by a local familiar with the place that Kasim a saintly figure here revered by both Muslims and Christians, who refer to him as 'Saint Demetrios.'\n\n">>
<<set _hist to "The following is a passage from a Russian monk who visited Salonika (Selânik/Thessaloniki) in 1726 as quoted in the book //Salonica: City of Ghosts// by Mark Mazower found [[here|https://www.penguinrandomhouse.com/books/109971/salonica-city-of-ghosts-by-mark-mazower/]]. Mazower writes: \n\n 'The Russian monk Barskii, who visited (Salonika) in 1726, was impressed. //'They come to Salonica from Constantinople, Egypt, Venice, France, by English trading vessels, and by land,'// he wrote. //'Germans, Vlachs, Bulgarians, Serbs, Dalmatians, people from the whole of Macedonia and the Ukraine, traders in wholesale and retail visit here to import grain and every kind of good.'// The bazaars themselves were extensive, well-stocked and //'perpetually crowded with buyers and sellers'// and the shops contained abundant manufactured goods and colonial produce. The city's inland trade flourished, there was a carrying trade to the thriving regional fairs in the hinterland, and increasingly, a longer range overland traffic to the expanding markets of Germany and central Europe. Once Catherine the Great conquered the Tatar lands and founded Odessa, the Black Sea grain trade took off as well, passing through Salonica on its way to southern Europe.'\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 60>>
<<set _shrine to 2>>
<<set _water to 70>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abbas the Safavid Merchant: //'I always tell folks that they should make sure to sell of all their horses once they get to a port, no need to have them when traveling at sea!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Feridun Mehmed Çelebi the Bureaucrat: //'(Speaking another traveler) Make sure to find a Levantine Sailor or even an old corsair to help protect your voyage at sea! You wont regret it and you can surely find someone in the coffeehouses here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Symeon the Greek Musician: //'The bathhouse here, known as the Bey Hamam, is of the finest quality, I would highly recommend you use it!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Mount Athos">>
<<set _time to 6>>
<<elseif $player.speed is "medium">>
<<set _destination to "Mount Athos">>
<<set _time to 6>>
<<elseif $player.speed is "slow">>
<<set _destination to "Mount Athos">>
<<set _time to 6>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Mount Athos]]
[[|The Fire]]
[[|Merchant of Smyrna]]
[[|The Cloth Merchant]]
<</nobr>>Easy Sea Travel here<<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Mount Athos">>
<<set _desc to "Your ship passes by the coast of Mount Athos, a few members of your ship disembark and go ashore near a local village in search of fresh water as you lay anchor off the coast. You can see the great Orthodox Christian monasteries of Mount Athos which stand atop grand peaks and cliffs with a few lining the coast itself. For this place is known as the 'Holy Mountain' and has dozens of large monasteries. Impressed with the sight of these castle-like monasteries, you now better understand, due to the difficulty it would take to access them, why the Ottoman Sultan has special agreements of protection with the monks here.\n\n">>
<<set _hist to "The following is an account of Mount Athos from the sixteenth-century Ottoman Admiral Piri Reis' book,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/19195/book-on-navigation-2/]]. He writes: \n\n //'This place is in fact a very long peninsula that measures eighty miles in length...the cape itself is mountainous...Because this mountain is so high, its summit never lacks snow. Around the foot of the mountain there are monasteries that are inhabited by monks. In the old days they say that these monasteries numbered three hundred and sixty, but nowadays only sixty or so remain. Of these, nineteen are located on the seashore while others are inland on the mountain. No woman or female creature is ever to be found in these monasteries and they are places for men only... \n\n They (the monks) never give information to Turkish pirates about infidel ones or to infidel pirates about Turkish ships..., One of these monasteries they call Alavari. This monastery is situated on a lofty place two miles inland from the sea on the eastern side of that high mountain. It resembles a castle and it is surrounded by well-watered places and orange and lemon groves. Its cherries are also quite good.'// \n\n The image above is a drawing by the nineteenth-century English artist Edward Lear of a monastery on Mount Athos, this image along with other ones by Lear can be found [[here|https://edwardlearandmountathos.weebly.com/drawings.html]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Giannis the Elderly Greek Peasant: //'The holy mountain is a special place - I am sure you can take the water here for your own journey!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'(to apprentice) If you wish to procure valuable mastic, known as the Tear of Chios, make sure to visit the Island of Chios just beyond Izimr. They fetch a high price since mastic cannot grow anywhere else!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ali Reis: //'(to sailors) Be on guard, for the waters of the Aegean are full of pirates both infidels and heretics! We might have to hire some sailors to help us fend off those treacherous devils!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Lemnos">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Lemnos">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lemnos">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Lemnos]]
<</nobr>><<nobr>>
<<set $temp.searouteenter to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Island of Lemnos">>
<<set _desc to "Your ship arrives to the Island of Lemnos and anchors off the coast from a small fishing village. From here your ship captain tells you that he can either set course for Lesbos and on the Izmir or he can continue towards the Çanakkale Strait (Dardanelles) and Gelibolu which is on the way towards Istanbul. He tells you that you can still make it to Izmir after going to Istanbul first, you will just have to charter another ship from the port of Üsküdar just across the Bosporus Strait from Istanbul. You consider your options, knowing that going to Izmir will be the faster way to get to Mecca, but that a stop in Istanbul first would be greatly beneficial for you too.\n\n">>
<<set _hist to "The following is an account of Lemnos from the sixteenth-century Ottoman Admiral Piri Reis' book,//Kitab-ı Bahriye//. A copy of the manuscript and image above can be found [[here|https://art.thewalters.org/detail/79712/map-of-the-island-of-lemnos/]]. He writes: \n\n //'This island of İlimli (Lemnos) is a low, square-shaped island that measured a hundred and twenty miles in circumference. In the seventh day of August they export ceramic clay from this island. the island has three castles, two of which are now in a state of ruin while the third is still sound and well-kept...The castle is located on a very steep site and is surrounded by a precipice on every side. There is a road only on one side. Below this castle to the west there is a small town. Ships approaching the castle lie off this town. They moor up on shore and drop anchor into the sea.'// \n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 68>>
<<set _shrine to 0>>
<<set _water to 75>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'The water on this island is of poor quality, I would not recommend taking from it unless you had to!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yanni the Elderly Greek Peasant: //'If you plan to head to Lesbos and continue traveling in the Aegean Sea, know that water will be hard to come by and you should restock when you can!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'I plan to head to Istanbul where the Valide Sultan Turhan Sultan is taking audiences currently, perhaps she will provide me with some charity for the journey!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Lesbos">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Lesbos">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Lesbos">>
<<set _time to 8>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Gelibolu">>
<<set _time2 to 10>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Gelibolu">>
<<set _time2 to 10>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Gelibolu">>
<<set _time2 to 10>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia2 _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Lesbos]]
[[|Gelibolu]]
<</nobr>><<nobr>>
<<set $temp.searouteenter to 0>>
<<if $player.evliyachallenge is 1 and $player.evliyachallengedone is 2>>
<<set $player.evliyachallengedone to $player.evliyachallengedone+1>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Castle of Gelibolu">>
<<set _desc to "Your ship to the fortress of Gelibolu (Gallipoli) which guards the eastern end of the Dardanelles Strait (the Hellespont), the gateway to the Sea of Marmara and Istanbul. This important fortess is the home port of the Ottoman Navy and as such you find many war galleys moored here. Gelibolu is the capital of the Eyalet of the Archipelago, the province consisting of many Aegean islands, and one often finds the Kapudan Pasha (Chief Admiral) here as well. However, you are told that the admiral is on the Island of Rhodes at the moment. As you disembark from your ship, you are able to have a chance to explore the local market and gather fresh supplies for your voyage across the Sea of Marmara to Istanbul. Of the several tombs in the town, you are told there is a cave near the shore which is used as a shrine for Yazıcızade (Yazıcıoğlu) Mehmed Efendi, the author of the famous work on the life of the Prophet Muhammad, the //Muhammediyye//, local tradition says that he wrote the manuscript in this very cave!\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi includes the following story during his time in Gelibolu, writing: \n\n //'To make a long story short, the town is at present commonly known as Gelibolu. It is an ancient town and the place of origin of many great saints...Gelibolu became the second capital after Bursa, and the first one on Rumelia (Europe). Gazi Hudavendigar (Sultan Murad I) struck coins here with the inscription ' Murad Beg, may his victory be glorious, Gelibol,' out deceased great-grandmother used to keep 40 or 50 of these quarter dirhem coins, I have seen them several times... \n\n The Gelibolu castle sits, by the will of God the Eternal and All-Powerful, on a rocky hill on the shore of the Rumelian side of the Sea of Rum (Sea of Marmara)...The arsenal, the granaries, and the cisterns are also inside the castle, but the shops are all out in the neighborhood...There are 700 or 800 one and two-storey skillfully made houses covered with red tiles. These have wonderful enclosed balconies and are adorned with crystal and quartz moraine windows..., \n\n The rising star of the settlement: According to the astrolabe of Monla Bahşi, the ascendant of the settlement of Gallipoli is in the constellation of Scorpio, the sign of Mars, (the element is) water. Therefore its people are gazis (holy warriors)... \n\n The people here are called the Ece (Aegean). They are neither çıtaq, nor nomads, nor Turks. They were the first to cross from Anatolia to Rumelia. Since their tongue is mixed with different languages, it features some unusual expressions..., \n\n The shrine of Yazıcızade Mehmed Efendi: This cavern for recluses situated in a cliff by the sea was used by Mehmed Efendi as a seclusion cell while he wrote his 'Muhammediyye.' Those who enter this tranquil cave are still transported by the peasant fragrance of raw musk and ambergris.'// \n\n You can find a copy of Yazıcızade Mehmed Efendi's //Muhammediyye// [[here|https://www.loc.gov/item/2015421266/]]. \n\n The painting above is an eighteenth-century European painting of the Dardanelles Strait and the painting can be found [[here|https://www.rijksmuseum.nl/en/search/objects?q=dardanelles&p=1&ps=12&st=Objects&ii=0#/SK-A-2053,0]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 68>>
<<set _shrine to 2>>
<<set _water to 55>>
<<set _bath to 2>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'If you need a sailor to travel with you and help to protect you at sea, I would make sure to look through the coffeehouses of Üsküdar when you are there!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to another European merchant) While you are in Istanbul make sure to visit the neighborhood of Galata where most of the European embassies and merchant communities ae located. I am sure you will find a unique market with imported goods there!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Old Hajji Mustafa: //'I plan to head to Istanbul where the Valide Sultan Turhan Sultan is taking audiences currently, perhaps she will provide me with some charity for the journey!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Marmara Island">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Marmara Island">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Marmara Island">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Marmara Island]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Marmara Island">>
<<set _desc to "You ship arrives at Marmara Island which stands out on the horizon with its large treeless mount rising out of the sea before you. It is the largest of the islands in the Sea of Marmara though it is not as populous as other islands closer to Istanbul. Your captain anchors just off its coast and you send a few people ashore to a local Greek fishing village hoping to find some fresh water and provisions.\n\n">>
<<set _hist to "The mid-nineteenth century British traveler, Mary Adelaide Walker, described her experience traveling through the Sea of Marmara departing from Istanbul - though by modern steamship. Her travel account, entitled //Through Macedonia to the Albanian Lakes//, can be found [[here|https://iiif.lib.harvard.edu/manifests/view/drs:437660169$11i]]. She writes: \n\n //'As our little steamer advanced into the open Sea of Marmara (Marmora), the mosques and minarets, palaces and gardens, on the European side, were rapidly melting in the gray haze of evening. The opposite shore of Asia was a blaze of gold, the setting sun lighting up the red and brown houses...sparkling in every window, and flashing like rows of diamonds..., Every ripple of the clear water seemed touched with liquid amber, the snow-white gulls of the Bosporus skimmed over the surface, lazily dipping their rose-colored feet..., As the sun sank at last below the horizon, the diamonds became rubies, a few moments, and the golden glory had departed, all was softened gray, while the beautiful emblem of the Ottomans, the star and crecent-moon, hung in the pure heavens, steaking the calm water with lines of waving silver.'// \n\n Near to Marmara Island, on the southern shore of the Sea of Marmara there is the town of Erdek with a nearby thermal spring. Evliya Çelebi mentions that the thermal springs here //'When two kinds of waters (the sea water mixing with the thermal spring) possessed of special powers become one, those who bathe there feel as if they have found eternal life!.'// \n\n The painting above is an early modern Dutch print of the Dardanelles Strait and the Sea of Marmara beyond it. The image can be found [[here|https://www.rijksmuseum.nl/en/search/objects?q=marmara&p=1&ps=12&st=Objects&ii=6#/RP-P-1932-280,6]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'The water here on this island does not seem to be of the best quality!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Selim the Drunk: //'(Rambling to himself) Why won't anyone believe me, I saw it with my own eyes! A brigand tired to kill my brother but his talismanic shirt which he found at the Hacıbektaş Shrine in the heart of Anatolia saved his life!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of pilgrims) Make sure to visit the tomb of Abu Ayyub al-Ansari and the surrounding graveyard in Istanbul. You can find it just outside the walls of Istanbul in Eyüp!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Adalar">>
<<set _time to 9>>
<<elseif $player.speed is "medium">>
<<set _destination to "Adalar">>
<<set _time to 9>>
<<elseif $player.speed is "slow">>
<<set _destination to "Adalar">>
<<set _time to 9>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Adalar]]
<</nobr>><<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Adalar">>
<<set _desc to "As you arrive to the Adalar (The Princes' Islands) just off the coast of Istanbul proper, you are able to see the silhouettes of the grand mosques and palaces of the imperial city on the horizon. You excitement grows as you are only a few hours by ship away from the grand city and all its wonders! The Adalar themselves, have many small communities of Greek fishermen and Orthodox Christian monks. In light of this, there is a market on one of the small islands here in case you wish to purchase goods before reaching Istanbul.\n\n">>
<<set _hist to "The seventeenth-century Ottoman traveler Evliya Çelebi described his journey to the Adalar (The Princes' Islands) in the following passage: \n\n //'All the passengers were in high spirits, and some of them implored the Lord’s assistance for a happy voyage by singing spiritual songs. Some musicians encourged me to accompany them in their strains..., Some of the boatmen accompanied us on their instruments...with such effect, that water came into the mouths of the hearers with delight. Amidst these amusements we came to the isle of Heybeli..., Six miles farther on is the island of Tavshanli (Rabbit or Hare Island), which derives its name from the infinite number of hares found there, it is only one mile in circumference, and is uncultivated. After rowing eight miles we came to the island of Burgaz with a small but strong castle, situated on the chalk cliff by the seashore. The island is eleven miles in circumference, and...it has three hundred houses with fine gardens and good wells...,The inhabitants are all Greeks, and are rich masters of boats. The island abounds in goats and hares. Kınalı is eight miles in circumference, has a convent and a village of one hundred Greek houses. Ten miles distant from it is Büyükada, a cultivated island twenty miles in circumference, with a village of two hundred Greek houses. On its four sides there are fishing weirs and lookouts for catching fish.'// \n\n The European print above is a view of the Adalar (Princes' Islands) from the monastery on Heybeliada (Heybeli Island). The image can be found [[here|http://eng.travelogues.gr/item.php?view=38930]].\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 68>>
<<set _shrine to 0>>
<<set _water to 70>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Symeon the Greek Musician: //'It is hard to get quality water on these islands, you might have better luck in the city itself.'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Maho the Timariot: //'(Speaking to a group of travelers) I hear you can find all sorts of people in the coffeehouses of Galata, maybe someone there can help you on your journey!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(Speaking to a group of pilgrims) Make sure to visit the tomb of Abu Ayyub al-Ansari and the surrounding graveyard in Istanbul. You can find it just outside the walls of Istanbul in Eyüp!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Eyüp-Istanbul]]
<</nobr>>Double-click this passage to edit it.<<nobr>>
<<set $temp.searouteenter to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Kastelnova">>
<<set _desc to "Sailing south down the coast from Dobro-Venedik you reach the Ottoman fortress of Kastelnova (Herceg Novi) at the mouth of the bay which leads to the Venetian controlled city of Kotor. The town and castle sit right up against the coast with an imposing backdrop of the high mountains of Montenegro behind it. In the harbor beneath the impressive stone castle your ship takes its anchor and you prepare for your continued journey along the coast.\n\n">>
<<set _hist to "The image above shows an image of Kastelnova (Modern Herceg Novi) in 1700 after the castle was wrested from Ottoman control in 1687. In his sixteenth-century book on navigation, //Kitab-ı Bahriye//, the Ottoman Admiral Piri Reis wrote the following about Kastelnova - \n\n //'First of all, the landmark of the promontory on the southwestern side outside Kastelnova is a roundish headland. The interval between it and the Rumelian shore is low and sandy and for this reason, from a distance the cape looks like an island. There is an inlet on the northwestern side of this cape, and the northwestern side of it is a safe haven. They moor up on the northwest, drop their anchor towards the southeast, and so lie.'//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 66>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Jean-Baptiste the French Diplomat: //'(Speaking to another European diplomat) The scenery and the mountains here are quite beautiful, though I think the well water here is not as great as one would hope!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ivo the Dalmatian Musician: //'(Speaking to another traveler) I would be wary of entering the Venetian port of Corfu if I did not have a Venetian letter of safe conduct on hand!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) I hear that there may be various pirates at sea here, it would be wise of us to find somone in one of these coffeehouses to hire for protection in these dangerous seas!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Draç">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Draç">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Draç">>
<<set _time to 12>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Draç]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-------- Captivity -----------%/
/%-----------------------------------%/
<<if $temp.captivity is 0 and $family[2].death is "Alive">>
<<script>>
Dialog.setup("The Captive");
Dialog.wiki(Story.get("The Captive").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Draç">>
<<set _desc to "After your terrifying ordeal at sea your ship thankfully arrives off the coast of Albania and the city of Draç (Durrës/Durazzo). The Ottoman port town is not as grand as you hoped, once you arrive on shore you discover that beyond the strong fortress there is only one small mosque along with no caravanserai, bazaar, and no bathhouse (//hamam//). The surrounding countryside is largely desolate as the city is built on a salt plain and thus most of the water is brackish and agriculture is difficult. However, the one benefit of all of this, and clear to all of those on board your ship, is that there is salt piled high near the docks and it is clear that this town mainly makes it wealth in exporting it.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman Evliya Çelebi describes his experience in Draç (Durrës/Durazzo) in the following manner: \n\n //'In a level salt plain on the coast of the Gulf of Venice a smaller bay penetrates 70 or 80 miles inland. On the shore of this bay there is a large square fortress...It has 150 squat houses with tiled roofs. There is no bazaar, han or bathhouse, but there is l congregational mosque, that of Sultan Bayezid II the Saint, with a tiled roof and a minaret of chiselled stonework There are no vineyards or gardens to speak of because it is a low-lying, salty and brackish region. The warden and 150 garrison troops...From here, we set off eastwards along the coastal plain of the bay, viewing well-developed, verdant villages to the left and right of the road and prosperous towered farm-estates...we reached (Kavaja)...Since the fortress of Draç (Durrës/Durazzo) is located in an isolated and unproductive place on the coast, the kadi (judge) of Draç (Durrës/Durazzo) resides here...'// \n\n The image above is from the nineteenth-century and can be found [[here|https://eng.travelogues.gr/item.php?view=53300]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 80>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Admir the Elderly Albanian Peasant: //'I am not sure why no ships take on water here? It seems fine to me!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ivo the Dalmatian Musician: //'(Speaking to another traveler) Make sure to go to the baths of Avlonya, while this place is less than desirable - I hear the hot springs of Avlonya are a must!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Bayram the Wandering Dervish: //'The shrines along the coast here are not worth a visit! I plan to disembark at Manavgat just past Antalya to take the overland road to the great Shrine of Rumi in the city of Konya!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Avlonya">>
<<set _time to 8>>
<<elseif $player.speed is "medium">>
<<set _destination to "Avlonya">>
<<set _time to 8>>
<<elseif $player.speed is "slow">>
<<set _destination to "Avlonya">>
<<set _time to 8>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Avlonya]]
[[|The Captive]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Avlonya">>
<<set _desc to "Your ship arrives to the port of Avlonya. This city is a breath of fresh air for you and your companions - the port town is surrounded by gardens, fresh springs of water nearby, and a lovely domed mosque to give some respite from your journey. You are thankful that you have made it to Avlonya but know that some of the Venetian ports ahead will not be as welcoming as this Ottoman port town.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman Evliya Çelebi describes his experience in Avlonya (Vlora/Vlorë) in the following manner: \n\n //'Between the fortress and the open town there is a broad meadow used for public worship, which can encompass 2000
people. From the fortress to the open town, the meadow stretches
1000 paces long...The open town is quite separate from the fortress. It is situated on a level grassy plain with gardens and vineyards, roses, lemons, oranges, olives, pomegrnnates and figs, like the fabled garden of Irem. It has 1000 beautiful one- and two-story stonework houses with tiled roofs...Among them (the mosques) is the lovely Sultan
Suleyman mosque (today the Sultan Murad Mosque from 1542) with a chiselled stone dome covered in lead...This mosque is a site of great spirituality...\n\n There are 3 dervish convents, including the Halveti tekke (dervish lodge) of Yakub Efendi with hundreds of devout dervishes, barefooted and bareheaded, with patched woolen cloaks; and the above-mentioned tekke of Kusum (Kuzgun) Baba on a hillside overlooking the fortress, set amidst vineyards, like the fabled garden of Irem. There is 1 small bathhouse - a marvellous structure - across from which is the sharia courthouse built by Acem Mehmet Efendi when he was a town magistrate...\n\n In short, the sancak (province) of Vlora (Avlonya) is a hidden Egypt - potentially a source of great wealth to its governor. The pure white honey produced here, with its aroma of musk and ambergris, is better than that made in Athens and on the island of Crete. One cup of honey mixed with twenty cups of water makes a delicious sherbet or pudding...'// \n\n The image is from the sixteenth-century book on navigation by the Ottoman Admiral Piri Reis,//Kitab-ı Bahriye//. A copy of the manuscript can be found[[here|https://art.thewalters.org/detail/79776/map-of-the-adriatic-coast-around-karaburun-and-vlora-2/]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 66>>
<<set _shrine to 1>>
<<set _water to 10>>
<<set _bath to 4>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Admir the Elderly Albanian Peasant: //'The water here is quite clean and fresh, I would advise any weary traveler to take as much as they can!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ivo the Dalmatian Musician: //'(Speaking to another traveler) The hot springs near here are a wonder and help to make this place a welcome sight to any traveler that desires a bath!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) The next stop will be the grand Venetian port and fortress of Corfu, though some non-Venetian travelers will need to pay for a safe conduct letter to enter the port there.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Corfu">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Corfu">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Corfu">>
<<set _time to 12>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Corfu]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-------- Safe Conduct -----------%/
/%-----------------------------------%/
<<if $temp.corfu is 0 and $player.inventory.venetiansafe.amount is 0>>
<<script>>
Dialog.setup("The Safe Conduct");
Dialog.wiki(Story.get("The Safe Conduct").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $player.inventory.venetiansafe.amount gte 1>>
<<set _title to "The Fortress of Corfu">>
<<set _desc to "Entering the Harbor of Corfu, your ship passes a fleet of Venetian ships - while the Ottomans and the Republic of Venice have recently signed a peace treaty after the war in Crete, there is still tension between the two powers. As you dock in the port you are greeted by a bustling harbor which merchants from all around the Eastern Mediterranean, letting you know that this might be a marketplace worth visiting.\n\n">>
<<elseif $player.inventory.venetiansafe.amount is 0>>
<<set _title to "The Island of Corfu">>
<<set _desc to "Without having a Letter of Safe Conduct from Venice to enter the Venetian port of Corfu, your ship is forced to anchor offshore. While the Ottomans and the Republic of Venice have recently signed a peace treaty after the war in Crete, there is still tension between the two powers. A few of your crew disembark and head to a small fishing village on the island but it provides nothing near the same amenities as the city of Corfu would have provided.\n\n">>
<<endif>>
<<set _hist to "In his sixteenth-century book on navigation, //Kitab-ı Bahriye//, the Ottoman Admiral Piri Reis wrote the following about the Island of Corfu - \n\n //'In the year 931 (Hijri - 1525 CE) of the Holy Prophet this island had already been ruled by Venice for a hundred and twenty-nine years. Before they say, it was ruled by a woman named Kargire, from whose hands the Venetian infidels seized the island by means of a trick and made themselves the masters of it. Concerning this island, the late Kemal Reis (Admiral Kemal) always used to say that Venice had two eyes: the left being the castle of Modon and the right being the island of Corfu...This island is a mountainous and well-watered, beautiful place...on this island, there is a fine olive oil of incomparable quality. This oil is loaded aboard ships and exported everywhere...'// \n\n The image above is a painting of Corfu with the Venetian fleet in the harbor from 1700.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<if $player.inventory.venetiansafe.amount gte 1>>
<<set _market to 65>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
<<elseif $player.inventory.venetiansafe.amount is 0>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 50>>
<<set _bath to 0>>
<<set _stables to 0>>
<<endif>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Patrona the Drunk Albanian Sailor: //'(slurring speech) I would not worry about the water along the coast of Corfu, my crews have never had much issue with the water there!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to another merchant) The market here in Corfu really has such unique items of which I have never seen! I wonder if this printed Ottoman Mappa Mundi would fetch a fair price in Istanbul?!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) Coming to Corfu and then on to Kefalonya is really a homecoming for me. I spent my youth in these two outposts of the most serene Republic of Venice.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Kefalonya">>
<<set _time to 14>>
<<elseif $player.speed is "medium">>
<<set _destination to "Kefalonya">>
<<set _time to 14>>
<<elseif $player.speed is "slow">>
<<set _destination to "Kefalonya">>
<<set _time to 14>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Kefalonya]]
[[|The Safe Conduct]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-------- Safe Conduct -----------%/
/%-----------------------------------%/
<<if $temp.kefalonya is 0 and $player.inventory.venetiansafe.amount is 0>>
<<script>>
Dialog.setup("Safe Conduct");
Dialog.wiki(Story.get("Safe Conduct").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $player.inventory.venetiansafe.amount gte 1>>
<<set _title to "The Port of Kefalonya">>
<<set _desc to "Entering the Harbor of Kefalonya, you show the Venetian customs inspector your Letter of Safe Conduct and they welcome you into their city. While smaller than Corfu, it is still a bustling port with several trade opportunities for you to restock your ship before your depart.\n\n">>
<<elseif $player.inventory.venetiansafe.amount is 0>>
<<set _title to "The Island of Kefalonya">>
<<set _desc to "Without having a Letter of Safe Conduct to enter the town, you are forced to anchor off one of the southern capes and send a small ship ashore to a small fishing village to see if you can find any fresh water.\n\n">>
<<endif>>
<<set _hist to "In his sixteenth-century book on navigation, //Kitab-ı Bahriye//, the Ottoman Admiral Piri Reis wrote the following about the Island of Kefalonya (Kefalonia) - \n\n //'This Kefalonya is a mountainous, well-watered, and beautiful island...The castle is subject to Venice...Its landmark from the sea is a high blunt promontory of the island facing southwest. This promontory is called Kavu San Sidiru and there is a ruined church atop it.'// \n\n The image above is a nineteenth-century sketch by Edward Lear of Kefalonya and its fortress - it can be found [[here|https://www.nationalgalleries.org/art-and-artists/74381]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<if $player.inventory.venetiansafe.amount gte 1>>
<<set _market to 65>>
<<set _shrine to 0>>
<<set _water to 45>>
<<set _bath to 0>>
<<set _stables to 0>>
<<elseif $player.inventory.venetiansafe.amount is 0>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 60>>
<<set _bath to 0>>
<<set _stables to 0>>
<<endif>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Patrona the Albanian Sailor: //'The water off the coast here is not the best, I would wait to take on fresh water at the Ottoman naval port of Anavarin if you did what was best for you!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to another merchant) It would be wise to purchase one of these Austrian pocket watches - they are always easy to see in other environs across the Mediterranean!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) Having an extra Venetian Letter of Safe Conduct would be wise to have on you, in case you run across a Venetian galley at sea and lose one.'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Anavarin Castle">>
<<set _time to 12>>
<<elseif $player.speed is "medium">>
<<set _destination to "Anavarin Castle">>
<<set _time to 12>>
<<elseif $player.speed is "slow">>
<<set _destination to "Anavarin Castle">>
<<set _time to 12>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Anavarin Castle]]
[[|Safe Conduct]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Anavarin Castle">>
<<set _desc to "Your ship arrives to the port of Anavarin (Pylos/Navarino) which has a large safe harbor flanked by two Ottoman fortresses which protect the Ottoman fleet here. The Ottoman naval presence in this port gives you a sense of security that you have not felt in quite some time during your journey. Notably, the fleet is meant to ward off pirates and also is prepared to protect Ottoman shipping from the Venetians if war breaks out again. You settle into town and make a plan to visit the grand mosque here which dominates the fortress' silhouette on the horizon and one local tells you was built by Sultan Murad almost a century ago.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman Evliya Çelebi describes Anavarin Castle (Pylos/Navarino), referring both to the old castle on one end of the bay and the new castle built by the Ottomans oppostie it, in the following manner: \n\n //'Old Anavarin (Castle) is an unequalled castle...the harbor is a safe anchorage...in most streets of New Anavarin there are many fountains of running water...The city is embellished with trees and vines so that the sun does not beat into the fine marketplace at all, and all the city notables sit here, playing backgammon, chess, various kinds of draughts, and other board games...'// \n\n This image above is a sketch of the fortress in Anavarin in 1688 by the Venetian Friar Vincenzo Coronelli. Anavarin (Pylos/Navarino) was the site of a definitive naval battle during the Greek Revolution in 1827 when the Ottoman-Egyptian fleet here was destroyed by a combined British-Russian-French Fleet. You can see a general background on the battle [[here|https://en.wikipedia.org/wiki/Battle_of_Navarino]]. For an article on an archeological study on the Mosque of Anavarin see [[this|https://www.jstor.org/stable/10.2972/hesperia.84.4.0771?seq=1]]">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 66>>
<<set _shrine to 1>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Patrona the Albanian Sailor: //'(Speaking to another sailor) If you are on your way to Cerigo, know that it has recently become the operating base of the Barbary Corsairs in these waters - you may need to bribe your way in but I am sure they sell plenty of fine 'found' goods!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ivo the Dalmatian Musician: //'(Speaking to another traveler) The water here is not of the best quality, but it you are unsure of you luck with the Corsairs who run Cerigo, I would take on water here!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) We are only a few days away from the grand port of Candia, the once great Venetian city, now conquered by the Ottomans after a siege that lasted my entire lifetime!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Cerigo">>
<<set _time to 15>>
<<elseif $player.speed is "medium">>
<<set _destination to "Cerigo">>
<<set _time to 15>>
<<elseif $player.speed is "slow">>
<<set _destination to "Cerigo">>
<<set _time to 15>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Cerigo]]
<</nobr>> <<nobr>>
/%-----------------------------------%/
/%-------- Safe Conduct -----------%/
/%-----------------------------------%/
<<if $temp.cerigo is 0>>
<<script>>
Dialog.setup("The Barbary Corsairs");
Dialog.wiki(Story.get("The Barbary Corsairs").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<if $temp.cerigopay is 1>>
<<set _title to "The Corsair Haven of Cerigo">>
<<set _desc to "Your ship, having paid the corsairs their fee so as to enter this pirate haven, docks in the port of Cerigo (Kythira). The island is a former holding of the Venetian Republic but you are told that recently the Barbary Corsairs, Ottoman pirates from North Africa, have taken this place as their base of operations in the Eastern Mediterranean. The corsairs you meet are from all across the Mediterranean world, a hodgepodge of captives, converts, renegades, and adventurers who make up the crews of the ships of the Corsairs of the Barbary Coast. Knowing their exploits, you expect the marketplace here should have items from all across the Levant and beyond!\n\n">>
<<elseif $temp.cerigopay is 0>>
<<set _title to "The Island of Cerigo">>
<<set _desc to "Without paying the bribe to the Barbary Corsairs, you are not allowed to enter their base of operations here at the port of Cerigo (Kythira). Nonetheless, you anchor off the coast of the island and send some members of your ship ashore in a smaller village along the coast.\n\n">>
<<endif>>
<<set _hist to "In the late seventeenth century the Barbary Corsairs, pirates who mostly came from the Ottoman provinces in North Africa, used Cerigo (Kythira) as their base of operations in the Eastern Mediterranean before returning to the North African Coast. Cerigo itself was a former Venetian outpost before being conquered by the corsairs. The following is an account of Reverend Ólafur Egilsson, an Icelandic priest captured in a corsair raid on Iceland in 1627 CE. Ólafur Egilsson's captivity narrative provides a perspective of North Africa and the Barbary Corsairs from the perspective of one of their captives. His account, which highlights some of the things he encountered in Algiers (the home port for many corsairs) for the first time in his life, is told as follows: \n\n //'What I saw that place of evil people (Algiers) is difficult for me to describe because I was so disoriented and grief-stricken at that time. The first thing that we captives met on the streets when we came ashore were the donkeys, heavily laden. These animals are small by our standards, no bigger than a two-year-old mare, but they are very strong for carrying things. They have ears almost an ell long. Their tails are thinner than horses’ tails, and their coats are patchy, like thin beards here and there. They walk with a feeding basket on their mouths, tethered by a string band slipped behind their ears, in which is the bread that they eat while walking. This goes on day after day... \n\n In that town, I also saw five camels, which are strong and enormous. I could hardly reach up to their backs when they had their saddles on which are normally kept on them. It is my opinion that each of these animals can carry as much as four or five horses. They are all pale or fawn-colored, with a dark stripe down their backs. In some ways they resemble cattle, especially about their legs and feet, which are cloven. They have a humped back, very long necks, and smallish ears almost like those of a horse. Their heads are very ugly, and they have lips like a bull’s. They also carry a feed basket of bread hung from their mouths. These animals are very slow. When they are whipped about their hind legs, they do not react in any way.'// \n\n The image above is a nineteenth-century print by Edward Lear of Cerigo and its fortress.">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<if $temp.cerigopay is 1>>
<<set _market to 67>>
<<set _shrine to 0>>
<<set _water to 33>>
<<set _bath to 0>>
<<set _stables to 0>>
<<elseif $temp.cerigopay is 0>>
<<set _market to 0>>
<<set _shrine to 0>>
<<set _water to 40>>
<<set _bath to 0>>
<<set _stables to 0>>
<<endif>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Patrona the Albanian Sailor: //'Make sure to visit the marketplace here! It is full of such treasure all recently plundered by the great Corsairs who make their homes here!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Yunus the Boastful Merchant: //'(Speaking to another merchant) One would be wise to buy some Egyptian Theriac here, a wonderous medicine and hard to find!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ali Reis: //'I think I saw a fine bow in the marketplace here, what a rare find - I am sure I could use that to hunt later on if I was in a desperate situation!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Hanya">>
<<set _time to 7>>
<<elseif $player.speed is "medium">>
<<set _destination to "Hanya">>
<<set _time to 7>>
<<elseif $player.speed is "slow">>
<<set _destination to "Hanya">>
<<set _time to 7>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Hanya]]
[[|The Barbary Corsairs]]
<</nobr>> <<nobr>>
<<if $player.regions.anatolia is 0>>
<<script>>
Dialog.setup("Welcome to Anatolia!");
Dialog.wiki(Story.get("Anatolia Region Greeting").processText());
Dialog.open();
<</script>>
<<makeAnatoliaMap>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The Port of Hanya - Crete">>
<<set _desc to "Your ship arrives to the Port of Hanya (Chania) on the Island of Crete. This city was only conquered from the Venetians some 25 years ago and still bears the scars of the siege. The city is full of ex-soldiers from the Cretan War which ended just this last year and in which Hanya served as an important Ottoman supply port for their siege of Candia. As you enter the town you see the Hünkar Mosque and its distinctive minaret which stands tall along the horizon here. The mosque itself is a bit different from most you have seen, since it used to be the Christian Church of Saint Nicholas in Venetian times. You make sure to take your time in this port city and rest for the journey ahead as you voyage to Candia and then on to the Island of Rhodes on the other side of the Aegean sea.\n\n">>
<<set _hist to "Hanya (Chania), a major city on the island of Crete- second only to Candia, was conquered by the Ottomans at the start of the Cretan War with Venice in 1645. The war started after the Knights of Saint John plundered an Ottoman convoy of ships traveling from Alexandria to Istanbul in 1644. On board, was the former Chief Eunuch of the Ottoman Harem, the cheif Kadi (Judge) of Cairo, and pilgrims returning from Mecca. The Knights of Saint John, who were based in Malta, used Venetian Crete to divide their plunder which placed the island in the sights of the Ottoman Empire as they sought out justice for this attack. Silahdar Yusuf Pasha led the initial invasion and quickly conquered Hanya (Chania), but soon the Ottomans were bogged down in a 21 year siege of the other major city on Crete, Candia - finally conquering that in 1669. The mid nineteenth-century travel account of the englishman John Allen describes his approach to the Island of Crete in the following manner: \n\n //'Through the Straits of Cerigo we fell in with a number of vessels of different nations, all directing their course to Constantine's city (Istanbul). At the extremity of Cape St. Angelo, where the land seemed, for the most part, perfectly sterile, we observed a grotto, in which lives a hermit, whose chief pleasure is said to be in providing a loaf or two of fresh bread for passing ships. We saw a vessel under Candian (Crete) colors send a boat ashore, to avail themselves of this anchorite's bounty, and as his vow did not admit of communication with his fellow-men, he left the bread on a rock, and retiring, awaited the strangers' arrival at a distance. We were not far from the shore, and could see that he was very roughly clothed, with a large fur cap and a long beard. On clearing the straits, we could make out the high mountains of Candia (Crete), distinctly defined in deep blue above the southern horizon. Nearly midway between, the little island of Cerigotto (Cerigo), could be easily distinguished...'// \n\n The image above is a nineteenth-century sketch by Edward Lear of Hanya (Chania) on the Island of Crete - found [[here|https://collections.ashmolean.org/collection/search/per_page/25/offset/25/sort_by/relevance/object/45249]]. You can find a blog showcasing the artist Edward Lear's travels in nineteenth-century Crete [[here|http://edwardlearandcrete.weebly.com/]].">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 66>>
<<set _shrine to 1>>
<<set _water to 50>>
<<set _bath to 1>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Patrona the Albanian Sailor: //'(Speaking to another sailor) I would make sure to take on water here, as Candia will be much worse since that city is still recovering from a two decade long seige!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Ivo the Dalmatian Musician: //'(Speaking to another traveler) I am taking a ship back to Dubrovnik after I take some of the famous Cretan Malvasia wine with me from Candia!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(Speaking to their apprentice) Its a wonder that this used to be a Venetian city, I remember coming here in my youth before the war and going to the Saint Nicholas Church, which is now known as the Hünkar Mosque!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Candia">>
<<set _time to 5>>
<<elseif $player.speed is "medium">>
<<set _destination to "Candia">>
<<set _time to 5>>
<<elseif $player.speed is "slow">>
<<set _destination to "Candia">>
<<set _time to 5>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
[[|Candia]]
<</nobr>> <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.imperialhunt to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
/%-----------------------------------%/
/%-------------Sell Price------------%/
/%-----------------------------------%/
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to random(3000,4000)>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to random(2500,3500)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to random(1000,1500)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to random(2000,2500)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to random(1500,2000)>>
<<endif>>
/%-----------------------------------%/
/%-------------Text -----------------%/
/%-----------------------------------%/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Sultan Mehmed the Hunter: A Gift</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/imperialfalcon.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
As you are traveling near to the woods along the Maritsa River you find a exquite White Gyrfalcon with a wounded wing under a tree. You pick up the injured Gyrfalcon and plan to bring it into the city of Edirne once you arrive. However, not far after you depart you hear the galloping hoofs of a dozen horses riding up fast behind you. The riders are janissaries, as known by their red cloaks and tall white //borks// (janissary headgear), and they tell you that you unknowingly have rescued Sultan Mehmed IV's favorite hunting falcon that he lost a few hours prior. <br><br> You return the injured falcon the janissary guards who quickly spin their horses and hurriedly return to the imperial hunting camp just beyond the hill. You and your traveling companions, still taking in what you just experienced, continue on the road to Edirne. <br><br> After an hour, you see a lone janissary rider coming up the road behind you. He presents you with a young White Gyrfalcon of your own which he says has been bestowed upon you as a gift from the grateful sultan. You thank the messenger for this valuable gift! <br><br> The messenger tells you that it is a valuble hunting falcon and that he will pay you _randomBribe akçe <img @src=_coinimage style="height: 1.5ex;"> for it. He tells you that if you do not sell it to him now that you should keep this precious gift from the sultan until the end of your days. Do you sell the White Gyrfalcon to the Janissary messenger or do you keep it?
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Falconry was a traditional pastime in Ottoman society and in particular Sultan Mehmed IV, known as 'the Hunter' (//Avcı//), was famed for his love of hunting and falconry - which he often did near the imperial hunting ground around Edirne. The seventeenth-century Ottoman traveler Evliya Çelebi wrote about his visit to Edirne upon his return from Crimea where he planned to collect falcons as a gift for the sultan - Evliya writes about this encounter in the following passage:<br><br>//'I went to the Sultan’s deputy Kara Mustafa Pasha and presented him with the falcons he had requested when we last met. He in turn instructed the defterdar (imperial bookkeeper) to take two of the most splendid birds to the felicitous Padishah (sultan). All the chief falconers and imperial hunters marvelled at their size and beauty, declaring that they had never seen anything like them. <br><br> ‘Tell whoever brought these to bring more,’ cried the Padishah (sultan). When the Sultan’s deputy informed me of this imperious command, I swore up and down that there were no more, but I could not get out of it so easily. Finally I showed him the wings and tails of the birds that had died in Circassia. He brought them with me to court and I respectfully presented them to the Padishah, explaining that they had frozen to death in Circassia and that I had no others. I took an oath to that effect. <br><br> Vani Efendi – God bless him! – piped up and said, ‘My lord, I have known this Evliya Çelebi since our days in Erzurum and his service with Melek Ahmed Pasha. He is true to his word, a world-traveller and boon-companion to mankind, and your loyal servitor. If he had other falcons he would not keep them back from my Padishah (sultan).’... He (the sultan) rewarded me handsomely for the falcons and I returned to the Sultan’s deputy and recounted the entire episode.'//
<br>
<br>
The manuscript painting above can be found [[here|https://art.thewalters.org/detail/83798/a-youth-with-a-falcon/]]
<br><br></div>
<br> <br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<span id="initialDestination">
<<button "Sell the Gyrfalcon">>
<<set $player.money to $player.money+$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Keep the Gyrfalcon">>
<<set $temp.imperialfalcon to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Edirne]]
[[|The White Gyrfalcon]]<<nobr>>
/%-----------------------------------%/
/%------------ Surre Istanbul -------%/
/%-----------------------------------%/
<<if $temp.surrein is 0>>
<<script>>
Dialog.setup("The Surre Register");
Dialog.wiki(Story.get("The Surre Register").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "The City of Istanbul">>
<<set _desc to "With your caravan snaking through the forested hills on your approach to Istanbul (Constantinople), you first see the towering Yedi Kule Fortress and the old land walls of Istanbul, the grand capital city of the Ottoman Empire. Passing by the gardens along the old walls you make your way into the city past the shrine of Eyüp Sultan and through the Topkapı Gate. The crowded imperial city of Istanbul surrounds you with its majestic domed mosques, bathhouses (//hamams//), bazaars, and the palaces for the sultan and his court. You start off by finding lodging for your time here in one of the many caravanserais and dervish lodges which provide housing for pilgrims. Some other pilgrims have opted to journey back outside the walls to visit the tomb of Abu Ayyub al-Ansari in the district of Eyüp, one of the companions of the Prophet Muhammad. While other travelers have decided to visit the district of Galata across the bay of the Golden Horn where the European merchant and diplomatic communities reside. However, you are unsure if you want to make those journeys across the city and might just plan on visiting the nearby ancient Hagia Sophia (Aya Sofya) Mosque before you continue on to Anatolia and the port of Üsküdar across the Bosporus Strait. \n\n As you are eating with a group of other pilgrims in the caravanserai, you overhear rumors that the powerful Queen Mother (//Valide Sultan//), Turhan Hatice Sultan, his holding court in Topkapı Palace, and some of the more impoverished pilgrims plan to petition her for help on their journey to Mecca.
\n\n
NOTE: EYÜP, AYA SOFYA, and GALATA are all within the city of Istanbul and you will return to this location after going to each location.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman traveler Evliya Çelebi describes the grand imperial mosque of Sultan Suleiman the Magnificent, Süleymaniye Mosque, which stands in the center of a large //külliye// (Mosque complex) containing the tomb of Suleiman the Magnificent, his wife Hurrem Sultan, and some of the most elite imperial schools in the empire. Evliya writes:\n\n//'Features of the Süleymaniye mosque: The bowl of the indigo-coloured dome of this great mosque, up to its lofty summit, is more spherical than that of Aya Sofya (Hagia Sophia), and is seven royal cubits in height. Apart from the square piers supporting this incomparable dome, there are four porphyry columns on the right and left sides of the mosque, each one worth ten Egyptian treasures...These four columns of red porphyry are each fifty cubits high. God knows, there is nothing like them in the four corners of the world. A semi-dome above the prayer-niche and another one above the qibla (direction to Mecca) gate opposite it are fixed to the great dome. But there are no semi-domes resting on the aforementioned piers. In order not to overload them, the chief architect Sinan (Mimar Sinan) put windows of cut glass and crystal...\n\n At noon, when these windows let in the rays of the world illuming sun, the mosque interior shines with light, dazzling the eyes of the congregation. Each pane contains a myriad of varicoloured glass bits, in designs of flowers and of the beautiful names of God in calligraphy. They are celebrated by travellers on land and sea as a sight not matched in the heavens...\n\n A flight of stone steps leads up to the above mentioned portals of felicity of the noble mosque and to the three lofty gates of the delightful courtyard. This courtyard is a white plateau paved with white marble, every slab the size of a carpet, smoothed and polished and even, forming a crystalline valley...And rising above these column are varicoloured stone arches, giving the impression of a rainbow. Still further above and all around are domes... \n\n Within a bow-shot’s distance from the prayer-niche wall, in the midst of a rose garden, is the tomb of Süleyman Khan (Sultan Suleiman), may his earth be sweet. He lies under a lofty dome that has no match beneath this celestial dome. For the master builder has put a larger dome on top of a smaller dome. Such a well-wrought dome, with such a strange and wonderful design, and such artful and intricate carvings of marble, is not to be seen in any other country.'//\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
<</script>>
<<set _market to 59>>
<<set _shrine to 2>>
<<set _water to 40>>
<<set _bath to 4>>
<<set _stables to 1>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Abdullah the Eunuch: //'(speaking to a worried impoverished pilgrim) It would be wise to visit the Valide, Turhan Hatice Sultan, I hear she is in a giving mood if one were to make a request!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Evliya the Pilgrim: //'We should look for an experienced sailor before we depart by sea from the port of Üsküdar, I worry that the way by sea may be dangerous!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Ibrahim the Sipahi Cavalryman: //'I was telling my mother that if she wants to go on hajj its safest for her to use the slowest caravan route, going too fast and you might run into more trouble than you can handle!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.speed is "fast">>
<<set _destination to "Üsküdar">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Üsküdar">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Üsküdar">>
<<set _time to 2>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination2 to "Eyüp">>
<<set _time2 to 2>>
<<elseif $player.speed is "medium">>
<<set _destination2 to "Eyüp">>
<<set _time2 to 2>>
<<elseif $player.speed is "slow">>
<<set _destination2 to "Eyüp">>
<<set _time2 to 2>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination3 to "Aya Sofya">>
<<set _time3 to 1>>
<<elseif $player.speed is "medium">>
<<set _destination3 to "Aya Sofya">>
<<set _time3 to 1>>
<<elseif $player.speed is "slow">>
<<set _destination3 to "Aya Sofya">>
<<set _time3 to 1>>
<<endif>>
<<if $player.speed is "fast">>
<<set _destination4 to "Galata">>
<<set _time4 to 2>>
<<elseif $player.speed is "medium">>
<<set _destination4 to "Galata">>
<<set _time4 to 2>>
<<elseif $player.speed is "slow">>
<<set _destination4 to "Galata">>
<<set _time4 to 2>>
<<endif>>
/%-----------------------------------%/
/%---------- Display Passage ----------%/
/%-----------------------------------%/
<<DisplayPassageRumeliaPasha _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _destination2 _time2 _destination3 _time3 _destination4 _time4 _hist>>
/%-----------------------------------%/
/%---------- Set Current Passage ----------%/
/%-----------------------------------------%/
<<set $cur_passage to passage()>>
<<setCoordinates>>
/%---------------------------------%/
/%---------- Dummy Links ----------%/
/%---------------------------------%/
<</nobr>>
[[|Üsküdar]]
[[|Eyüp]]
[[|Galata]]
[[|Aya Sofya]]
[[|The Surre Register]]<<widget makeRumeliaMap>>
<<script>>
$.when(
$.getScript( "https://cdnjs.cloudflare.com/ajax/libs/leaflet/1.6.0/leaflet.js" ),
$.Deferred(function( deferred ){
$( deferred.resolve );
})
).done(function(){
var x = screen.width;
if(x>500){
document.getElementById("ui-dialog").style.width = "45%";
} else {
document.getElementById("ui-dialog").style.width = "85%";
}
//Set-up Map
var anatoliamap = L.map('regionmapid');
var maxBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
anatoliamap.setMaxBounds(maxBounds);
anatoliamap.setMaxZoom(7);
anatoliamap.setMinZoom(anatoliamap.getBoundsZoom( anatoliamap.options.maxBounds));
anatoliamap.fitBounds(maxBounds);
anatoliamap.on('click', function(e) {
alert("Lat, Lon : " + e.latlng.lat + ", " + e.latlng.lng)
});
//Add Custom Basemeap
var imageUrl = setup.ImagePath+'maps/basemap_new.jpg';
var imageBounds = [[41.8829, 24.5501], [20.7694, 56.7744]];
L.imageOverlay(imageUrl, imageBounds).addTo(anatoliamap);
//Define Marker Style
var redIcon = L.divIcon({className: 'iconsdiv', iconSize: null, iconAnchor: [5,5]});
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
/*--------------------------------*/
/*---------- Functions ----------*/
/*--------------------------------*/
function connectTheDots(data){
var c = [];
var len = Object.keys(data).length;
var i;
for(i = 0; i < len; i++) {
stop = state.active.variables.rawlocations.find( ({ name }) => name === data[i] );
var x = stop.lat;
var y = stop.lon;
c.push([x, y]);
}
return c;
}
function addToMap(routestops, routename, routecolor){
//Loop and Display Cities
var len = routestops.length;
var i, stop, lat, lon;
for(i = 0; i < len; i++){
stop = state.active.variables.rawlocations.find( ({ name }) => name === routestops[i] );
lat = stop.lat;
lon = stop.lon;
var stopMarker = L.marker([lat, lon], {icon: redIcon})
.bindTooltip(stop.name)
.openTooltip();
stopMarker.addTo(anatoliamap);
}
//Create Path
var pathCoords = connectTheDots(routestops);
var pathLine = L.polyline(pathCoords)
.setStyle({
color: routecolor,
weight: 2,
opacity: 0.75
})
.addTo(anatoliamap);
if(routename == "Belgrade-Sofya Route") {
anatoliamap.fitBounds(pathCoords);
}
//Legend
if(routename != "Do Not Add"){
var para = document.createElement("P");
var el_span = document.createElement('span');
el_span.setAttribute('style', `color: ${routecolor}`);
var s = document.createTextNode("\u2015\u2015\u2015 ");
el_span.appendChild(s);
para.appendChild(el_span);
var t = document.createTextNode(routename);
para.appendChild(t);
para.setAttribute('style', 'font-weight: 900');
document.getElementById("regionlegend").appendChild(para);
}
}
/*----------------------------------------*/
/*---------- Rumelia Main Route ----------*/
/*----------------------------------------*/
var routestops = ['Sarajevo', 'Han Bulog', 'Prača', 'Čajniče', 'Taşlıca', 'Prijepolje', 'Sjenica', 'Yeni Pazar', 'Banjska Monastery', 'Vučitrn', 'Lipjan Han', 'Kaçanik', 'Üsküb', 'Çavuş Kev’ası', 'Eğri Dere Palankası', 'Kyustendil', 'Dupnitsa', 'Samokov', 'Kır Derbent', 'Tatar Pazarcık', 'Filibe', 'Yeni Mahalle', 'Uzunca Ova', 'Mustafa Pasha Bridge', 'Edirne', 'Havsa', 'Babaeski', 'Burgaz', 'Çorlu', 'Silivri', 'Büyükçekmece', 'Küçükçekmece', 'Eyüp-Istanbul', 'Üsküdar'];
addToMap(routestops, "Rumelia Main Route", "IndianRed");
/*----------------------------------------*/
/*---- Sarajevo-Belgrade-Sofya Route -----*/
/*----------------------------------------*/
var routestops = ['Sarajevo', 'Mokra', 'Han Şahin Pasha', 'Poçepye', 'Srebrenica', 'Banks of the Drina', 'Dragodol', 'Valiva', 'Ruzay', 'Belgrade', 'Banks of the Danube', 'Semendire Fortress', 'Kolari', 'Hasan Pasha', 'Batiçna', 'Yagodina', 'Perakin', 'Rajina', 'Jisr Morava', 'Niş', 'Sićevo Gorge', 'Musa Pasha', 'Şehirköy', 'Caribrod', 'Dragoman Marshland', 'Sofya', 'Bali Efendi', 'Durgan', 'Dupnitsa'];
addToMap(routestops, "Belgrade-Sofya Route", "LightGreen");
/*----------------------------------------*/
/*-------------- Dubrovnik Route ----------*/
/*----------------------------------------*/
var routestops = ['Prača', 'Goražde', 'Foča', 'Ćurevo', 'Gacko', 'Dobro Polje', 'Nevesinje', 'Mostar', 'Stolac', 'Slano', 'Brgat', 'Dobro-Venedik'];
addToMap(routestops, "Dubrovnik Route", "MistyRose");
/*----------------------------------------*/
/*-------------- Adriatic Route ----------*/
/*----------------------------------------*/
var routestops = ['Dobro-Venedik', 'Kastelnova', 'Draç', 'Avlonya', 'Corfu', 'Kefalonya', 'Anavarin Castle', 'Cerigo', 'Hanya', 'Candia'];
addToMap(routestops, "Adriatic Route", "MediumSeaGreen");
/*----------------------------------------*/
/*-------------- Salonika Route ----------*/
/*----------------------------------------*/
var routestops = ['Üsküb', 'Köprülü', 'Pirlepe', 'Manastır', 'Filoriyye', 'Vodina', 'Yenice', 'Salonika'];
addToMap(routestops, "Salonika Route", "Coral");
/*-------------------------------------------*/
/*-------------- Salonika Sea Route ----------*/
/*-------------------------------------------*/
var routestops = ['Salonika', 'Mount Athos', 'Lemnos', 'Gelibolu', 'Marmara Island', 'Adalar', 'Eyüp-Istanbul'];
addToMap(routestops, "Salonika Sea Route", "PaleVioletRed");
/*-------------------------------------------*/
/*-------------- Agaean Connector Route ----------*/
/*-------------------------------------------*/
var routestops = ['Lemnos', 'Lesbos'];
addToMap(routestops, "Aegean Connector", "Indigo");
/*---------------------------------*/
/*---------- Other Stops ----------*/
/*---------------------------------*/
var routestops = ['Manastır', 'Ohrid'];
addToMap(routestops, "Other Stops", "indigo");
var routestops = ['Niş', 'Alacahisar', 'Yeni Pazar'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Vučitrn', 'Plain of Kosovo', 'Lipjan Han'];
addToMap(routestops, "Do Not Add", "indigo");
var routestops = ['Samokov', 'Rila Monastery', 'Kır Derbent'];
addToMap(routestops, "Do Not Add", "indigo");
/*-----------------------------------*/
/*---------- Zoom Function ----------*/
/*-----------------------------------*/
//Resizing on Zoom
anatoliamap.on('zoomend', function() {
var newzoom = '' + (2*anatoliamap.getZoom()-5) +'px';
$('#regionmapid .iconsdiv').css({'width':newzoom,'height':newzoom,'background-//size':newzoom + ' ' + newzoom});
});
});
<</script>>
<</widget>>
<<widget mapClose>>
<<script>>
document.getElementById("ui-dialog").style.width = "";
<</script>>
<</widget>>
[[|Rumelia Region Greeting]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.imperialfalcon to 0>>
/%-----------------------------------%/
/%-------------Text -----------------%/
/%-----------------------------------%/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The White Gyrfalcon</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/imperialfalcon2.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
You chose to keep the young White Grayfalcon for your journey to help you hunt for food in times of need. However, you do not wish to overburden the young falcon, so you decide to //only hunt with it 10 times// over the next several months, as you train it into an elite hunting falcon. One of your guides tells you that you only have to look into the inventroy of your goods to release the falcon and look for food.
<br><br>
You decide to name your falcon:
<<textbox "$player.falcon" "Şahin">>
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman traveler Evliya Çelebi described how one of the hunting falcons died when traveled with it in Crimea. He wrote that: <br> <br> //'We were proceeding in the dead of winter, wracked by blizzards and storms. Suddenly a toykun falcon that was perched on my arm died from the cold. It was a clever bird, molted seven times, with coral eyes – a bird fit for the Sultan. In fact I had brought it with me all the way from the Volga and Ural Rivers, in the Muscovy country, thinking that I would give it to the Sultan as a present. Judgement belongs to God. I had one other toykun and two sunkurs (types of falcons). Hoping to keep them alive, I took the jesses (leather tether for falconing) from the feet of the dead bird and the collar from its neck...and left its body there. They say that birds – like cats and dogs and other such creatures – do not have graves, meaning that one does not bury them. That is why I tossed this toykun’s body on the ground of perdition and went on my way. Because on a day like this, when we were being harried by Circassians and suffering the infernal torture of cold, if someone’s packhorse were to collapse, his servants would not stop to pick up the load but would just continue on their way.'//
<br>
<br>
The manuscript image above, a Mughal image of a prince with a falcon, can be found [[here|https://collections.lacma.org/node/247380]]
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $player.falcon>>
<<set $player.inventory.falcon.amount to $player.inventory.falcon.amount+1>>
<<set $temp.falconhunt to 10>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Edirne]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Route Options</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/intro.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<u>Istanbul Start: Standard</u>
<br><br>
<i>Generally will take 3-4 hours to complete and takes the hajj road from Istanbul to Mecca - Includes all regions except the Balkans</i>
<br><br>
<span id="initialDestination">
<<button "Start in Istanbul">>
<<set $player.start1 to 1>>
<<set $family[0].join to "Istanbul">>
<<set $family[1].join to "Istanbul">>
<<set $family[2].join to "Istanbul">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto "Begin Journey Option">>
<</button>>
</span>
<br><br>
<u>Damascus Start: Shorter</u>
<br><br>
<i>For a shorter journey from Damascus to Mecca - Includes the Palestine Side Route</i>
<br><br>
<span id="initialDestination">
<<button "Start in Damascus">>
<<set $player.start2 to 1>>
<<set $family[0].join to "Damascus">>
<<set $family[1].join to "Damascus">>
<<set $family[2].join to "Damascus">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto "Begin Journey Option">>
<</button>>
</span>
<br><br>
<u>Sarajevo Start: Longer</u>
<br><br>
<i>For a longer journey from Sarajevo to Mecca - Includes all regions and route options and the new Balkans Expansion</i>
<br><br>
<span id="initialDestination">
<<button "Start in Sarajevo">>
<<set $player.start3 to 1>>
<<set $family[0].join to "Sarajevo">>
<<set $family[1].join to "Sarajevo">>
<<set $family[2].join to "Sarajevo">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto "Begin Journey Option">>
<</button>>
</span>
[[|Begin Journey Option]]
/*----------------------------------*/
/*------ Rumelia Widgets ----------*/
/*----------------------------------*/
<<widget DisplayPassageRumelia>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumelia2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumeliaToll>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _toll to $args[12]>>
<<set _hist to $args[13]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination: <br> _time Hours(Long Way Around)">>
<<set $player.time = $player.time+_time+12>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<if $player.money gte _toll>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination: <br> _time Hours(_toll <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumeliaToll2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _toll1 to $args[14]>>
<<set _toll2 to $args[15]>>
<<set _hist to $args[16]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.money gte _toll2>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $player.money = $player.money-_toll2>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
<<else>>
<<button "Continue to _destination2: <br> _time2 Hours(_toll2 <img @src=_coinimage style='height: 1.5ex;'>)">><</button>>
<<endif>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumeliaFood>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food Rumelia]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumeliaFood2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
<tr>
<td>[[Visit Imaret|Free Food Rumelia]]</td>
<td></td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<set $temp.imaret to 0>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumeliaPasha>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Petition the Pasha|Pasha Petition Rumelia]]</td>
</tr>
<tr>
<td></td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumeliaPasha2>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _hist to $args[14]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Petition the Pasha|Pasha Petition Rumelia]]</td>
</tr>
<tr>
<td></td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumelia3>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _destination3 to $args[14]>>
<<set _time3 to $args[15]>>
<<set _hist to $args[16]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<span id="alternateDestination">
<<button "Continue to _destination3: <br> _time3 Hours">>
<<set $player.time = $player.time+_time3>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination3>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumeliaPasha>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _destination2 to $args[12]>>
<<set _time2 to $args[13]>>
<<set _destination3 to $args[14]>>
<<set _time3 to $args[15]>>
<<set _destination4 to $args[16]>>
<<set _time4 to $args[17]>>
<<set _hist to $args[18]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Petition the Queen Mother|Valide Petition Rumelia]]</td>
</tr>
<tr>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Buttons */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<if $temp.loopdest2 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination2: <br> _time2 Hours">>
<<set $player.time = $player.time+_time2>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination2>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination2">>
<</button>>
</span>
<<endif>>
<br><br>
<<if $temp.loopdest3 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination3: <br> _time3 Hours">>
<<set $player.time = $player.time+_time3>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination3>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<else>>
<span id="alternateDestination">
<<button "Already Visited _destination3">>
<</button>>
</span>
<<endif>>
<<if $temp.loopdest4 is 0>>
<span id="alternateDestination">
<<button "Continue to _destination4: <br> _time4 Hours">>
<<set $player.time = $player.time+_time4>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination4>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
<<elseif $temp.loopdest4 is 1>>
<span id="alternateDestination">
<<button "Already Visited _destination4">>
<</button>>
</span>
<<endif>>
</div>
</div>
<</widget>>
<<widget DisplayPassageRumeliaPashaNew>>
<<script>> Save.autosave.save()<</script>>
/*--Accept Arguments--*/
<<set _location to $args[0]>>
<<set _image to $args[1]>>
<<set _market to $args[2]>>
<<set _shrine to $args[3]>>
<<set _water to $args[4]>>
<<set _advice to $args[5]>>
<<set _destination to $args[6]>>
<<set _time to $args[7]>>
<<set _title to $args[8]>>
<<set _desc to $args[9]>>
<<set _bath to $args[10]>>
<<set _stables to $args[11]>>
<<set _hist to $args[12]>>
<<set $temp.destination to passage()>>
/*--Output Display--*/
<div class="fade">
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>_title</td>
</tr>
</table>
</div>
<br>
<div id="imagebutton" align="center">
<<button "<img @src='_image' class='center fade'>">>
<<script>>
var y = state.active.variables["cur_passage"];
Dialog.setup(y);
Dialog.wiki(Story.get("Image Full").processText());
Dialog.open();
<</script>>
<</button>>
</div>
<br><br>
_desc
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br> _hist <br> <br> </div>
<br><br>
/*<div align="center">*/
<div class="hubtablecontainer" align="center">
<div class="darkening">
<table class="hubtable" style="width:100%" id="optionsTable" align="center">
<tr>
<td>[[Visit the Market|Market Rumelia][$temp.marketid = _market]]</td>
<td>[[Visit Religious Site|Shrine Rumelia][$temp.shrine = _shrine]]</td>
</tr>
<tr>
<td>[[Gather Water|Water Rumelia][$temp.water = _water]]</td>
<td>[[Visit Bath|Bath Rumelia][$temp.bath = _bath]]</td>
</tr>
<tr>
<td>[[Visit Stables|Stables Rumelia][$temp.stables = _stables]]</td>
<td>[[Petition the Pasha|Pasha Petition Rumelia]]</td>
</tr>
<tr>
<td></td>
<td>[[Visit Coffeehouse|Advice Rumelia][$temp.advice = _advice]]</td>
</tr>
</table>
</div>
</div>
/* Remove Unused Options */
<<if _shrine is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _market is 0>>
<script>
var x = document.getElementById("optionsTable").rows[0].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _water is -1>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[0].innerHTML = "";
</script>
<<endif>>
<<if _bath is 0>>
<script>
var x = document.getElementById("optionsTable").rows[1].cells;
x[1].innerHTML = "";
</script>
<<endif>>
<<if _stables is 0>>
<script>
var x = document.getElementById("optionsTable").rows[2].cells;
x[0].innerHTML = "";
</script>
<<endif>>
/* Continue Button */
<div align="center">
<span id="initialDestination">
<<button "Continue to _destination: <br> _time Hours">>
<<set $player.time = $player.time+_time>>
<<set $temp.well to 0>>
<<set $temp.destination = _destination>>
<<script>>
var x = document.getElementsByClassName("fade")[0];
$(x).fadeTo(400, 0, function(){
$.wiki('<<goto "Set Temp Region">>');
});
<</script>>
<</button>>
</span>
</div>
</div>
<</widget>>
[[|Set Temp Region]] <<nobr>>
<<set $temp.loopdest2 to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Eyüp Cemetery">>
<<set _desc to "Traveling along the Golden Horn past the Orthodox Christian neighborhood of Fener and the Jewish neighborhood of Balat, you exit the old city of Istanbul and arrive at the growing district of Eyüp. The large cemetary here surrounds the tomb of Abu Ayyub al-Ansari, one of the companions of the Prophet Muhammad who perished here during the first Arab siege of Constantinople. His grave was miraculously found after the Sultan Mehmed the Conquerer took Constantinople (Istanbul) and Eyüp soon became a world-renowned site of pilgrimage. The sprawling graveyard, which rises up a hill overlooking Istanbul and the bay of the Golden Horn, is also famed in Istanbul for its confectionary treats which many of the pilgrims who come here enjoy while resting under the shade of the trees.\n\n">>
<<set _hist to "The 18th/19th-century manuscript //The Garden of Mosques//, by Hafiz Huseyin Al-Ayvansarayi, describes Eyüp and the tomb of Abu Ayyub al-Ansari in the following passage:\n\n //'Of the eight Companions of the Prophet who died here from among the thirty-three noble Companions - may God be well pleased with them all - who came with the gazis in the year fifty-one (671CE), the noblest and greatest was His Excellency Ebu Eyyub Ensarî Halid bin Zeyd (Abu Ayyub al-Ansari) - may God be well pleased with him, and he died from dysentery on the abovementioned date and was buried at the spot where he is at present known to be interred. \n\n Eight hundred and six years after that date, at the time of the conquest of Istanbul (1453CE), the abovementioned Şeyh Akşemseddin, as a result of his divine power and miracle-working ability, established a spot as being the blessed grave (of Abu Ayyub al-Ansari)'...Construction of the tomb was immediately begun. On its completion, a blessed congregational mosque, renowned at present as the Congregational Mosque of Eyüp, was added. This is the chronogram on the arch of its gateway: \n\n Because in the year eight hundred sixty three (1458CE) \n Sultan Mehmed newly built this mosque, \n This (place) became like the Paradise of Na'im \n A meeting place for the devout worshipers of God'\n\n//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 4>>
<<set _water to 5>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking with other pilgrims) The tomb of Abu Ayyub al-Ansari is truely a sight to see! What a blessing to find a tomb of one of the companions of the Prophet Muhammad here in Istanbul!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) The water here outside the city walls in Eyüp is quite clean, I suggest we fill out water here rather than in the city of Istanbul proper!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Mehmed Dede the Sufi: //'(talking to another sufi) I am struck by the number of grand luminaries of our age that of our grandfathers' time who are buried here. I even saw the tomb of of the great Şeyḫülislām (Grand Mufti of the Ottoman Empire and chief jurist) of the time of Suleiman the Magnificent, Ebussuud Efendi!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.start1 is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Istanbul">>
<<set _time to 2>>
<<endif>>
<<elseif $player.start3 is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<endif>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<if $player.start1 is 1>>
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<elseif $player.start3 is 1>>
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<endif>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%---------- No Coordinates ---------------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Eyüp-Istanbul]]
[[|Istanbul]] <<nobr>>
<<set $temp.loopdest4 to 1>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Galata">>
<<set _desc to "Chartering a small //kayık// (oar boat) across the Golden Horn, you and your companions arrive in the foreign merchant quarter of Galata. The steep streets which rise up the hill to the imposing Galata tower are lined with numorous shops, taverns, coffeehouses, and peoples from all across the known world. You wonder what strange and rare wares you might find in this vibrant neighborhood.\n\n">>
<<set _hist to "The seventeenth-century travelogue of the Ottoman traveler Evliya Çelebi recounts a colorful description of the district of Galata which stands just across the Golden Horn harbor from the port of Eminönü in Istanbul proper. Galata was well known for its taverns as the district was home to the embassies of European states and a sizable Orthodox Greek population. He writes:\n\n//'The praiseworthy food and drink of the city of Galata. First is the fine white Mudejar (Muslims from Iberia) francala bread. The thousands of colored candies, flavored with musk and ambergris and worthy of a padishah (a sultan), in the glass jars at the confectioners’ market are found nowhere else, unless it be paradise-scented Damascus. The Mudejars also sell spiced sweetmeats topped with decorative leaves and spiced ring-bread (simit). \n\n Among the artisans are sellers of compasses and watches, cut-crystal lenses and hourglasses, and infidel apothecaries. \n\n As for drinks, in the taverns...(there) are sold various notorious forbidden ruby-dripping wines, including misket (from Bulgaria) and wines from Ancona, Syracuse, Mudanya, Erdemit, and Bozcaada (Tenedos). When I pass through that wicked locale and see hundreds of downtrodden tavernslaves lying in the highway, bareheaded and barefooted, and inquire about their wretched state...This humble one swears by God the Knower of Secrets that I have never partaken of a single drop of these intoxicants. Being of a sociable and impertinent nature, I have mingled among all the craftsmen and learned their secrets. But I only drank sherbet of Athenian honey, known as Mudejar sherbet. Galata has such types of craftsmen. But these bankrupted drunkards and addicts are put in the dungeon just inside the Yağkapanı Gate to reform their manners.\n\n">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 58>>
<<set _shrine to 1>>
<<set _water to 90>>
<<set _bath to 0>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking with other pilgrims) I would take the time to visit the Amr ibn al-'As Shrine, one of the legendary companions of the prophet and conqueror of Egypt. His small shrine here was recently dedicated a few decades ago!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Lale the Shepherd’s Daughter: //'(talking to her sister) I would not take water from the well here, it seems to be brackish and mixed with all sorts of filth!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Thomas Bendysh the English Levant Company Agent: //'(talking to a young merchant's apprentice) I would make sure to buy some of the goods one can find here in the markets of Galata, while it is not the same selection of the Grand Bazaar, you can certainly find rare trinkets from all the different foreigners that pass through these parts!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.start1 is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Istanbul">>
<<set _time to 2>>
<<endif>>
<<elseif $player.start3 is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "medium">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<elseif $player.speed is "slow">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 2>>
<<endif>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<if $player.start1 is 1>>
<<DisplayPassageAnatolia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<elseif $player.start3 is 1>>
<<DisplayPassageRumelia _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<endif>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%---------- No Coordinates ---------------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Eyüp-Istanbul]]
[[|Istanbul]] <<nobr>>
<<set $temp.loopdest3 to 1>>
/%-----------------------------------%/
/%-----The Balance of Truth ---------%/
/%-----------------------------------%/
<<if $temp.balanceoftruth is 0>>
<<script>>
Dialog.setup("The Balance of Truth");
Dialog.wiki(Story.get("The Balance of Truth").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.balanceoftruthkadizade is 1 and $temp.balanceoftruthkadizadefinish is 0>>
<<script>>
Dialog.setup("Vani Mehmed Efendi");
Dialog.wiki(Story.get("Vani Mehmed Efendi").processText());
Dialog.open();
<</script>>
<<endif>>
<<if $temp.balanceoftruthsufi is 1 and $temp.balanceoftruthsufifinish is 0>>
<<script>>
Dialog.setup("Niyazi Misri");
Dialog.wiki(Story.get("Niyazi Misri").processText());
Dialog.open();
<</script>>
<<endif>>
/%-----------------------------------%/
/%-----Location Description Text-----%/
/%-----------------------------------%/
<<set _title to "Aya Sofya Mosque">>
<<set _desc to "You make your way into the ancient Aya Sofya (Hagia Sophia) Mosque from the large crowd outside. As you enter the grandiose building, you are awestruck by its monumental dome which appears suspended above you like the stars in the sky. While you are present, you see yet another commotion between a group of sufi dervishes and the followers of Vani Mehmed Efendi, a //Kadızadeli// preacher whose sermons often decry the sufi practices of whirling, singing, and the drinking of coffee. You make sure to steer clear this time of the loud debate, though it echoes around the ancient sacred structure.\n\n">>
<<set _hist to "The 18th/19th-century manuscript //The Garden of Mosques//, by Hafiz Huseyin Al-Ayvansarayi, describes Aya Sofya (Hagia Sophia) in the following passage:\n\n //'Originally, it was a church. Following the conquest of this Abode of the Sultanate (Istanbul), His Majesty Ebülfeth Sultan Mehmed Khan (Sultan Mehmed the Conquerer) purified its interior and exterior, installed a minbar (pulpit) and performed the first Friday prayer there. After that, he put his waqfs (pious endowments) in order and built a brick minaret and a medrese (school)...\n\n Tombs of the Glorious Sultans at Aya Sofya \n\n ...This is the chronogram written over the door of the tomb (of Sultan Selim II, 1524-1574CE). \n\n His Majesty Sultan Selim passed away. \n Lord of the Two Worlds, have mercy on him! \n That shah passed away with his noble children. \n May God's mercy be upon them altogether! \n He built a Paradise-like tomb. \n IT is appropriate that it be called a Sublime Pavilion of Paradise. \n The Divine Voice expressed its date. \n 'Tomb of Sultan Selim of prue faith, 985 (1577-1578CE)'\n\n//">>
/%-----------------------------------%/
/%---------- Set Variables ----------%/
/%-----------------------------------%/
<<set _location to passage()>>
<<set _image to passage().toLowerCase()>>
<<script>>
var x = state.temporary.image;
var y = x.split(" ").join("_");
var z = setup.ImagePath+'stops-c/'+y+'.jpg';
state.temporary.image = z;
var img=new Image();
img.src=z;
<</script>>
<<set _market to 0>>
<<set _shrine to 3>>
<<set _water to 40>>
<<set _bath to 3>>
<<set _stables to 0>>
/%-----------------------------------%/
/%---------------Advice--------------%/
/%-----------------------------------%/
<<set _randomadvice to random(1,3)>>
<<if _randomadvice is 1>>
<<set _advice to "Bayram the Wandering Dervish://'(talking with other pilgrims) I prefer the Sultan Ahmed Mosque, across the way from the Aya Sofya, to this place, the tilework there is of finer quality!'//">>
<<elseif _randomadvice is 2>>
<<set _advice to "Emine Hatun the Widow: //'(talking to her sister) What a wonderfully endowed mosque, great praise should be given to the legendary Mimar Sinan, the architect of Suleiman the Magnificent, who added the three other minarets so as to help this grand structure resist earthquakes better!'//">>
<<elseif _randomadvice is 3>>
<<set _advice to "Tommaso the Venetian Merchant: //'(talking to another European visitor) What a sight it is to see the grand Hagia Sophia (Aya Sofya), the ancient chruch built by the Roman Emperor Justinian in 537CE - I am so awestruck to see such a grand building standing after over a thousand years!'//">>
<<endif>>
/%-----------------------------------%/
/%---------------Speed---------------%/
/%-----------------------------------%/
<<if $player.start1 is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Istanbul">>
<<set _time to 1>>
<<elseif $player.speed is "medium">>
<<set _destination to "Istanbul">>
<<set _time to 1>>
<<elseif $player.speed is "slow">>
<<set _destination to "Istanbul">>
<<set _time to 1>>
<<endif>>
<<elseif $player.start3 is 1>>
<<if $player.speed is "fast">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 1>>
<<elseif $player.speed is "medium">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 1>>
<<elseif $player.speed is "slow">>
<<set _destination to "Eyüp-Istanbul">>
<<set _time to 1>>
<<endif>>
<<endif>>
<</nobr>>
/%-----------------------------------%/\
/%---------- Display Passage ----------%/\
/%-----------------------------------%/\
<<if $player.start1 is 1>>
<<DisplayPassageAnatoliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<elseif $player.start3 is 1>>
<<DisplayPassageRumeliaFood _location _image _market _shrine _water _advice _destination _time _title _desc _bath _stables _hist>>
<<endif>>
/%-----------------------------------------%/\
/%---------- Set Current Passage ----------%/\
/%---------- No Coordinates ---------------%/\
/%-----------------------------------------%/\
<<set $cur_passage to passage()>>
/%---------------------------------%/\
/%---------- Dummy Links ----------%/\
/%---------------------------------%/\
[[|Eyüp-Istanbul]]
[[|Istanbul]]
[[|The Balance of Truth]]
[[|Niyazi Misri]]
[[|Vani Mehmed Efendi]]Double-click this passage to edit it.<<set $temp.lock to 1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Janissary Coffeehouse</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/brigands.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.janissarycoffee is 1 or $player.money is 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Leisure">>
<<else>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
<<set _randomMoney to random(1,($player.money*0.20))>>
<div style="text-align: center;">
While pushing through a large crowd on the streets of Istanbul you turn off the main road and settle into a coffeehouse where several janissary soldiers start staring at you. They tell you that their //orta// (janissary brigade) controls these streets and this coffeehouse. A heavier set janissary peers over at you and in a foreboding tone tells you that you need to pay him _randomMoney //akçe// <img @src=_coinimage style="height: 1.5ex;"> to ensure your 'protection' in this neighborhood from those that might want to harm you. <br><br>
<<if $player.job is "Impoverished Widow" or $player.job is "Ottoman Merchant" or $player.job is "Gulshani Sufi">>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
You quickly agree to pay this fee and rush out the door back to the main road and away from this unwelcoming place!
<<elseif $player.job is "Ottoman Princess">>
However, the soldiers quickly realize who you are! They change their tune and tell you that you do not need to pay a fee. After an awkward silence, one of them offers to join your service on your journey to Mecca.
<<set $temp.newcharacteradd to 5>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
However, the soldiers quickly realize who you are! They decide to gift you an exquisite [[bow|https://www.metmuseum.org/art/collection/search/32139]] and [[quiver|https://www.metmuseum.org/art/collection/search/699584]] with //8 arrows// for you to be able to hunt on the road to Mecca in case you are in dire need of food - all you need to do is to look in your belongings! You thank them for this wonderful gift and depart on your way! Before you leave they tell you that you will get the equivalent of around 10 to 15 sacks of food <img @src=_foodimage style='height: 1.5ex;'> from hunting with each arrow until it breaks.
<<set $player.inventory.bow.amount to $player.inventory.bow.amount+1>>
<<set $player.bowhunt to 8>>
<<endif>>
</div>
<<endif>>
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The historian Ali Çaksu, in his work //Janissary Coffee Houses in Late Eighteenth-Century Istanbul//, writes about how by the eighteenth century the Janissary corps (the elite soliders of the Ottoman Empire) had evolved into a sort of urban mafia - with different units controlling certain neighborhoods of Istanbul usually based out of Janissary-run coffeehouses.
<br> <br> </div>
<br> <br>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if $player.job is "Ottoman Princess">>
<span id="initialDestination">
<<button "Continue">>
<<set $player.janissarycoffee to 1>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Character Addition">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue">>
<<set $player.janissarycoffee to 1>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Character Addition]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.balanceoftruth to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
/%-----------------------------------%/
/%-------------Sell Price------------%/
/%-----------------------------------%/
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe1 to random(10,100)>>
<<set _randomBribe2 to random(200,300)>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe1 to random(50,200)>>
<<set _randomBribe2 to random(50,200)>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe1 to random(1,20)>>
<<set _randomBribe2 to random(50,100)>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe1 to random(100,300)>>
<<set _randomBribe2 to random(20,100)>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe1 to random(150,250)>>
<<set _randomBribe2 to random(10,75)>>
<<endif>>
/%-----------------------------------%/
/%-------------Text -----------------%/
/%-----------------------------------%/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Balance of Truth: The Debate</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/balanceoftruth.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
As you enter the courtyard between the Aya Sofya Mosque and the Sultan Ahmed Mosque (the Blue Mosque), you see a large commotion in the street with shouts and jeers rising over the everyday noises of the city. As you approach to see what the matter is, you are approached by the leading men of both sides. You quickly gather that one man, Feyzullah, is a supporter of Vani Mehmed Efendi who recently gave a surmon critizing the sufi practices of dancing, singing, and the smoking of tobacco. The other man, by the name of Yusuf, is a dervish and a member of the Halveti Sufi order. He was loudly defending these sufi practices against the accusations of the Kadizadeli preacher - Vani Mehmed Efendi.<br><br> Both men seek your support in their debate and hope that you will publically show your support for their cause with a public donation to settle the matter! <br><br> Feyzullah, the supporter of Vani Mehmed Efendi, asks for <b> _randomBribe1 akçe <img @src=_coinimage style="height: 1.5ex;"></b> from you. While Yusuf, the Halveti Sufi dervish, asks for <b> _randomBribe2 akçe <img @src=_coinimage style="height: 1.5ex;"></b> from you.<br><br> Do you support one of these holy men to settle this debate or do you politely decline to involve yourself any further?
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century work, //[[The Balance of Truth|https://archive.org/details/MN40230ucmf_5/page/n5/mode/2up?ref=ol&view=theater]]//, by the famed Ottoman literary figure Kâtip Çelebi includes descriptions of the debates in early modern Istanbul between the Kadizadelis and the sufis. The [[Kadizadelis|https://www.jstor.org/stable/544203]], generally followed a more conservative interpretation of Islam following the teachings of the sixteenth-century scholar Mehmed Birgivi. While the sufis, whose practices, such as singing and dancing, were opposed by the Kadizadelis, argued against the narrow approach of the Kadizadelis. This theological conflict led to several famous debates in mid-seventeenth century Istanbul. Kâtip Çelebi writes about the matter in //The Balance of Truth// about the early seventeenth-century debates between the Halveti Sufi Sivasi Efendi and the preacher Kadızade Mehmed (the early leader of the Kadizadelis) in the following passage:<br><br>//'When Sultan Ahmed built his new mosque (the Blue Mosque built 1616CE), he gave Sivasi the position of preacher in it...(and) (Kadizade Mehmed) having acquired the rudiments of knowledge in his native town, from the disciples of Birgivi Mehmed Efendi, he came to Istanbul and became a student-instructor under the teacher Tursunzade. He then chose the career of a Sufi sheikh...Finding however that the sufi path did not suit his temperament, he adopted the way of speculation...he was subsequently appointed preacher at Aya Sofya...<br><br> These two sheikhs were diametrically opposed to one another; because of their differing temperaments, warfare arose between them. In most of the controversies I have mentioned in this book (coffee, smoking, dancing, singing, etc.), Kadizade took one side and Sivasi took the other, both going to extremes, and the followers of both used to quarrel and dispute, one against the other. For many years this situation continued, with disputation raging between the two parties, and out of the gutile quarrelling a mighty hatred and hostility arose between them...some foolish people persistently attached themselves to one side or the other, hoping to become famous like them. When the cut and thrust of verbal contention from their several pulpits was near to bringing them into real warfare with sword and spear, it became necessary for the Sultan to discipline some of them and administer a box on the ears in shape of banishment from the city...'// <br><br> You can find the manuscript painting above [[here|https://www.davidmus.dk/en/collections/islamic/materials/miniatures/art/18-1970-29-1962]]
<br><br></div>
<br><br>
<div align="center">
<<set $temp.bribe1 to _randomBribe1>>
<<set $temp.bribe2 to _randomBribe2>>
<<if $player.money gte _randomBribe1>>
<span id="initialDestination">
<<button "Donate to Feyzullah: $temp.bribe1 <i>akçe</i>">>
<<set $player.money to $player.money-$temp.bribe1>>
<<set $temp.balanceoftruthkadizade to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Donate to Feyzullah: $temp.bribe1 <i>akçe</i>">><</button>></span>
<<endif>>
<<if $player.money gte _randomBribe2>>
<span id="initialDestination">
<<button "Donate to Yusuf: $temp.bribe2 <i>akçe</i>">>
<<set $player.money to $player.money-$temp.bribe2>>
<<set $temp.balanceoftruthsufi to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<br><br>
<<else>>
<span id="dummyButton"><<button "Donate to Yusuf: $temp.bribe2 <i>akçe</i>">><</button>></span>
<br><br>
<<endif>>
<span id="initialDestination">
<<button "Step Away from Both">>
<<set $player.piety to $player.piety-10>>
<<if $player.piety lte 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Niyazi Misri]]
[[|Vani Mehmed Efendi]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.balanceoftruthsufifinish to 1>>
<<set $player.inventory.divansufi.amount to $player.inventory.divansufi.amount+1>>/
/%-----------------------------------%/
/%-------------Text -----------------%/
/%-----------------------------------%/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Halveti Dervish: Niyazi Misri</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/niyazimisri.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
Yusuf takes you aside to thank you for your help in the dispute! He tells you that he would like you to meet someone important. Sitting in the shade in the shadow of the grand Sultan Ahmed Mosque (the Blue Mosque) you meet the essentric Halveti Sufi dervish Niyazi Misri. He thanks you for your support in these debates and begins a long rant on these followers of the teachings of Kadızade Mehmed, Imam Birgivi, and the like. He praises your devotion that takes you on your journey to Mecca and passes along a collection of his poety (a //divan//) to give you guidence and for you to reflect on along the long road ahead. You thank him for this generous gift and continue into the Aya Sofya.<br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following is a poem written by Niyazi Misri. It centers on his complaints about a fiery preacher he disliked:<br><br>//'I went to an assembly today; there sat and spoke the preacher, <br> Read from his book and made the crowd wail, the preacher. <br><br> Divided the folk into two, dispactched one half to Heaven, <br> The other to Hell, with a hand gesture from the pulpit, the preacher. <br><br> Flames that could set damned Satan on fire spewed from his mouth; <br> You'd think he's the punishment of the seven pits, the preacher. <br><br> Crammed people into Hell like that, with no room to stand; <br> Condemning them there is a laborious job for the preacher. <br><br> Advice is truely due to him who utters fiery words all the time; <br> Niyazi, however, only shares with such a man the title of preacher.'//
<br>
<br>
You can find the manuscript image above [[here|https://viewer.cbl.ie/viewer/image/T_439_2/1/]]
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Depart on Good Terms">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Aya Sofya]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.balanceoftruthkadizadefinish to 1>>
<<set $player.inventory.birgivi.amount to $player.inventory.birgivi.amount+1>>
/%-----------------------------------%/
/%-------------Text -----------------%/
/%-----------------------------------%/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Kadizadeli Preacher: Vani Mehmed Efendi</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/vanimehmed.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
As you are thanked for your support by Feyzullah, he brings you into a small side room to meet one of the leaders of their movement, the influential Vani Mehmed Efendi. As you talk with Vani Mehmed Efendi, you are amazed to hear of his connections to the high imperial court in Topkapı Palace. You have a pleasant conversation together and he tells you that he has a gift for you to take on your journey to Mecca. He picks up a manuscript of Imam Birgivi's catechism - the //Risale-i Birgivi//, which he says is a foundational text and can guide you along to right path to 'enjoining what is right and forbidding what is wrong' during your travels. You thank him for this gift, and you continue on your way into the Aya Sofya.
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following is a //fetva// ([[fatwa|https://referenceworks.brillonline.com/entries/encyclopaedia-of-islam-2/fatwa-COM_0219]]) from the influential seventeenth-century preacher Vani Mehmed Efendi. A //fetva//, usually set up in a question-answer format, was a non-binding religious legal opinion in the Islamic World and was not as binding as a legal order from a court (//hukm//). The following //fetva// from Vani Mehmed Efendi concerns the celebration of Naruz (Nowruz), the Persian New Year, which was popular in both the Ottoman Empire and other Muslim lands influenced by Persianate cultures. The celebration of the Persian New Year could be seen as controversial at the time because it comes from pre-Islamic Iranian and Zoroastrian traditions. His //fetva// here a minority opinion in Ottoman society at this time. It reads a follows:<br><br>//'Question: If some people from among Muslims assemble in a place to celebrate the nawruz (nowruz), eat various kinds of food, wear colorful clothes and honor that day more than other days, would it be appropriate to rule that they become infidels because of their reverence for the nawruz (nowruz)? <br><br> Answer (of Vani Mehmed Efendi): Yes. If they assemble to celebrate the nawruz (nowruz), they become infidels; but, if they assemble as on other days and not with the intention to celebrate the nawruz (nowruz), they do not become infidels. Yet, it is recommended to abandon it due to its spiritual damage to Muslims. It is not worthy of Muslims. It is the false custom of Mecûsi (Zoroastrianism), if Muslims celebrate the nawruz (nowruz), they resemble Mecûsi (Zoroastrian) and Râfızîs (generally here referring to Shi'i Muslims).'// <br><br> For more on Vani Mehmed Efendi's //fetvas// follow the link [[here|https://www.academia.edu/24385523/The_Fatwa_Collection_of_an_Ottoman_Provincial_Mufti_Vani_Mehmed_Efendi_d_1685_]]
<br><br> You can find the manuscript painting above [[here|https://www.davidmus.dk/en/collections/islamic/materials/miniatures/art/18-1970-29-1962]]
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Depart on Good Terms">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Aya Sofya]] <<set $temp.lock to 1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Bad Bargain</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/urfafriend.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gte 120 and $player.inventory.futuh.amount is 0>>
<br>
<<set _randomMoney to random(120,($player.money*0.15))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
As you make your way through the market, an old merchant offers to sell you a copy of the //Futuh al-Harameyn//, one of the famous guides for pilgrims in the Holy Cities of Mecca and Medina. He tells you that this manuscript is quite rare and he has many offers for it. You quickly offer _randomMoney <img @src=_coinimage style="height: 1.5ex;"> akçe for it and he readily accepts. However, as soon as he leaves, you wonder if you paid too much for the manuscript. Nevertheless, you hope the //Futuh al-Harameyn// will serve you well in your journey, even if you are out a few more akçe than you expected.
<br>
<br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
You can see a sixteenth-century copy of Lari's //Futuh al-Harameyn// (Description of the Holy Cities) [[here|https://www.metmuseum.org/art/collection/search/448692]] and to other copies held at the Khalili Collection [[here|https://www.khalilicollections.org/collections/hajj-and-the-arts-of-pilgrimage/futuh-al-haramayn-a-handbook-for-pilgrims-to-mecca-and-medina-of-muhyi-al-din-lari-mss-1274/]] and [[here|https://www.khalilicollections.org/collections/hajj-and-the-arts-of-pilgrimage/khalili-collection-islamic-art-futuh-al-haramayn-of-muhyi-lari-mss1038/]]
<br> <br> </div>
<br> <br>
</div>
<br><br>
<<else>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "The Sahaf">>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<set $player.inventory.futuh.amount to $player.inventory.futuh.amount+1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $player.luck to $player.luck+1>>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Elderly Hajji</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/death_disease.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Item Check ------*/
/*-----------------------*/
<<if $player.inventory.dalail.amount is 0>>
<div style="text-align: center;">
As you are preparing for your journey, you get word that elderly uncle wishes to meet with you posthaste! You quickly rush to go see him, for he is a Hajji and might have valuable advice for you. His title of 'Hajji' was bestowed upon him many years ago when he completed the Hajj pilgrimage himself during the reign of Sultan Murad IV. Holding his frail hand and leaning in close to hear him, he tells you that he has a gift for you that helped him those many years prior. Your cousin picks up an old manuscript gold-leaf copy of Muhammad al-Jazuli's //Dala'il Khayrat//, the famed collection of prayers which accompanies many pilgrims on their way to Mecca. He hands it over to you and tells you that your uncle wishes for this to guide you on your spiritual journey as it did his. You thank you uncle and plan to cherish to splendid gift. <br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
You can see several examples of the Muhammad al-Jazuli's //Dala'il Khayrat// [[here|https://www.khalilicollections.org/collections/hajj-and-the-arts-of-pilgrimage/khalili-collection-islamic-art-dalail-al-khayrat-of-al-jazuli-mss97/]], [[here|https://www.metmuseum.org/art/collection/search/752280]], and [[here|https://art.thewalters.org/detail/30971/collection-of-prayers-for-the-prophet-muhammad-2/]]. You can also watch a short video on devotional practices and the //Dala'il Khayrat// [[here|https://sites.lsa.umich.edu/khamseen/short-form-videos/2020/touching-mecca-medina-the-dalail-al-khayrat-and-devotional-practices/]]
<br> <br> </div>
<br> <br>
</div>
<<else>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Leisure">>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue">>
<<set $temp.lock to 0>>
<<set $temp.from to "gift">>
<<set $player.inventory.dalail.amount to $player.inventory.dalail.amount+1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Waiting outside the Meyhane</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/drunken_sea_captain.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*-----------------------*/
/*----- Item Check ------*/
/*-----------------------*/
<<if $cur_passage is "Galata">>
<br>
<<set $player.inventory.misket.amount to $player.inventory.misket.amount+1>>
<<set $player.inventory.malvasiawine.amount to $player.inventory.malvasiawine.amount+1>>
<<set _random to random(4,9)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
As you try to make your way back to Istanbul proper from Galata across the inlet of the Golden Horn, you find a captain of a small //kayık// (oarboat) who promises to take you for free. As he is preparing to set off, one of his friends calls out to him from one of the famed //meyhanes// (wine bars) of Galata. It appears it is a friend he has not seen in a long time, so you decide to let him catch up with his friend before you depart. However, one hours turns into _random hours - as you realize that this ship captain might have a drinking problem. You help him recover by taking two wine bottles from him and hiding them in your belongings so he is no longer tempted. Eventually, you make it back to Istanbul proper after a long delay, and you keep those two bottles to encourage the less-than-sober ship captain to better manage himself!
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following is an account from an Ottoman biographical encyclopedia of more than five hundred scholars and sufis of sixteenth-century Istanbul. This particular account describes the scholar Mevlana Melihi who became an alcoholic later in his life. More from this story can be found in chapter 11 of this [[sourcebook|https://www.ucpress.edu/book/9780520303454/the-ottoman-world]].
<br>
<br>
//'If one of the droplets we drank fell on the world, vines would appear <br> From just one berry of our grapes all things would get drunk.<br><br> As he was so intoxicated with the tipsiness of the carefree cup, he became a wine lover and drinker until the end of his life: just like the wine jar he was never empty of wine. In all his life nothing made his heart and eyes blossom like a rose so much as a fragrant and pomegranate-colored wine. If he was not dead drunk, he was not himself. The tulip of his pinecone-shaped heart would only open up with the help of rose and tulip-colored wine. The withering rosebud of his mind would only become succulent with wine, and the dew-crying rose of his heart would only be calmed by the same...'//
<br>
<br> <br> </div>
<br>
<<else>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Leisure">>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Merchant of Venice</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/venetian_merchant.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
While walking through the crowded streets of the city you come across a Venetian merchant who had a stall set up just off the street. He tells you that his name is Ambrosio and he has a few goods he would like to show you! You are curious and wonder what this man might have in stock for you. Do you trade with him or continue on your way?
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The above is a scene by the Dutch painter Thomas Wijck of merchants in the Mediterranean, the image can be found [[here|https://www.britishmuseum.org/collection/object/P_1982-U-3989]].
<br>
<br> <br> </div>
<<set $temp.market to {
food: {
name: "Food",
hi_price: 1,
lo_price: 1,
hi_sell: 0,
lo_sell: 0,
},
water: {
name: "Sell Excess Water",
hi_price: 0,
lo_price: 0,
hi_sell: 1,
lo_sell: 1,
},
silk: {
name: "Silk",
hi_price: 165,
lo_price: 150,
hi_sell: 150,
lo_sell: 130,
},
venetianganzi: {
name: "Venetian Ganzi Fabric",
hi_price: 220,
lo_price: 180,
hi_sell: 180,
lo_sell: 160,
},
illuminated: {
name: "Illuminated Manuscript: Ottoman",
hi_price: 0,
lo_price: 0,
hi_sell: 532,
lo_sell: 399,
},
lynxfur: {
name: "Lynx Fur",
hi_price: 130,
lo_price: 100,
hi_sell: 100,
lo_sell: 75,
},
malvasiawine: {
name: "Malvasia Wine",
hi_price: 110,
lo_price: 80,
hi_sell: 80,
lo_sell: 60,
}
}>>
<<set $temp.individualmarkettitle to "Venetian Merchant">>
<<set $temp.individualmarketimage to setup.ImagePath+'events/venetian_merchant.jpg';>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes- Stop and Trade">>
<<set $player.time to $player.time+4>>
<<goto "Individual Market UI">>
<</button>>
</span>
<span id="initialDestination">
<<button "No- Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Individual Market UI]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Sahaf</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sahaf.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
As you pass a covered bazaar and old man waves you into his shop. He has a small Sahaf, a shop full of old manuscript and some printed books from Europe! He heard that you were heading to Mecca and he thought you might want something to read along the way, or even to trade to other pilgrims down the road. Do you peruse his collection of manuscripts or continue on your way?
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The above is a scene entitled 'The Seated Scribe' by the Venetian 15-th century painter, Gentile Bellini. The full image can be found [[here|https://www.gardnermuseum.org/experience/collection/10755#object-details]].
<br>
<br> <br> </div>
<<set $temp.market to {
birgivi: {
name: "Catechism of Birgivi",
hi_price: 200,
lo_price: 100,
hi_sell: 100,
lo_sell: 50,
},
divansufi: {
name: "The Divan of Niyazi Misri",
hi_price: 250,
lo_price: 150,
hi_sell: 150,
lo_sell: 125,
},
dalail: {
name: "Dala'il Khayrat",
hi_price: 499,
lo_price: 450,
hi_sell: 450,
lo_sell: 350,
},
mappamundi: {
name: "Mappa Mundi of Hacı Ahmet",
hi_price: 80,
lo_price: 45,
hi_sell: 45,
lo_sell: 35,
},
writingbox: {
name: "Mother of Pearl Writing Box",
hi_price: 200,
lo_price: 120,
hi_sell: 120,
lo_sell: 90,
},
jami: {
name: "Tuhfat al-Ahrar by Jami",
hi_price: 450,
lo_price: 250,
hi_sell: 250,
lo_sell: 200,
}
}>>
<<set $temp.individualmarkettitle to "The Sahaf">>
<<set $temp.individualmarketimage to setup.ImagePath+'events/sahaf.jpg';>>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes- Shop">>
<<set $player.time to $player.time+4>>
<<goto "Individual Market UI">>
<</button>>
</span>
<span id="initialDestination">
<<button "No- Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Individual Market UI]]
[[|Decay Functions]] <<set $player.luck to $player.luck+1>>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Kadıasker's Entourage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/entourage.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<if $player.entourage is 0>>
<br>
<<set _random to random(200,250)>>
<<set $player.money = $player.money+_random>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomplace to random(1,3)>>
<div style="text-align: center;">
As you pass through the city, you come across the entourage of the new Kadıasker of Rumelia, one of the chief judges of the Ottoman Empire. He was recently appointed to this high position from his former judgeship in
<<if _randomplace is 1>>
Aleppo.
<<elseif _randomplace is 2>>
Cairo.
<<elseif _randomplace is 3>>
Salonika.
<<endif>>
You inform one of the attendents in his entourage that you are preparing to depart Istanbul for Mecca and the Hajj. Overhearing, the new Kadıasker gifts you _random <img @src=_coinimage style="height: 1.5ex;"> akçe! You thank him for his kindness and proceed on your way!
</div>
<<else>>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue">>
<<set $temp.lock to 0>>
<<set $temp.from to "gift">>
<<set $player.entourage to 1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Traveler</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/stranded_traveller.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div style="text-align: center;">
You come across a distressed Franciscan friar along the road to $temp.destination. They tell you that they lost their copy of an important //firman// (imperial order) when some local highwaymen rode off with their horses and mules in the middle of the night. They tell you that the //firman// is quite important and informs the new Ottoman governor here that their small monestary is exempt from the normal taxes. Hearing that you have someone in your party who writes Ottoman Turkish, the worried friar asks if you would write him a new document that attests to the truth of his story which he can present to local Ottoman officials here. You wonder if you should help this poor friar which his issue or if you should refuse thinking he might be lying and get you into some trouble. Do you want to stop and help him?
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
For an article-length investigation into Ottoman-Franciscan relations see Ana Sekulić's work [[here|https://www.academia.edu/41008659/From_a_Legal_Proof_to_a_Historical_Fact_Trajectories_of_an_Ottoman_Document_in_a_Franciscan_Monastery_Sixteenth_to_Twentieth_Century]]
<br> <br> </div>
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Yes - Help the Friar">>
<<goto "Stranded Traveler Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "No - Continue on your Way">>
<<goto "Stranded Traveler Outcome No">>
<</button>>
</span>
</div>
[[|The Franciscan Firman Outcome Yes]]
[[|The Franciscan Firman Outcome No]] <div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Traveler</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/stranded_traveller.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.trust to $player.trust+1>>
<<set _random to random(0,100)>>
<<if _random lte 50>>
<<goto "Corrupt Official Friar">>
<<endif>>
<<set $player.piety to $player.piety+10>>
<<if $player.piety > 100>>
<<set $player.piety to 100>>
<<endif>>
<div style="text-align: center;">
After helping write the letter at attests to the veracity of the Franciscan Friar's story, you continue on your way to $temp.destination, you thank God for giving you this opportunity to help a soul in need. You still are worried that you may have just helped him forge a document, but if that is the case you hope the local official whom the letter was sent to will sort out the matter. As a thank you for your help, the friar gives you some bread and water for your journey ahead.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<set $player.inventory.food.amount = $player.inventory.food.amount+15>>
<<set $player.inventory.water.amount = $player.inventory.water.amount+15>>
<<set $player.luck to $player.luck+1>>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Corrupt Official Friar]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Stranded Traveler</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/stranded_traveller.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.fear to $player.fear+1>>
<<set $player.piety to $player.piety-5>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<div style="text-align: center;">
You decide to be cautious and continue on towards $temp.destination. It is best to be safe for there are highwaymen and bandits in these hills who like to entrap naive travelers. As a result though you feel less pious because you turned your back on someone who called out to you in need.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<<set $temp.lock to 1>>
<<if $family[0].trait is "Kadi" or $family[1].trait is "Kadi" or $family[2].trait is "Kadi">>
<<set $temp.lock to 0>>
<<set $temp.from to "pass">>
<<goto "Decay Functions">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Local Dizdar</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/janissarychest.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _randomBribe to random(75,200)>>
<div style="text-align: center;">
It appears that the Franciscan Friar you met on the road decieved you. While he is nowhere to be found, a local Janissary Dizdar (castle warden) confronts you and claimed you helped the said Friar in forging a document which told of some unknown imperial //firman// (order). The Dizdar says that they can forget this ever happened if you just pay them _randomBribe <img @src=_coinimage style="height: 1.5ex;">.
<br>
<br>
</div>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay Bribe">>
<<goto "Extortion Pay Bribe Friar">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Bribe">><</button>></span>
<<endif>>
<<if $player.piety >= 75>>
<span id="initialDestination">
<<button "Explain You are on Hajj">>
<<goto "Extortion Piety Out Friar">>
<</button>>
</span>
<<endif>>
<<if $player.job is "Ottoman Merchant" and $player.money gte $temp.bribe>>
<span id="initialDestination">
<<button "Negotiate a Lower Fee">>
<<goto "Extortion Negotiate Bribe Friar">>
<</button>>
</span>
<<endif>>
<<if $player.job is "Ottoman Princess">>
<span id="initialDestination">
<<button "Explain You are a Princess">>
<<goto "Extortion Princess Out Friar">>
<</button>>
</span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<goto "Extortion Refuse Bribe Friar">>
<</button>>
</span>
</div>
<<endif>>
[[|Extortion Pay Bribe Friar]]
[[|Extortion Refuse Bribe Friar]]
[[|Extortion Piety Out Friar]]
[[|Extortion Negotiate Bribe Friar]]
[[|Extortion Princess Out Friar]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Local Dizdar</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/janissarychest.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set $player.money to $player.money-$temp.bribe>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You pay the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> akçe to the angry Dizdar so that you can get on your way quickly and be done with this matter!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Local Dizdar</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/janissarychest.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.time to $player.time+8>>
<div style="text-align: center;">
You refuse to pay this and tell the Dizdar that the friar tricked you. While you held by the Dizdar for 8 hours as he investigates, he eventually releases you on your way after a confession from the friar was on hand.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Local Dizdar</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/janissarychest.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.piety to $player.piety-5>>
<div style="text-align: center;">
You explain to the Dizdar that you are a pious pilgrim on hajj and are unable to pay the $temp.bribe <img @src=_coinimage style="height: 1.5ex;"> akçe. You tell him that this whole event is truely the fault of that Franciscan Friar and that you only with to continue on your way to Mecca. He sympathizes with your situation and lets you continue on to $temp.destination without any further delays. However, this whole incident has left a bitter taste in your mouth!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Local Dizdar</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/janissarychest.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.money to $player.money-Math.floor($temp.bribe/2)>>
<<set $player.time to $player.time+1>>
<<set _bribenew to Math.floor($temp.bribe/2)>>
<div style="text-align: center;">
Using your skills as a merchant, you are able to negotiate the Dizdar's "fee" down to _bribenew <img @src=_coinimage style="height: 1.5ex;">. After haggling for an hour, you pay this new fee and continue on to $temp.destination.
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Local Dizdar</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/janissarychest.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You explain to the Dizdar, stepping to the front of crowd, that you are a member of the House of Osman and part of the Sultan's family. You inform him that you are traveling on the hajj and refuse to pay his fee of $temp.bribe <img @src=_coinimage style="height: 1.5ex;">. He immediately asks for forgiveness and lets you continue on to $temp.destination without any further delays and assigns one of his soldiers to join your caravan to protect you from further harm along the road!
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<set $temp.newcharacteradd to 5>>
<<goto "Character Addition">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Character Addition]] <<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Hajduks!</td>
</tr>
</table>
</div>
<<set _randomWounded to random(1,100)>>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'events/hajduk1.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'events/hajduk2.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
You are attacked by a band of //Hajduks// (Christian bandits in the countryside of the Ottoman Balkans) on your way to $temp.destination.
<br>
<br>
/*------------------------------*/
/*----- Safe Conduct Check -----*/
/*------------------------------*/
<<set _protect to 0>>
<<if $player.inventory.donation.amount > 0>>
You tell the Hajduks that you recently donated to some Orthodox Christian monks in your travels. One of those monks told you that he was friends with many of the Hajduks in this region. The leader of this band seems to know the man you speak of and acquiesces, letting you continue on your way but reminding you that their good graces will only last for so long!
<<set $player.inventory.donation.amount to $player.inventory.donation.amount-1>>
<<set _protect to 1>>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Janissary Agha----------*/
<<if $family[0].trait is "Janissary Agha" or $family[1].trait is "Janissary Agha" or $family[2].trait is "Janissary Agha">>
<<if $family[0].trait is "Janissary Agha">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary Agha">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary Agha">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,9)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Janissary Agha you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set $family.fled to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended - they seemed to have some agreement with those that attacked you.
<<elseif $temp.killed is 0>>
<<set $family.killed to 1>>
The Janissary Agha you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Bandit----------*/
<<elseif $family[0].trait is "Bandit" or $family[1].trait is "Bandit" or $family[2].trait is "Bandit">>
<<if $family[0].trait is "Bandit">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Bandit">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Bandit">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The former bandit you hired, <b>$temp.eventname</b>, was able to negotiate with the highwaymen on your behalf. It seems $temp.eventname knew them and they immediately began to apologize, speaking to $temp.eventname with great respect - they gift you 200 //akçe// and wish you well on your way!
<<set $player.money to $player.money+200>>
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The former bandit you hired, <b>$temp.eventname</b>, seems to know them and suddenly it seems that your protector is now your adversary and after the raid $temp.eventname flees into the countryside with the bandits!
<<endif>>
<br>
/*---------Aleppan Janissary----------*/
<<elseif $family[0].trait is "Aleppan Janissary" or $family[1].trait is "Aleppan Janissary" or $family[2].trait is "Aleppan Janissary">>
<<if $family[0].trait is "Aleppan Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Aleppan Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Aleppan Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The Aleppan Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Janissary----------*/
<<elseif $family[0].trait is "Janissary" or $family[1].trait is "Janissary" or $family[2].trait is "Janissary">>
<<if $family[0].trait is "Janissary">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Janissary">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Janissary">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,8)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 3>>
The Janissary you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
<<set $family.killed to 1>>
The Janissary you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Eunuch----------*/
<<elseif $family[0].trait is "Eunuch" or $family[1].trait is "Eunuch" or $family[2].trait is "Eunuch">>
<<if $family[0].trait is "Eunuch">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Eunuch">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Eunuch">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,5)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Turkman----------*/
<<elseif $family[0].trait is "Turkman" or $family[1].trait is "Turkman" or $family[2].trait is "Turkman">>
<<if $family[0].trait is "Turkman">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Turkman">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Turkman">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Turkman guide you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set $family.killed to 1>>
The Turkman guide you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Sekban----------*/
<<elseif $family[0].trait is "Sekban" or $family[1].trait is "Sekban" or $family[2].trait is "Sekban">>
<<if $family[0].trait is "Sekban">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sekban">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sekban">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Sekban you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sekban you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended. They seemed to have some agreement with those that assaulted you!
<<endif>>
<br>
/*---------Sipahi----------*/
<<elseif $family[0].trait is "Sipahi" or $family[1].trait is "Sipahi" or $family[2].trait is "Sipahi">>
<<if $family[0].trait is "Sipahi">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sipahi">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sipahi">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Sipahi you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 2>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 3>>
<<set $family.killed to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Azep----------*/
<<elseif $family[0].trait is "Azep" or $family[1].trait is "Azep" or $family[2].trait is "Azep">>
<<if $family[0].trait is "Azep">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Azep">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Azep">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,2)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0>>
The irregular soldier you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 2>>
<<set $family.killed to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.60))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<set $player.money to $player.money-_random>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water" and Object.keys($player.inventory)[_x]!="soldiers" and Object.keys($player.inventory)[_x]!="greeksailors" and Object.keys($player.inventory)[_x]!="albanian">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman soldier, Osman Agha of Timişoara (Ottoman Romania), described a moment during his captivity when he was ambushed by Hungarian bandits while he was traveling to pay his own ransom. As was common practice, after he was captured by the Austrian army, he was sent back home with a few others to collect the ransom for all the war captives - he succeeded in doing this but on his return to pay the ransom, they were robbed by the bandits and he was then subsequently sold into slavery in the Habsburg Empire:
<br>
<br>
//'Suddenly, a pair of them (the Hungarian bandits) leaped up and grabbed me by the throat, while another one grabbed my hands, tied them behind my back, and threw me into the boat. Then they unmoored the boat and jumped on board, and as the current carried it along the Danube (River), they began to strip me down. They first found the three or four silver-embroidered hankerchiefs that I have brought as gifts and kept in my side bag. They also found a silver coin..., which they took, as well as my documents, which they tore to pieces and threw into the river. Then they found the seventy-three gold coins that I had brought to pay the ransom for myself and my guarantor, sewn into the seam of my trousers, and took those as well. Having stripped me of my money and my clothes, in the end they left me with nothing but a shirt and my underpants...<br><br> They brought their boat ashore at a deserted spot on the opposite side of the river, and made me get out. Then one of them came at me with a sword and forced me down on my knees, ready to kill me. <br><br> By this point I had abandoned all hope, and I silently said the following prayer: 'O Most Exalted God, Creator of Heaven and Earth and Provider of All Things, Your judgement is beyond question. If it is Your will that I, Your faithful servant, must die at such a young age and in such a forsaken place without having fully tasted the joys of life, then I pray that You might forgive my earthly faults through Your grace and nobility, and give me faith in my final hour.' Then I said out loud: 'I bear witness that there is no god but Allah, the one and only, who had not partner! I bear witness that Mohammad is His servant and His messenger!'... <br><br> With a sudden jerk, I pulled myself free of the Hungarian and jumped away. Having freed myself with God's favor, I started running for my life. Behind me the first Hungarian began to chase after me, screaming and howling and brandishing his weapon. The others, who were in the woods to my right, heard the ruckus, and, as I sprinted along the military path towards Sombor, they ran crosswise towards me at great speed, all the while yelling: 'Don't run! You'll never get away!' They chased me across the field just as a pack of hounds would chase a rabbit, firing a few rounds as they ran...'//<br><br> Eventually, Osman Agha escaped the Hungarians while hiding in a stream, but without the ransom money now, he was sold into slavery in the Habsburg Empire when eventually he would escape back to the Ottoman Empire and write the story of his life entitled //'Prisoner of the Infidels'// recently translated by Giancarlo Casale [[here|https://www.ucpress.edu/book/9780520383395/prisoner-of-the-infidels]]
<br>
<br>
The image above is by the 19th-century Serbian orientalist painter [[Paja Jovanović|https://en.wikipedia.org/wiki/Paja_Jovanovi%C4%87]]
<br><br>
</div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Ambush: Albanian Deserters</td>
</tr>
</table>
</div>
<<set _randomWounded to random(1,100)>>
<<set _randomImage to random(1,2)>>
<<if _randomImage is 1>>
<<set _h to setup.ImagePath+'events/albaniandeserters.jpg';>>
<<elseif _randomImage is 2>>
<<set _h to setup.ImagePath+'events/sekbanevent.jpg';>>
<<endif>>
<img @src=_h class='center' style="width: 40%;">
<br>
You are attacked by a band of Albanian deserters who spring at your caravan from all sides! They brandish all sorts of weapons taken from travelers along this stretch of road and wear on their faces the tiresome exhaustion earned from many years in the service of the empire and its wars.
<br>
<br>
/*------------------------------*/
/*----- Safe Conduct Check -----*/
/*------------------------------*/
<<set _protect to 0>>
<<if $family[0].trait is "Janissary Agha" or $family[1].trait is "Janissary Agha" or $family[2].trait is "Janissary Agha" or $family[0].trait is "Janissary" or $family[1].trait is "Janissary" or $family[2].trait is "Janissary" or $family[0].trait is "Aleppan Janissary" or $family[1].trait is "Aleppan Janissary" or $family[2].trait is "Aleppan Janissary">>
While at a standoff with the Albanian deserters, they soon realize that you have several Janissary soldiers with you who are firmly standing their ground. This show of force worries the head of this band of derserters who soon leads the others away from your caravan and back into the wilderness. You continue safely on your way to $temp.destination!
<<set _protect to 1>>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Bandit----------*/
<<if $family[0].trait is "Bandit" or $family[1].trait is "Bandit" or $family[2].trait is "Bandit">>
<<if $family[0].trait is "Bandit">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Bandit">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Bandit">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The former bandit you hired, <b>$temp.eventname</b>, was able to negotiate with the highwaymen on your behalf. It seems $temp.eventname knew them and they immediately began to apologize, speaking to $temp.eventname with great respect - they gift you 200 //akçe// and wish you well on your way!
<<set $player.money to $player.money+200>>
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The former bandit you hired, <b>$temp.eventname</b>, seems to know them and suddenly it seems that your protector is now your adversary and after the raid $temp.eventname flees into the countryside with the bandits!
<<endif>>
<br>
/*---------Eunuch----------*/
<<elseif $family[0].trait is "Eunuch" or $family[1].trait is "Eunuch" or $family[2].trait is "Eunuch">>
<<if $family[0].trait is "Eunuch">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Eunuch">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Eunuch">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,5)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed gte 2>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 0 or $temp.killed is 1>>
<<set $family.killed to 1>>
The former palace eunuch who is traveling with you, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Turkman----------*/
<<elseif $family[0].trait is "Turkman" or $family[1].trait is "Turkman" or $family[2].trait is "Turkman">>
<<if $family[0].trait is "Turkman">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Turkman">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Turkman">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Turkman guide you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set $family.killed to 1>>
The Turkman guide you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Sekban----------*/
<<elseif $family[0].trait is "Sekban" or $family[1].trait is "Sekban" or $family[2].trait is "Sekban">>
<<if $family[0].trait is "Sekban">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sekban">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sekban">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,4)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Sekban you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 3 or $temp.killed is 4>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sekban you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended. They seemed to have some agreement with those that assaulted you!
<<endif>>
<br>
/*---------Sipahi----------*/
<<elseif $family[0].trait is "Sipahi" or $family[1].trait is "Sipahi" or $family[2].trait is "Sipahi">>
<<if $family[0].trait is "Sipahi">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Sipahi">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Sipahi">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Sipahi you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 2>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 3>>
<<set $family.killed to 1>>
The Sipahi you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
/*---------Azep----------*/
<<elseif $family[0].trait is "Azep" or $family[1].trait is "Azep" or $family[2].trait is "Azep">>
<<if $family[0].trait is "Azep">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Azep">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Azep">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,2)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0>>
The irregular soldier you hired, <b>$temp.eventname</b>, was able to hold them off and you all got away safely.
<<elseif $temp.killed is 1>>
<<set _protect to 0>>
<<set $family.fled to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has fled into the countryside and you were left undefended.
<<elseif $temp.killed is 2>>
<<set $family.killed to 1>>
The irregular soldier you hired, <b>$temp.eventname</b>, has defended the caravan and managed to drive the bandits off, though they were mortally wounded and have died from their wounds!
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.50))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water" and Object.keys($player.inventory)[_x]!="soldiers" and Object.keys($player.inventory)[_x]!="greeksailors" and Object.keys($player.inventory)[_x]!="albanian">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman soldier, Osman Agha of Timişoara (Ottoman Romania), described a moment during his captivity when he was ambushed by Hungarian bandits while he was traveling to pay his own ransom. As was common practice, after he was captured by the Austrian army, he was sent back home with a few others to collect the ransom for all the war captives - he succeeded in doing this but on his return to pay the ransom, they were robbed by the bandits and he was then subsequently sold into slavery in the Habsburg Empire:
<br>
<br>
//'Suddenly, a pair of them (the Hungarian bandits) leaped up and grabbed me by the throat, while another one grabbed my hands, tied them behind my back, and threw me into the boat. Then they unmoored the boat and jumped on board, and as the current carried it along the Danube (River), they began to strip me down. They first found the three or four silver-embroidered hankerchiefs that I have brought as gifts and kept in my side bag. They also found a silver coin..., which they took, as well as my documents, which they tore to pieces and threw into the river. Then they found the seventy-three gold coins that I had brought to pay the ransom for myself and my guarantor, sewn into the seam of my trousers, and took those as well. Having stripped me of my money and my clothes, in the end they left me with nothing but a shirt and my underpants...<br><br> They brought their boat ashore at a deserted spot on the opposite side of the river, and made me get out. Then one of them came at me with a sword and forced me down on my knees, ready to kill me. <br><br> By this point I had abandoned all hope, and I silently said the following prayer: 'O Most Exalted God, Creator of Heaven and Earth and Provider of All Things, Your judgement is beyond question. If it is Your will that I, Your faithful servant, must die at such a young age and in such a forsaken place without having fully tasted the joys of life, then I pray that You might forgive my earthly faults through Your grace and nobility, and give me faith in my final hour.' Then I said out loud: 'I bear witness that there is no god but Allah, the one and only, who had not partner! I bear witness that Mohammad is His servant and His messenger!'... <br><br> With a sudden jerk, I pulled myself free of the Hungarian and jumped away. Having freed myself with God's favor, I started running for my life. Behind me the first Hungarian began to chase after me, screaming and howling and brandishing his weapon. The others, who were in the woods to my right, heard the ruckus, and, as I sprinted along the military path towards Sombor, they ran crosswise towards me at great speed, all the while yelling: 'Don't run! You'll never get away!' They chased me across the field just as a pack of hounds would chase a rabbit, firing a few rounds as they ran...'//<br><br> Eventually, Osman Agha escaped the Hungarians while hiding in a stream, but without the ransom money now, he was sold into slavery in the Habsburg Empire when eventually he would escape back to the Ottoman Empire and write the story of his life entitled //'Prisoner of the Infidels'// recently translated by Giancarlo Casale [[here|https://www.ucpress.edu/book/9780520383395/prisoner-of-the-infidels]]
<br>
<br>
</div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Kadi Court and the Martyr</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/martyr.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(6,12)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
While on your way to $temp.destination, you come across a small village where a large commotion is brewing. You move closer to get a sense of what is happening and you hear that the local Ottoman judge (the //Kadı//) is having an argument with an Orthodox Priest. It seems that this priest was trying to convince a recent apostate to stay true to his convictions and become a Christian martyr. While the Ottoman judge, not wanting a scene on his hands, hoped that he could avoid executing the apostate and mend tensions in the community. The judge accused the Othodox priest of convincing this man to say all the things needed to force the hand of the judge, giving him no way to maneuver out of this tricky case of conversion. While the two were arguing though, it seems that the apostate in question slipped out of the town and went on the run. You and your party are enlisted by the judge to search for the man but he is no where to be found and you continue on your way to $temp.destination after _random hours of searching.
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
This historian Tijana Krstić writes about the politics of conversion, apostasy, and neomartyrs (new martyrs) in her work //'Contested Conversion to Islam'// found [[here|https://stanford.universitypressscholarship.com/view/10.11126/stanford/9780804773171.001.0001/upso-9780804773171]]. The following is a short excerpt from her book describing a case of a neomartyr - which presents the case from the perspective of the polemical Orthodox Christian text.
<br>
<br>
'One of the earliest surviving texts of this genre, the martyrology of George the Goldsmith from Kratovo (today in the Republic of Macedonia) who died in Sofia (Bulgaria) in 1515 and whose story was recorded in the late sixteenth century, offers a colorful illustration of an
impresario at work. George, who lost his father while still young, had to leave his studies and dedicate himself to work as a goldsmith. His
mother sent him to Sofia to live with an educated priest, Father Peter. Under Father Peter's auspices George became an exemplary Orthodox Christian. However, his dedication did not go unnoticed, and soon a group of Muslims irritated by his piety plotted to convert him to Islam. <br> Pretending to be friendly, a Muslim initiated conversation with George and invited him to convert to Islam. George, however, far from being mpressed, tried to prove to the Muslim that Islam is a path of destruction and that he should not be inviting anybody to join him on that path. Enraged, the Muslim reported George's words to the local judge (//kadı//), who in turn repeated the invitation to Islam and presented George with the consequences should he refuse. <br><br> Upon the end of the first interrogation and George's stubborn refusal to become a Muslim, he is taken to prison. Meanwhile, Father Peter asks the kadı to be allowed to counsel George, promising to give him advice on what is best for him. After his request is approved, Father Peter visits George in prison and exhorts him to 'rejoice' since he will have a chance to glorify Christ. To this enthusiastic monologue George responds that he is afraid of fire and does not believe he will be able to withstand a painful and humiliating execution, but the priest encourages him not to relent but to be patient in order to be able to //'dance with Christ eternally.'// Throughout the rest of the narrative Father Peter plays the main role in orchestrating George's defense. Interestingly, however, these efforts come across as quite ambiguous, and it is unclear whether Father Peter wants to save George or ensure that George stays adamant in his refusal of Islam...<br><br> As the account nears its end, George the man loses importance in the general anticipation of George the Martyr, whose dead body becomes the point of contestation between the Muslim and Christian actors in the drama. After George dies in a huge pyre, suffering much physical and verbal abuse, Father Peter and a group of Christians plead with the kadı to allow them to bury George in the Christian way. However, the Muslims, well aware that Christians want to bury George as a martyr and establish his remains as holy relics, refuse angrily and add the carcasses of dead animals into the fire so that George's remains would become indistinguishable from the animal ones. But this is where George's holiness becomes apparent, as his body remains whole while the animal carcasses turn into ashes. Impressed by this miracle, the kadı eventually allows Father Peter to bury George's remains.'
<br> <br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "court">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Boar Attack</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/boars.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
While traveling to $temp.destination you sit by the side of the road to make a campfire for lunch next to a large forest. While the smell of food wafts up overhead and into the nearby thick brush, you start to hear some rustling in the undergrowth but you think it must be your imagination. Suddenly, a large wild boar jumps out and pounces on you and your fellow pilgrims. The large boar charges at you before it runs back into the woods! Do you let the boar be and continue with your lunch or do you chase after to hunt the large beast?
<br>
<br>
The image above can be found [[here|https://www.davidmus.dk/en/collections/islamic/materials/miniatures/art/20-1992]]
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Follow the Boar!">>
<<goto "Animal Attack Boar Outcome Yes">>
<</button>>
</span>
<span id="initialDestination">
<<button "Stay where you are.">>
<<goto "Animal Attack Boar Outcome No">>
<</button>>
</span>
</div>
[[|Animal Attack Boar Outcome Yes]]
[[|Animal Attack Boar Outcome No]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Bear Attack</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/boar2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>----------------------------------------------------*/
/*-----Hurt Damage –med amount of health---------*/
/*----------random you and your party members --*/
/*----------------------------------------------------------------*/
<<set _randomtime to random(4,8)>>
<<set $player.time to $player.time+_randomtime>>
<<set _random to random(0,100)>>
<<if _random lte 50>>
<<goto "Mauled Boar">>
<<else>>
<br>
<<set _randomMoney to random(40,80)>>
<<set $player.money to $player.money+_randomMoney>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
You successfully find the boar that attacked you and after fighting with it one more time you successfully kill it and sell its meat to locals for _randomMoney <img @src=_coinimage style="height: 1.5ex;">. A old man in the village tells you that this particular boar has been terrorizing the shepherds that have their herds graze near those woods. They thank you for your help in the matter.
<br>
<br>
The image above can be found [[here|https://www.davidmus.dk/en/collections/islamic/materials/miniatures/art/20-1992]]
<br><br>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Mauled Boar]]
<<endif>><<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Boar</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/boars.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _randomtime to random(1,2)>>
<<set $player.time to $player.time+_randomtime>>
<<set $player.inventory.food.amount = $player.inventory.food.amount+20>>
<<set _randompiety to random(5,10)>>
<<set $player.piety to $player.piety+_randompiety>>
<<if $player.piety > 100 >>
<<set $player.piety to 100>>
<<endif>>
<div style="text-align: center;">
After waiting to eat your lunch, you come across a young Orthodox Christian boy near the edge of the wood. It turns out that he considers that boar to be his friend and has raised it since it was young. He tells you that a wolf was chasing the boar, which might be why it charged you and your party. He thanks you for not killing it and brings you some bread for the road ahead as thanks.
<br>
<br>
The image above can be found [[here|https://www.davidmus.dk/en/collections/islamic/materials/miniatures/art/20-1992]]
<br><br>
</div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "choice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Leisure on the Bosporus</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bosphorus.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<<set _random to random(6,8)>>
<<set $player.time to $player.time+_random>>
<div style="text-align: center;">
As you prepare for your journey ahead, an old friend find you and invites you to enjoy a leisurely outing to one of the many gardens along the shores of the Bosporus strait. You take a small //kayık// (oarboat) up the coast to the base of the old fortress of Rumeli Hisari. You spend the afternoon relaxing with your old friend, telling stories, reading poetry, and listening to the musicians which frequent the garden. All in all, this detour cost you _random hours, but surely rejuvenated your spirit for the road ahead!
<br>
<br>
</div>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Pleasure gardens and public spaces of relaxation grew in popularity in the Ottoman World during the seventeenth and eighteenth centuries. These new spaces changed the urban landscapes of Ottoman cities, as elites moved their residences from the center of the city towards its further reaches along the Bosporus strait. For more on these cultural changes see Shirine Hamadeh's book //The City of Pleasures// found [[here|https://uwapress.uw.edu/book/9780295986678/the-citys-pleasures/]]. <br><br> The following is an account from a seventeenth-century Tıfli story, prose stories named after the famed Ottoman storyteller, a //meddah//, Tıfli Ahmed Çelebi. The story is a fictional story from the seventeenth-century about a pleasure trip up the Bosporus strait by Tıfli and Sultan Murad IV. More from this story can be found in chapter 41 of this [[sourcebook|https://www.ucpress.edu/book/9780520303454/the-ottoman-world]].
<br>
<br>
//'The story goes that once upon a time Sultan Murad- may God have mercy on his soul - had a clever court entertainer by the name of Tıfli Efendi. His majesty Sultan Murad Khan always had a good time with Tıfli, and when the sultan wished to go incognito, Tıfli would come along. One day Sultan Murad said, 'Look here, Tıfli Efendi,...What's a good spot for a pleasure trip today?' Tıfli kissed the ground and said, 'Today is the second day of the holy festival, so it is a good day to take a trip to Tophane.(a short way up the Bosporus near Galata)' 'Let us disguise ourselves and go there,' Sultan Murad commanded. They immediately dressed up as Mevlevi dervishes and assumed new names...<br><br>They left through the palace gate and went straight to the Bağçekapı Gate. There they boarded a boat with two tiers (of rowers). After they had gone out into the sea for a while the boatman asked, 'Where are we going, dervishes?' 'Tophane' Tıfli replied. (The boatmen) rowed rapidly and arrived at the Tophane pier. The men paid for the rise, disembarked, and, after closely observing their surroundings, set out for the promenade. <br><br> Since it was the second day of the holy festival everyone was out and about: customers and vendors, pickpockets and gropers. Everything was allowed during the days of Sultan Murad - there were people riding on swings, Ferris wheels, and carousels; fancy women were strolling around in large groups followed by flirting casanovas, and, notably, crowds of rosy-cheeked young boys were sauntering arm-in-arm, making their poor admirers suffer with yearning. Everyone was enjoying themselves. His majesty Sultan Murad said to Tıfli: 'People are really having a lot of fun here! There are a lot of young boys around; today my heart wishes to ensnare one of them.' Fearing he would get into trouble, Tıfli was terrified...'//
<br>
<br>
You can find the image above by the Dutch painter Vanmour [[here|https://www.rijksmuseum.nl/en/collection/SK-A-2000]]
<br><br> </div>
<br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue">>
<<set $temp.lock to 0>>
<<set $temp.from to "delay">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Gored by a Boar</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/boars.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
/*---------------------------------*/
/*----- Determine Who Gets It -----*/
/*---------------------------------*/
<<set _randomChoice to random(0,3)>>
<<set _randomHit to random(40,60)>>
<<set $temp.healthcharacter to _randomChoice>>
<div align="center">
<div style="text-align: center;">
<<if _randomChoice is 3>>
<<set $player.health to $player.health-_randomHit>>
<<if $player.health > 0>>
You were gored by the boar and have run away bearly holding on to your life in the process! Your wounds have severely hurt you but at least you are still able to walk!
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
[[|Decay Functions]]
<<else>>
Being gored by the boar has led to your tragic death!
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Remember Your Journey">>
<<set $player.death to "Boar Attack">>
<<goto "Player Death Filter">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $family[_randomChoice].health to $family[_randomChoice].health-_randomHit>>
<<if $family[_randomChoice].death is "Alive">>
<<if $family[_randomChoice].health > 0>>
$family[_randomChoice].name has been gored by the boar but they escape with their life after being severely injured.
<br><br>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
<<else>>
$family[_randomChoice].name has been severely injured by the boar and has died as a result of the incident!
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Provide Them a Proper Burial">>
<<set $player.time to $player.time+24>>
<<set $temp.from to "notdecay">>
<<set $family[_randomChoice].death to "a boar attack">>
<<goto "Family Death">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
<<set $temp.from to "mauled">>
<<goto "Decay Functions">>
<<endif>>
<<endif>>
</div>
[[|Player Death Filter]]
[[|Family Death]]<<if $family[0].death is "Alive" and $family[1].death is "Alive" and $family[2].death is "Alive">>
<<goto "Change Party Anatolia">>
<<elseif $family[0].death is not "Alive">>
<<goto "New Party Member Slot 1 Anatolia">>
<<elseif $family[1].death is not "Alive">>
<<goto "New Party Member Slot 2 Anatolia">>
<<elseif $family[2].death is not "Alive">>
<<goto "New Party Member Slot 3 Anatolia">>
<<endif>>
[[|Change Party Anatolia]]
[[|New Party Member Slot 1 Anatolia]]
[[|New Party Member Slot 2 Anatolia]]
[[|New Party Member Slot 3 Anatolia]]<br><br>
Choose one of the following in your traveling party to depart your company to make room for a new traveling companion. <br><br>
/*---------------------------------*/
/*----- Family Slot 0 -------------*/
/*---------------------------------*/
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 1 Anatolia">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 1 -------------*/
/*---------------------------------*/
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 2 Anatolia">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 2 -------------*/
/*---------------------------------*/
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 3 Anatolia">>
<</button>>
</span>
<br><br>
[[|New Party Member Slot 1 Anatolia]]
[[|New Party Member Slot 2 Anatolia]]
[[|New Party Member Slot 3 Anatolia]] <<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Galata" or $cur_passage is "Konya" or $cur_passage is "Bursa" or $cur_passage is "Izmir" or $cur_passage is "Rhodes" or $cur_passage is "Candia" or $cur_passage is "Antalya" or $cur_passage is "Afyonkarahisar" or $cur_passage is "Üsküdar" or $cur_passage is "Adana" or $cur_passage is "Hacıbektaş Shrine">>
<<goto "New Party Member Slot 1 Special Anatolia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Azep">>
<<set $family[0].traitdes to "Poor defense against attacks">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Murid">>
<<set $family[0].traitdes to "+2 TPP level per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Apprentice:</b> The //kahveci// found a local young merchant apprentice willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Anatolian Carpets in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Sinan">>
<br> Passive Trait: +5 akçe per day of travel if you have at least 10 Anatolian Carpets in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Apprentice">>
<<set $family[0].traitdes to "+5 akçe per day of travel if you have at least 10 Anatolian Carpets in your inventory">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Apprentice">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hunter">>
<<set $family[0].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Nomad">>
<<set $family[0].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sekban">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Pir">>
<<set $family[0].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Merchant:</b> The //kahveci// found a wealthy wife of a Tobacco merchant willing to join your party. However, she and her husband will only make profit from their sales as long as you have at least 25 sacks of Tobacco in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gülnuş">>
<br> Passive Trait: +10 akçe per day of travel if you have at least 25 sacks of Tobacco in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Merchant">>
<<set $family[0].traitdes to "+10 akçe per day of travel of travel if you have at least 25 sacks of Tobacco in your inventory">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Kadi">>
<<set $family[0].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Turkman">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Scholar">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Wealthy Merchant:</b> The //kahveci// found a wealthy merchant willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Oruç">>
<br> Passive Trait: +25 akçe per day of travel if you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Wealthy Merchant">>
<<set $family[0].traitdes to "+25 akçe per day of travel if you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Wealthy Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Teacher">>
<<set $family[0].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Widow">>
<<set $family[0].traitdes to "+10 akçe per day">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Apprentice]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Merchant]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Wealthy Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 1 Special Anatolia]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Galata" or $cur_passage is "Konya" or $cur_passage is "Bursa" or $cur_passage is "Izmir" or $cur_passage is "Rhodes" or $cur_passage is "Candia" or $cur_passage is "Antalya" or $cur_passage is "Afyonkarahisar" or $cur_passage is "Üsküdar" or $cur_passage is "Adana" or $cur_passage is "Hacıbektaş Shrine">>
<<goto "New Party Member Slot 2 Special Anatolia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Azep">>
<<set $family[1].traitdes to "Poor defense against attacks">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Murid">>
<<set $family[1].traitdes to "+2 TPP level per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Apprentice:</b> The //kahveci// found a local young merchant apprentice willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Anatolian Carpets in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Sinan">>
<br> Passive Trait: +5 akçe per day of travel if you have at least 10 Anatolian Carpets in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Apprentice">>
<<set $family[1].traitdes to "+5 akçe per day of travel if you have at least 10 Anatolian Carpets in your inventory">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Apprentice">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hunter">>
<<set $family[1].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Nomad">>
<<set $family[1].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sekban">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Pir">>
<<set $family[1].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Merchant:</b> The //kahveci// found a wealthy wife of a Tobacco merchant willing to join your party. However, she and her husband will only make profit from their sales as long as you have at least 25 sacks of Tobacco in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gülnuş">>
<br> Passive Trait: +10 akçe per day of travel if you have at least 25 sacks of Tobacco in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Merchant">>
<<set $family[1].traitdes to "+10 akçe per day of travel of travel if you have at least 25 sacks of Tobacco in your inventory">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Kadi">>
<<set $family[1].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Turkman">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Scholar">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Wealthy Merchant:</b> The //kahveci// found a wealthy merchant willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Oruç">>
<br> Passive Trait: +25 akçe per day of travel if you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Wealthy Merchant">>
<<set $family[1].traitdes to "+25 akçe per day of travel if you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Wealthy Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Teacher">>
<<set $family[1].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Widow">>
<<set $family[1].traitdes to "+10 akçe per day">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Apprentice]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Merchant]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Wealthy Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 2 Special Anatolia]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Galata" or $cur_passage is "Konya" or $cur_passage is "Bursa" or $cur_passage is "Izmir" or $cur_passage is "Rhodes" or $cur_passage is "Candia" or $cur_passage is "Antalya" or $cur_passage is "Afyonkarahisar" or $cur_passage is "Üsküdar" or $cur_passage is "Adana" or $cur_passage is "Hacıbektaş Shrine">>
<<goto "New Party Member Slot 3 Special Anatolia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Azep">>
<<set $family[2].traitdes to "Poor defense against attacks">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Murid">>
<<set $family[2].traitdes to "+2 TPP level per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Apprentice:</b> The //kahveci// found a local young merchant apprentice willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Anatolian Carpets in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Sinan">>
<br> Passive Trait: +5 akçe per day of travel if you have at least 10 Anatolian Carpets in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Apprentice">>
<<set $family[2].traitdes to "+5 akçe per day of travel if you have at least 10 Anatolian Carpets in your inventory">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Apprentice">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hunter">>
<<set $family[2].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Nomad">>
<<set $family[2].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sekban">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Pir">>
<<set $family[2].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Merchant:</b> The //kahveci// found a wealthy wife of a Tobacco merchant willing to join your party. However, she and her husband will only make profit from their sales as long as you have at least 25 sacks of Tobacco in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gülnuş">>
<br> Passive Trait: +10 akçe per day of travel if you have at least 25 sacks of Tobacco in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Merchant">>
<<set $family[2].traitdes to "+10 akçe per day of travel of travel if you have at least 25 sacks of Tobacco in your inventory">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Kadi">>
<<set $family[2].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Turkman">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Scholar">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Wealthy Merchant:</b> The //kahveci// found a wealthy merchant willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Oruç">>
<br> Passive Trait: +25 akçe per day of travel if you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Wealthy Merchant">>
<<set $family[2].traitdes to "+25 akçe per day of travel if you have at least 5 Tears of Chios and 3 Malvasia Wines in your inventory">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Wealthy Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Teacher">>
<<set $family[2].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Widow">>
<<set $family[2].traitdes to "+10 akçe per day">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Apprentice]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Merchant]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Wealthy Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 3 Special Anatolia]]
[[|Decay Functions]]<<if $cur_passage is "Galata" or $cur_passage is "Konya" or $cur_passage is "Bursa" or $cur_passage is "Izmir" or $cur_passage is "Rhodes" or $cur_passage is "Candia" or $cur_passage is "Antalya" or $cur_passage is "Afyonkarahisar" or $cur_passage is "Üsküdar" or $cur_passage is "Adana" or $cur_passage is "Hacıbektaş Shrine">>
<<set _randomfind to random(1,3)>>
<<set $temp.caravanfind to 3>>
<<goto "Party Size Check Anatolia">>
<<else>>
<<if $temp.caravanfind lt 4>>
<<goto "Party Size Check Anatolia">>
<<elseif $temp.caravanfind gte 4>>
The local //kahveci// returns and claims he found no one who wishes to join you at this time. It seems you must continue on your way. You are frustrated but continue on your way.
<br>
<br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
<<endif>>
[[|Decay Functions]]
[[|Party Size Check Anatolia]]Double-click this passage to edit it.Double-click this passage to edit it.<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/niyazimisri.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their presence in your caravan will grant you divine guidence along your sacred journey.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/albaniandeserters.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill as a soldier will help you on the road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sahaf.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their presence in your party will help you focus on your sacred journey ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/thecarpetmerchant.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in trade will be beneficial for all in your party during the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]
/*-----------------------*/
/*--- Anatolia Unique ---*/
/*-----------------------*/<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/hunt.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill with a bow will be beneficial for all in your party during the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<<set $player.wellknowledge to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp_night.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their knowledge of the wells along the way will be beneficial for all in your party during the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/unkind_friends.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in combat will help you and your caravan along the dangerous road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/stranded_traveller2.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their trade connections will help you and your caravan along the long journey ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]
/*-----------------------*/
/*--- Anatolia Unique ---*/
/*-----------------------*/<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/entourage.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their influence will help you and your caravan along the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/turkmen_tribe_ambush.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill will help you defend your caravan along the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/janissarychest.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in combat will help you and your caravan along the dangerous road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary Agha">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Eunuch">>
<<set $family[0].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Water Porter">>
<<set $family[0].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Caravan Leader">>
<<set $family[0].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Levantine">>
<<set $family[0].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Corsair">>
<<set $family[0].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bandit">>
<<set $family[0].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bedouin Guide">>
<<set $family[0].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hodja">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/zakat.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their influence and patronage will help you and your caravan along the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/thehatun.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their guidance will help you and your caravan along the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/swindled.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their knowledge in trade will help you and your caravan along the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]
/*-----------------------*/
/*--- Anatolia Unique ---*/
/*-----------------------*/<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/urfafriend.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their presence in your caravan will grant you divine guidence along your sacred journey.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary Agha">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Eunuch">>
<<set $family[1].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Water Porter">>
<<set $family[1].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Caravan Leader">>
<<set $family[1].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Levantine">>
<<set $family[1].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Corsair">>
<<set $family[1].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bandit">>
<<set $family[1].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bedouin Guide">>
<<set $family[1].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hodja">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary Agha">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Eunuch">>
<<set $family[2].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Water Porter">>
<<set $family[2].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Caravan Leader">>
<<set $family[2].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Levantine">>
<<set $family[2].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Corsair">>
<<set $family[2].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bandit">>
<<set $family[2].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bedouin Guide">>
<<set $family[2].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hodja">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]Double-click this passage to edit it.<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/huda.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in combat will help you and your caravan along the dangerous road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/eunuchmedina.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope they will help you defend your caravan as you travel to the holy cities of Mecca and Medina.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/camelandcat.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their leadership will help you navigate the difficult journey before you!
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/unkind_sailors.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your party as you make your way to Mecca! You hope their connections to other the foreign powers of the Mediterranean will help you as you journey across the sea.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/theyoungayan.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in combat and connections to many bandits along the road will help you and your caravan along journey ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/leak.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their connections to other water porters will help you and your caravan along the difficult road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp_night.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their knowledge of often overlooked wells and connections to many bedouin tribes along the road will help you and your caravan along journey ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/thecorsair.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their experience surviving at sea will be beneficial for all in your party during the long journey ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/an_old_friend.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their wisdom and reputation as a scholar and teacher will bless your journey to the holy cities.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<if $cur_passage is "Aleppo" or $cur_passage is "Aleppo Bab al-Hadid" or $cur_passage is "Aintab" or $cur_passage is "Urfa" or $cur_passage is "Salihiyah" or $cur_passage is "Homs" or $cur_passage is "Balqa" or $cur_passage is "Payas" or $cur_passage is "Khan Shaykhun" or $cur_passage is "Jisr al-Shughur">>
<<set _randomfind to random(1,3)>>
<<set $temp.caravanfind to _randomfind>>
<<goto "Party Size Check Syria">>
<<else>>
<<if $temp.caravanfind lt 4>>
<<goto "Party Size Check Syria">>
<<elseif $temp.caravanfind gte 4>>
The local //kahveci// returns and claims he found no one who wishes to join you at this time. It seems you must continue on your way. You are frustrated but continue on your way.
<br>
<br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
<<endif>>
[[|Decay Functions]]
[[|Party Size Check Syria]]<<if $family[0].death is "Alive" and $family[1].death is "Alive" and $family[2].death is "Alive">>
<<goto "Change Party Syria">>
<<elseif $family[0].death is not "Alive">>
<<goto "New Party Member Slot 1 Syria">>
<<elseif $family[1].death is not "Alive">>
<<goto "New Party Member Slot 2 Syria">>
<<elseif $family[2].death is not "Alive">>
<<goto "New Party Member Slot 3 Syria">>
<<endif>>
[[|Change Party Syria]]
[[|New Party Member Slot 1 Syria]]
[[|New Party Member Slot 2 Syria]]
[[|New Party Member Slot 3 Syria]]<br><br>
Choose one of the following in your traveling party to depart your company to make room for a new traveling companion. <br><br>
/*---------------------------------*/
/*----- Family Slot 0 -------------*/
/*---------------------------------*/
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 1 Syria">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 1 -------------*/
/*---------------------------------*/
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 2 Syria">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 2 -------------*/
/*---------------------------------*/
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 3 Syria">>
<</button>>
</span>
<br><br>
[[|New Party Member Slot 1 Syria]]
[[|New Party Member Slot 2 Syria]]
[[|New Party Member Slot 3 Syria]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Aleppo" or $cur_passage is "Aleppo Bab al-Hadid" or $cur_passage is "Aintab" or $cur_passage is "Urfa" or $cur_passage is "Salihiyah" or $cur_passage is "Homs" or $cur_passage is "Balqa" or $cur_passage is "Payas" or $cur_passage is "Khan Shaykhun" or $cur_passage is "Jisr al-Shughur">>
<<goto "New Party Member Slot 1 Special Syria">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Azep">>
<<set $family[0].traitdes to "Poor defense against attacks">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Murid">>
<<set $family[0].traitdes to "+2 TPP level per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Spice Merchant:</b> The //kahveci// found a local young merchant who specializes in trading spices coming from the Indian Ocean to the Ottoman Empire. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 5 bags of spices in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Ilyaz">>
<br> Passive Trait: +10 akçe per day if you have at least 5 bags of spices in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Spice Merchant">>
<<set $family[0].traitdes to "+10 akçe per day if you have at least 5 bags of spices in your inventory">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Spice Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hunter">>
<<set $family[0].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Nomad">>
<<set $family[0].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sekban">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Pir">>
<<set $family[0].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Dervish">>
<<set $family[0].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Kadi">>
<<set $family[0].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Turkman">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Scholar">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Aleppan Janissary:</b> The //kahveci// found an Aleppan janissary soldier who recently left the service of the Janissary guard in Aleppo. The janissary is willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Ibrahim">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Aleppan Janissary">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Aleppan Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Teacher">>
<<set $family[0].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Widow">>
<<set $family[0].traitdes to "+10 akçe per day">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Spice Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Aleppan Janissary]]
[[|Sufi Scholar]]
[[|New Party Member Slot 1 Special Syria]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Aleppo" or $cur_passage is "Aleppo Bab al-Hadid" or $cur_passage is "Aintab" or $cur_passage is "Urfa" or $cur_passage is "Salihiyah" or $cur_passage is "Homs" or $cur_passage is "Balqa" or $cur_passage is "Payas" or $cur_passage is "Khan Shaykhun" or $cur_passage is "Jisr al-Shughur">>
<<goto "New Party Member Slot 2 Special Syria">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Azep">>
<<set $family[1].traitdes to "Poor defense against attacks">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Murid">>
<<set $family[1].traitdes to "+2 TPP level per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Spice Merchant:</b> The //kahveci// found a local young merchant who specializes in trading spices coming from the Indian Ocean to the Ottoman Empire. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 5 bags of spices in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Ilyaz">>
<br> Passive Trait: +10 akçe per day if you have at least 5 bags of spices in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Spice Merchant">>
<<set $family[1].traitdes to "+10 akçe per day if you have at least 5 bags of spices in your inventory">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Spice Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hunter">>
<<set $family[1].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Nomad">>
<<set $family[1].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sekban">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Pir">>
<<set $family[1].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Dervish">>
<<set $family[1].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Kadi">>
<<set $family[1].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Turkman">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Scholar">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Aleppan Janissary:</b> The //kahveci// found an Aleppan janissary soldier who recently left the service of the Janissary guard in Aleppo. The janissary is willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Ibrahim">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Aleppan Janissary">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Aleppan Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Teacher">>
<<set $family[1].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Widow">>
<<set $family[1].traitdes to "+10 akçe per day">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Spice Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Aleppan Janissary]]
[[|Sufi Scholar]]
[[|New Party Member Slot 2 Special Syria]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Aleppo" or $cur_passage is "Aleppo Bab al-Hadid" or $cur_passage is "Aintab" or $cur_passage is "Urfa" or $cur_passage is "Salihiyah" or $cur_passage is "Homs" or $cur_passage is "Balqa" or $cur_passage is "Payas" or $cur_passage is "Khan Shaykhun" or $cur_passage is "Jisr al-Shughur">>
<<goto "New Party Member Slot 3 Special Syria">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Azep">>
<<set $family[2].traitdes to "Poor defense against attacks">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Murid">>
<<set $family[2].traitdes to "+2 TPP level per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Spice Merchant:</b> The //kahveci// found a local young merchant who specializes in trading spices coming from the Indian Ocean to the Ottoman Empire. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 5 bags of spices in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Ilyaz">>
<br> Passive Trait: +10 akçe per day if you have at least 5 bags of spices in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Spice Merchant">>
<<set $family[2].traitdes to "+10 akçe per day if you have at least 5 bags of spices in your inventory">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Spice Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hunter">>
<<set $family[2].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Nomad">>
<<set $family[2].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sekban">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Pir">>
<<set $family[2].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Dervish">>
<<set $family[2].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Kadi">>
<<set $family[2].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Turkman">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Scholar">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Aleppan Janissary:</b> The //kahveci// found an Aleppan janissary soldier who recently left the service of the Janissary guard in Aleppo. The janissary is willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Ibrahim">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Aleppan Janissary">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Aleppan Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Teacher">>
<<set $family[2].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Widow">>
<<set $family[2].traitdes to "+10 akçe per day">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Spice Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Aleppan Janissary]]
[[|Sufi Scholar]]
[[|New Party Member Slot 3 Special Syria]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary Agha">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Eunuch">>
<<set $family[0].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Water Porter">>
<<set $family[0].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Caravan Leader">>
<<set $family[0].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Levantine">>
<<set $family[0].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Corsair">>
<<set $family[0].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bandit">>
<<set $family[0].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bedouin Guide">>
<<set $family[0].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hodja">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary Agha">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Eunuch">>
<<set $family[1].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Water Porter">>
<<set $family[1].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Caravan Leader">>
<<set $family[1].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Levantine">>
<<set $family[1].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Corsair">>
<<set $family[1].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bandit">>
<<set $family[1].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bedouin Guide">>
<<set $family[1].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hodja">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary Agha">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Eunuch">>
<<set $family[2].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Water Porter">>
<<set $family[2].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Caravan Leader">>
<<set $family[2].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Levantine">>
<<set $family[2].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Corsair">>
<<set $family[2].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bandit">>
<<set $family[2].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bedouin Guide">>
<<set $family[2].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hodja">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/camel_thieves.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in trade will be beneficial for all in your party during the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/wandering_sufi_merchant.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their presence in your caravan will grant you divine guidence along your sacred journey.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/janissarychest.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in combat will help you and your caravan along the dangerous road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<if $cur_passage is "Nablus" or $cur_passage is "Gaza" or $cur_passage is "al-Khalil al-Rahman" or $cur_passage is "Tripoli" or $cur_passage is "Lefkoşa" or $cur_passage is "Khan al-Tujjar" or $cur_passage is "Zizya" or $cur_passage is "Petra">>
<<set _randomfind to random(1,3)>>
<<set $temp.caravanfind to _randomfind>>
<<goto "Party Size Check Palestine">>>
<<else>>
<<if $temp.caravanfind lt 4>>
<<goto "Party Size Check Palestine">>
<<elseif $temp.caravanfind gte 4>>
The local //kahveci// returns and claims he found no one who wishes to join you at this time. It seems you must continue on your way. You are frustrated but continue on your way.
<br>
<br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
<<endif>>
[[|Decay Functions]]
[[|Party Size Check Palestine]]<<if $family[0].death is "Alive" and $family[1].death is "Alive" and $family[2].death is "Alive">>
<<goto "Change Party Palestine">>
<<elseif $family[0].death is not "Alive">>
<<goto "New Party Member Slot 1 Palestine">>
<<elseif $family[1].death is not "Alive">>
<<goto "New Party Member Slot 2 Palestine">>
<<elseif $family[2].death is not "Alive">>
<<goto "New Party Member Slot 3 Palestine">>
<<endif>>
[[|Change Party Palestine]]
[[|New Party Member Slot 1 Palestine]]
[[|New Party Member Slot 2 Palestine]]
[[|New Party Member Slot 3 Palestine]]<br><br>
Choose one of the following in your traveling party to depart your company to make room for a new traveling companion. <br><br>
/*---------------------------------*/
/*----- Family Slot 0 -------------*/
/*---------------------------------*/
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 1 Palestine">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 1 -------------*/
/*---------------------------------*/
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 2 Palestine">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 2 -------------*/
/*---------------------------------*/
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 3 Palestine">>
<</button>>
</span>
<br><br>
[[|New Party Member Slot 1 Palestine]]
[[|New Party Member Slot 2 Palestine]]
[[|New Party Member Slot 3 Palestine]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Nablus" or $cur_passage is "Gaza" or $cur_passage is "al-Khalil al-Rahman" or $cur_passage is "Tripoli" or $cur_passage is "Lefkoşa" or $cur_passage is "Khan al-Tujjar" or $cur_passage is "Zizya" or $cur_passage is "Petra">>
<<goto "New Party Member Slot 1 Special Palestine">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Azep">>
<<set $family[0].traitdes to "Poor defense against attacks">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Murid">>
<<set $family[0].traitdes to "+2 TPP level per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Pilgrim Merchant:</b> The //kahveci// found a local young merchant who specializes in trading religious items such as Misbaha Prayer Beads near pilgrimage sites. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Misbaha Prayer Beads in your inventory. If you do not visit enough sacred sites they may leave your caravan. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Idris">>
<br> Passive Trait: +10 akçe per day if you have at least 10 Misbaha Prayer Beads in your inventory, if your TPP is less than 30% they will depart your company
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Pilgrim Merchant">>
<<set $family[0].traitdes to "+10 akçe per day if you have at least 10 Misbaha Prayer Beads in your inventory, if your TPP is less than 30% they will depart your company">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Pilgrim Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hunter">>
<<set $family[0].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Nomad">>
<<set $family[0].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sekban">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Pir">>
<<set $family[0].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Dervish">>
<<set $family[0].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Palestinian Musician:</b> The //kahveci// found a traveling musician who is willing to join your party, though their relaxing music, while filling you with a sense of ease, will add an hour per day to your travel times between locations. However, you need to have a musical instrument with you in order for them to have accompying music to sing along with. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aisha">>
<br> Passive Trait: +1 hour per day of travel, if you have a Musical instrument in your inventory your health is restored every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Palestinian Musician">>
<<set $family[0].traitdes to "+1 hour per day of travel, if you have a Musical instrument in your inventory your health is restored every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Palestinian Musician">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Turkman">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Scholar">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Lebanese Merchant:</b> The //kahveci// found a the wife of wealthy Lebanese merchant willing to join your party, they seem to run the business for their husband. However, the merchant will only make profit from their sales as long as you have at least 10 vases of Sarafand Blown Glass in your inventory. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Maryam">>
<br> Passive Trait: +30 akçe per day of travel if you have at least 10 vases of Sarafand Blown Glass in your inventory, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Lebanese Merchant">>
<<set $family[0].traitdes to "+30 akçe per day of travel if you have at least 10 vases of Sarafand Blown Glass in your inventory, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Lebanese Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Teacher">>
<<set $family[0].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Widow">>
<<set $family[0].traitdes to "+10 akçe per day">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Pilgrim Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Palestinian Musician]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Lebanese Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 1 Special Palestine]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Nablus" or $cur_passage is "Gaza" or $cur_passage is "al-Khalil al-Rahman" or $cur_passage is "Tripoli" or $cur_passage is "Lefkoşa" or $cur_passage is "Khan al-Tujjar" or $cur_passage is "Zizya" or $cur_passage is "Petra">>
<<goto "New Party Member Slot 2 Special Palestine">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Azep">>
<<set $family[1].traitdes to "Poor defense against attacks">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Murid">>
<<set $family[1].traitdes to "+2 TPP level per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Pilgrim Merchant:</b> The //kahveci// found a local young merchant who specializes in trading religious items such as Misbaha Prayer Beads near pilgrimage sites. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Misbaha Prayer Beads in your inventory. If you do not visit enough sacred sites they may leave your caravan. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Idris">>
<br> Passive Trait: +10 akçe per day if you have at least 10 Misbaha Prayer Beads in your inventory, if your TPP is less than 30% they will depart your company
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Pilgrim Merchant">>
<<set $family[1].traitdes to "+10 akçe per day if you have at least 10 Misbaha Prayer Beads in your inventory, if your TPP is less than 30% they will depart your company">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Pilgrim Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hunter">>
<<set $family[1].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Nomad">>
<<set $family[1].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sekban">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Pir">>
<<set $family[1].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Dervish">>
<<set $family[1].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Palestinian Musician:</b> The //kahveci// found a traveling musician who is willing to join your party, though their relaxing music, while filling you with a sense of ease, will add an hour per day to your travel times between locations. However, you need to have a musical instrument with you in order for them to have accompying music to sing along with. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aisha">>
<br> Passive Trait: +1 hour per day of travel, if you have a Musical instrument in your inventory your health is restored every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Palestinian Musician">>
<<set $family[1].traitdes to "+1 hour per day of travel, if you have a Musical instrument in your inventory your health is restored every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Palestinian Musician">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Turkman">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Scholar">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Lebanese Merchant:</b> The //kahveci// found a the wife of wealthy Lebanese merchant willing to join your party, they seem to run the business for their husband. However, the merchant will only make profit from their sales as long as you have at least 10 vases of Sarafand Blown Glass in your inventory. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Maryam">>
<br> Passive Trait: +30 akçe per day of travel if you have at least 10 vases of Sarafand Blown Glass in your inventory, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Lebanese Merchant">>
<<set $family[1].traitdes to "+30 akçe per day of travel if you have at least 10 vases of Sarafand Blown Glass in your inventory, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Lebanese Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Teacher">>
<<set $family[1].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Widow">>
<<set $family[1].traitdes to "+10 akçe per day">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Pilgrim Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Palestinian Musician]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Lebanese Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 2 Special Palestine]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Nablus" or $cur_passage is "Gaza" or $cur_passage is "al-Khalil al-Rahman" or $cur_passage is "Tripoli" or $cur_passage is "Lefkoşa" or $cur_passage is "Khan al-Tujjar" or $cur_passage is "Zizya" or $cur_passage is "Petra">>
<<goto "New Party Member Slot 3 Special Palestine">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Azep">>
<<set $family[2].traitdes to "Poor defense against attacks">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Murid">>
<<set $family[2].traitdes to "+2 TPP level per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Pilgrim Merchant:</b> The //kahveci// found a local young merchant who specializes in trading religious items such as Misbaha Prayer Beads near pilgrimage sites. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Misbaha Prayer Beads in your inventory. If you do not visit enough sacred sites they may leave your caravan. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Idris">>
<br> Passive Trait: +10 akçe per day if you have at least 10 Misbaha Prayer Beads in your inventory, if your TPP is less than 30% they will depart your company
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Pilgrim Merchant">>
<<set $family[2].traitdes to "+10 akçe per day if you have at least 10 Misbaha Prayer Beads in your inventory, if your TPP is less than 30% they will depart your company">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Pilgrim Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hunter">>
<<set $family[2].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Nomad">>
<<set $family[2].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sekban">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Pir">>
<<set $family[2].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Dervish">>
<<set $family[2].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Palestinian Musician:</b> The //kahveci// found a traveling musician who is willing to join your party, though their relaxing music, while filling you with a sense of ease, will add an hour per day to your travel times between locations. However, you need to have a musical instrument with you in order for them to have accompying music to sing along with. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aisha">>
<br> Passive Trait: +1 hour per day of travel, if you have a Musical instrument in your inventory your health is restored every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Palestinian Musician">>
<<set $family[2].traitdes to "+1 hour per day of travel, if you have a Musical instrument in your inventory your health is restored every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Palestinian Musician">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Turkman">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Scholar">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Lebanese Merchant:</b> The //kahveci// found a the wife of wealthy Lebanese merchant willing to join your party, they seem to run the business for their husband. However, the merchant will only make profit from their sales as long as you have at least 10 vases of Sarafand Blown Glass in your inventory. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Maryam">>
<br> Passive Trait: +30 akçe per day of travel if you have at least 10 vases of Sarafand Blown Glass in your inventory, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Lebanese Merchant">>
<<set $family[2].traitdes to "+30 akçe per day of travel if you have at least 10 vases of Sarafand Blown Glass in your inventory, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Lebanese Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Teacher">>
<<set $family[2].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Widow">>
<<set $family[2].traitdes to "+10 akçe per day">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Pilgrim Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Palestinian Musician]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Lebanese Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 3 Special Palestine]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary Agha">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Eunuch">>
<<set $family[0].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Water Porter">>
<<set $family[0].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Caravan Leader">>
<<set $family[0].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Levantine">>
<<set $family[0].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Corsair">>
<<set $family[0].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bandit">>
<<set $family[0].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bedouin Guide">>
<<set $family[0].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hodja">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/moment_of_inspiration_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in trade and sacred guidance will be beneficial for all in your party during the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sekbanevent.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their presence in your caravan will be restorative for you during the difficult road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/weddingevent.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their knowledge in trade will help you and your caravan along the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary Agha">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Eunuch">>
<<set $family[1].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Water Porter">>
<<set $family[1].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Caravan Leader">>
<<set $family[1].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Levantine">>
<<set $family[1].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Corsair">>
<<set $family[1].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bandit">>
<<set $family[1].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bedouin Guide">>
<<set $family[1].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hodja">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary Agha">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Eunuch">>
<<set $family[2].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Water Porter">>
<<set $family[2].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Caravan Leader">>
<<set $family[2].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Levantine">>
<<set $family[2].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Corsair">>
<<set $family[2].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bandit">>
<<set $family[2].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bedouin Guide">>
<<set $family[2].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hodja">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<if $cur_passage is "Martyrs of Uhud Cemetery" or $cur_passage is "Tabuk (day)" or $cur_passage is "Tabuk (night)" or $cur_passage is "al-Ula (day)" or $cur_passage is "al-Ula (night)" or $cur_passage is "Baqiʿ al-Gharqad" or $cur_passage is "Jeddah" or $cur_passage is "Medina">>
<<set _randomfind to random(1,3)>>
<<set $temp.caravanfind to _randomfind>>
<<goto "Party Size Check Arabia">>>
<<else>>
<<if $temp.caravanfind lt 4>>
<<goto "Party Size Check Arabia">>
<<elseif $temp.caravanfind gte 4>>
The local //kahveci// returns and claims he found no one who wishes to join you at this time. It seems you must continue on your way. You are frustrated but continue on your way.
<br>
<br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
<<endif>>
[[|Decay Functions]]
[[|Party Size Check Arabia]]<<if $family[0].death is "Alive" and $family[1].death is "Alive" and $family[2].death is "Alive">>
<<goto "Change Party Arabia">>
<<elseif $family[0].death is not "Alive">>
<<goto "New Party Member Slot 1 Arabia">>
<<elseif $family[1].death is not "Alive">>
<<goto "New Party Member Slot 2 Arabia">>
<<elseif $family[2].death is not "Alive">>
<<goto "New Party Member Slot 3 Arabia">>
<<endif>>
[[|Change Party Arabia]]
[[|New Party Member Slot 1 Arabia]]
[[|New Party Member Slot 2 Arabia]]
[[|New Party Member Slot 3 Arabia]]
<br><br>
Choose one of the following in your traveling party to depart your company to make room for a new traveling companion. <br><br>
/*---------------------------------*/
/*----- Family Slot 0 -------------*/
/*---------------------------------*/
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 1 Arabia">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 1 -------------*/
/*---------------------------------*/
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 2 Arabia">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 2 -------------*/
/*---------------------------------*/
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 3 Arabia">>
<</button>>
</span>
<br><br>
[[|New Party Member Slot 1 Arabia]]
[[|New Party Member Slot 2 Arabia]]
[[|New Party Member Slot 3 Arabia]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Martyrs of Uhud Cemetery" or $cur_passage is "Tabuk (day)" or $cur_passage is "Tabuk (night)" or $cur_passage is "al-Ula (day)" or $cur_passage is "al-Ula (night)" or $cur_passage is "Baqiʿ al-Gharqad" or $cur_passage is "Jeddah" or $cur_passage is "Medina">>
<<goto "New Party Member Slot 1 Special Arabia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Azep">>
<<set $family[0].traitdes to "Poor defense against attacks">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Murid">>
<<set $family[0].traitdes to "+2 TPP level per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Hijazi Merchant:</b> The //kahveci// found a local young merchant who specializes in trading along the trade routes of the Hijaz. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Fine Mohair Cloaks in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Zeyd">>
<br> Passive Trait: +15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hijazi Merchant">>
<<set $family[0].traitdes to "+15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hijazi Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hunter">>
<<set $family[0].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Nomad">>
<<set $family[0].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sekban">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Pir">>
<<set $family[0].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Dervish">>
<<set $family[0].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Coffee Merchant:</b> The //kahveci// found a coffee merchant who is willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 25 sacks of Coffee in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Khalil">>
<br> Passive Trait: +100 akçe per day if you have at least 25 sacks of Coffee in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Coffee Merchant">>
<<set $family[0].traitdes to "+100 akçe per day if you have at least 25 sacks of Coffee in your inventory">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Coffee Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Turkman">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Scholar">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Mughal Merchant:</b> The //kahveci// found a Mughal merchant willing to join your party. However, the merchant requests that you help them bring at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger to Mecca in your inventory. They stand to make a great profit from the sale of these goods to one of their clients in Surat in India. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Farzan">>
<br> Passive Trait: -2 water per day of travel, +75 to your final score if you have at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory when you arrive in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Mughal Merchant">>
<<set $family[0].traitdes to "-2 water per day of travel, +75 to your final score if you have at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory when you arrive in Mecca">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Mughal Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Teacher">>
<<set $family[0].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Widow">>
<<set $family[0].traitdes to "+10 akçe per day">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Hijazi Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Coffee Merchant]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Mughal Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 1 Special Arabia]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Martyrs of Uhud Cemetery" or $cur_passage is "Tabuk (day)" or $cur_passage is "Tabuk (night)" or $cur_passage is "al-Ula (day)" or $cur_passage is "al-Ula (night)" or $cur_passage is "Baqiʿ al-Gharqad" or $cur_passage is "Jeddah" or $cur_passage is "Medina">>
<<goto "New Party Member Slot 2 Special Arabia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Azep">>
<<set $family[1].traitdes to "Poor defense against attacks">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Murid">>
<<set $family[1].traitdes to "+2 TPP level per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Hijazi Merchant:</b> The //kahveci// found a local young merchant who specializes in trading along the trade routes of the Hijaz. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Fine Mohair Cloaks in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Zeyd">>
<br> Passive Trait: +15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hijazi Merchant">>
<<set $family[1].traitdes to "+15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hijazi Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hunter">>
<<set $family[1].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Nomad">>
<<set $family[1].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sekban">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Pir">>
<<set $family[1].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Dervish">>
<<set $family[1].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Coffee Merchant:</b> The //kahveci// found a coffee merchant who is willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 25 sacks of Coffee in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Khalil">>
<br> Passive Trait: +100 akçe per day if you have at least 25 sacks of Coffee in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Coffee Merchant">>
<<set $family[1].traitdes to "+100 akçe per day if you have at least 25 sacks of Coffee in your inventory">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Coffee Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Turkman">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Scholar">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Mughal Merchant:</b> The //kahveci// found a Mughal merchant willing to join your party. However, the merchant requests that you help them bring at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger to Mecca in your inventory. They stand to make a great profit from the sale of these goods to one of their clients in Surat in India. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Farzan">>
<br> Passive Trait: -2 water per day of travel, +75 to your final score if you have at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory when you arrive in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Mughal Merchant">>
<<set $family[1].traitdes to "-2 water per day of travel, +75 to your final score if you have at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory when you arrive in Mecca">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Mughal Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Teacher">>
<<set $family[1].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Widow">>
<<set $family[1].traitdes to "+10 akçe per day">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Hijazi Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Coffee Merchant]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Mughal Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 2 Special Arabia]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Martyrs of Uhud Cemetery" or $cur_passage is "Tabuk (day)" or $cur_passage is "Tabuk (night)" or $cur_passage is "al-Ula (day)" or $cur_passage is "al-Ula (night)" or $cur_passage is "Baqiʿ al-Gharqad" or $cur_passage is "Jeddah" or $cur_passage is "Medina">>
<<goto "New Party Member Slot 3 Special Arabia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Azep">>
<<set $family[2].traitdes to "Poor defense against attacks">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Murid">>
<<set $family[2].traitdes to "+2 TPP level per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Hijazi Merchant:</b> The //kahveci// found a local young merchant who specializes in trading along the trade routes of the Hijaz. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 Fine Mohair Cloaks in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Zeyd">>
<br> Passive Trait: +15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hijazi Merchant">>
<<set $family[2].traitdes to "+15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hijazi Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hunter">>
<<set $family[2].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Nomad">>
<<set $family[2].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sekban">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Pir">>
<<set $family[2].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Dervish:</b> The //kahveci// found a local dervish with experience in healing willing to join your party. However, they will require a donation from you every five days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hamza">>
<br> Passive Trait: -2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Dervish">>
<<set $family[2].traitdes to "-2 Food and -2 Water per day of travel, +2 TPP level per day, heals your full traveling party every 5 days, requires payment every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Dervish">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Coffee Merchant:</b> The //kahveci// found a coffee merchant who is willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 25 sacks of Coffee in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Khalil">>
<br> Passive Trait: +100 akçe per day if you have at least 25 sacks of Coffee in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Coffee Merchant">>
<<set $family[2].traitdes to "+100 akçe per day if you have at least 25 sacks of Coffee in your inventory">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Coffee Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Turkman">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Scholar">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Mughal Merchant:</b> The //kahveci// found a Mughal merchant willing to join your party. However, the merchant requests that you help them bring at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger to Mecca in your inventory. They stand to make a great profit from the sale of these goods to one of their clients in Surat in India. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Farzan">>
<br> Passive Trait: -2 water per day of travel, +75 to your final score if you have at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory when you arrive in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Mughal Merchant">>
<<set $family[2].traitdes to "-2 water per day of travel, +75 to your final score if you have at least 1 Turkmen carpet, 1 Meerschaum Pipe, 5 sacks of coffee, and 1 Mother of Pearl Inlaid Dagger in your inventory when you arrive in Mecca">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Mughal Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Teacher">>
<<set $family[2].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Widow">>
<<set $family[2].traitdes to "+10 akçe per day">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Hijazi Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Dervish]]
[[|Coffee Merchant]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Mughal Merchant]]
[[|Sufi Scholar]]
[[|New Party Member Slot 3 Special Arabia]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary Agha">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Eunuch">>
<<set $family[0].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Water Porter">>
<<set $family[0].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Caravan Leader">>
<<set $family[0].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Levantine">>
<<set $family[0].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Corsair">>
<<set $family[0].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bandit">>
<<set $family[0].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bedouin Guide">>
<<set $family[0].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hodja">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/camel_thieves.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in trade and sacred guidance will be beneficial for all in your party during the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/thebey.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their trade connections will help you and your caravan along the long journey ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]
/*-----------------------*/
/*--- Anatolia Unique ---*/
/*-----------------------*/<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sea_creature_delay.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their knowledge in trade will help you and your caravan along the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]
/*-----------------------*/
/*--- Anatolia Unique ---*/
/*-----------------------*/<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary Agha">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Eunuch">>
<<set $family[1].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Water Porter">>
<<set $family[1].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Caravan Leader">>
<<set $family[1].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Levantine">>
<<set $family[1].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Corsair">>
<<set $family[1].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bandit">>
<<set $family[1].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bedouin Guide">>
<<set $family[1].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hodja">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary Agha">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Eunuch">>
<<set $family[2].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Water Porter">>
<<set $family[2].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Caravan Leader">>
<<set $family[2].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Levantine">>
<<set $family[2].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Corsair">>
<<set $family[2].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bandit">>
<<set $family[2].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bedouin Guide">>
<<set $family[2].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hodja">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<if $cur_passage is "Belgrade" or $cur_passage is "Salonika" or $cur_passage is "Edirne" or $cur_passage is "Sofya" or $cur_passage is "Yeni Pazar" or $cur_passage is "Eyüp" or $cur_passage is "Galata" or $cur_passage is "Filibe" or $cur_passage is "Niş" or $cur_passage is "Mostar" or $cur_passage is "Dobro-Venedik" or $cur_passage is "Plain of Kosovo" or $cur_passage is "Avlonya" or $cur_passage is "Anavarin Castle" or $cur_passage is "Ohrid">>
<<set _randomfind to random(1,3)>>
<<set $temp.caravanfind to _randomfind>>
<<goto "Party Size Check Rumelia">>>
<<else>>
<<if $temp.caravanfind lt 4>>
<<goto "Party Size Check Rumelia">>
<<elseif $temp.caravanfind gte 4>>
The local //kahveci// returns and claims he found no one who wishes to join you at this time. It seems you must continue on your way. You are frustrated but continue on your way.
<br>
<br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
<<endif>>
[[|Decay Functions]]
[[|Party Size Check Rumelia]]
<<if $family[0].death is "Alive" and $family[1].death is "Alive" and $family[2].death is "Alive">>
<<goto "Change Party Rumelia">>
<<elseif $family[0].death is not "Alive">>
<<goto "New Party Member Slot 1 Rumelia">>
<<elseif $family[1].death is not "Alive">>
<<goto "New Party Member Slot 2 Rumelia">>
<<elseif $family[2].death is not "Alive">>
<<goto "New Party Member Slot 3 Rumelia">>
<<endif>>
[[|Change Party Rumelia]]
[[|New Party Member Slot 1 Rumelia]]
[[|New Party Member Slot 2 Rumelia]]
[[|New Party Member Slot 3 Rumelia]]
<br><br>
Choose one of the following in your traveling party to depart your company to make room for a new traveling companion. <br><br>
/*---------------------------------*/
/*----- Family Slot 0 -------------*/
/*---------------------------------*/
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 1 Rumelia">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 1 -------------*/
/*---------------------------------*/
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 2 Rumelia">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 2 -------------*/
/*---------------------------------*/
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "New Party Member Slot 3 Rumelia">>
<</button>>
</span>
<br><br>
[[|New Party Member Slot 1 Rumelia]]
[[|New Party Member Slot 2 Rumelia]]
[[|New Party Member Slot 3 Rumelia]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Belgrade" or $cur_passage is "Salonika" or $cur_passage is "Edirne" or $cur_passage is "Sofya" or $cur_passage is "Yeni Pazar" or $cur_passage is "Eyüp" or $cur_passage is "Galata" or $cur_passage is "Filibe" or $cur_passage is "Niş" or $cur_passage is "Mostar" or $cur_passage is "Dobro-Venedik" or $cur_passage is "Plain of Kosovo" or $cur_passage is "Avlonya" or $cur_passage is "Anavarin Castle" or $cur_passage is "Ohrid">>
<<goto "New Party Member Slot 1 Special Rumelia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Azep">>
<<set $family[0].traitdes to "Poor defense against attacks">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Murid">>
<<set $family[0].traitdes to "+2 TPP level per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Bosnian Merchant:</b> The //kahveci// found a local young merchant who specializes in trading fabrics in across Rumelia. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 spools of Brocade Fabric in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Zoran">>
<br> Passive Trait: +15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bosnian Merchant">>
<<set $family[0].traitdes to "+5 akçe per day if you have at least 10 spools of Brocade Fabric in your inventory">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bosnian Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hunter">>
<<set $family[0].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Nomad">>
<<set $family[0].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sekban">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Pir">>
<<set $family[0].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Albanian Musician:</b> The //kahveci// found a traveling musician who is willing to join your party, and they will help put you at ease during your travels. However, you need to have a musical instrument with you in order for them to have accompying music to sing along with. They may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Altin">>
<br> Passive Trait: If you have a Musical instrument in your inventory your health is restored every 5 days, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Albanian Musician">>
<<set $family[0].traitdes to "If you have a Musical instrument in your inventory your health is restored every 5 days, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Albanian Musician">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Kadi">>
<<set $family[0].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Turkman">>
<<set $family[0].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Sufi Scholar">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Albanian Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Patrona">>
<br> Passive Trait: Superior defense against all attacks at sea, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Albanian Sailor">>
<<set $family[0].traitdes to "Superior defense against all attacks at sea, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Albanian Sailor">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Teacher">>
<<set $family[0].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Widow">>
<<set $family[0].traitdes to "+10 akçe per day">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Bosnian Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Albanian Musician]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Albanian Sailor]]
[[|Sufi Scholar]]
[[|New Party Member Slot 1 Special Rumelia]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Belgrade" or $cur_passage is "Salonika" or $cur_passage is "Edirne" or $cur_passage is "Sofya" or $cur_passage is "Yeni Pazar" or $cur_passage is "Eyüp" or $cur_passage is "Galata" or $cur_passage is "Filibe" or $cur_passage is "Niş" or $cur_passage is "Mostar" or $cur_passage is "Dobro-Venedik" or $cur_passage is "Plain of Kosovo" or $cur_passage is "Avlonya" or $cur_passage is "Anavarin Castle" or $cur_passage is "Ohrid">>
<<goto "New Party Member Slot 2 Special Rumelia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Azep">>
<<set $family[1].traitdes to "Poor defense against attacks">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Murid">>
<<set $family[1].traitdes to "+2 TPP level per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Bosnian Merchant:</b> The //kahveci// found a local young merchant who specializes in trading fabrics in across Rumelia. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 spools of Brocade Fabric in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Zoran">>
<br> Passive Trait: +15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bosnian Merchant">>
<<set $family[1].traitdes to "+5 akçe per day if you have at least 10 spools of Brocade Fabric in your inventory">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bosnian Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hunter">>
<<set $family[1].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Nomad">>
<<set $family[1].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sekban">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Pir">>
<<set $family[1].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Albanian Musician:</b> The //kahveci// found a traveling musician who is willing to join your party, and they will help put you at ease during your travels. However, you need to have a musical instrument with you in order for them to have accompying music to sing along with. They may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Altin">>
<br> Passive Trait: If you have a Musical instrument in your inventory your health is restored every 5 days, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Albanian Musician">>
<<set $family[1].traitdes to "If you have a Musical instrument in your inventory your health is restored every 5 days, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Albanian Musician">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Kadi">>
<<set $family[1].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Turkman">>
<<set $family[1].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Sufi Scholar">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Albanian Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Patrona">>
<br> Passive Trait: Superior defense against all attacks at sea, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Albanian Sailor">>
<<set $family[1].traitdes to "Superior defense against all attacks at sea, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Albanian Sailor">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Teacher">>
<<set $family[1].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Widow">>
<<set $family[1].traitdes to "+10 akçe per day">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Bosnian Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Albanian Musician]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Albanian Sailor]]
[[|Sufi Scholar]]
[[|New Party Member Slot 2 Special Rumelia]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<<if $cur_passage is "Belgrade" or $cur_passage is "Salonika" or $cur_passage is "Edirne" or $cur_passage is "Sofya" or $cur_passage is "Yeni Pazar" or $cur_passage is "Eyüp" or $cur_passage is "Galata" or $cur_passage is "Filibe" or $cur_passage is "Niş" or $cur_passage is "Mostar" or $cur_passage is "Dobro-Venedik" or $cur_passage is "Plain of Kosovo" or $cur_passage is "Avlonya" or $cur_passage is "Anavarin Castle" or $cur_passage is "Ohrid">>
<<goto "New Party Member Slot 3 Special Rumelia">>
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,5)>>
<<set _randomFindPerson2 to random(1,5)>>
<<set _randomFindPerson3 to random(1,5)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Azep:</b> The //kahveci// found a local young soldier willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Hasan">>
<br> Passive Trait: Poor defense against attacks though effective
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Azep">>
<<set $family[2].traitdes to "Poor defense against attacks">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Azep">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Murid:</b> The //kahveci// found a local young sufi willing to join your party, if you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yahya">>
<br> Passive Trait: +2 TPP level per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Murid">>
<<set $family[2].traitdes to "+2 TPP level per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Murid">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Bosnian Merchant:</b> The //kahveci// found a local young merchant who specializes in trading fabrics in across Rumelia. They are willing to join your party. However, the merchant will only make profit from their sales as long as you have at least 10 spools of Brocade Fabric in your inventory. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Zoran">>
<br> Passive Trait: +15 akçe per day if you have at least 10 Fine Mohair Cloaks in your inventory
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bosnian Merchant">>
<<set $family[2].traitdes to "+5 akçe per day if you have at least 10 spools of Brocade Fabric in your inventory">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bosnian Merchant">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 4>>
<b>The Hunter:</b> The //kahveci// found a local hunter willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Murad">>
<br> Passive Trait: +5 Food per day of travel - requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hunter">>
<<set $family[2].traitdes to "+5 Food per day of travel - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hunter">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 5>>
<b>The Nomad:</b> The //kahveci// found a local Turkman shepard's daughter willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Lale">>
<br> Passive Trait: Gives you immediate knowledge of water quality at wells, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Nomad">>
<<set $family[2].traitdes to "Gives you immediate knowledge of water quality at wells, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Nomad">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Sekban:</b> The //kahveci// found an experienced local mercenary willing to join your party, though they may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Deli Mustafa">>
<br> Passive Trait: Poor defense against attacks though effective, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sekban">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sekban">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Sufi Pir:</b> The //kahveci// found an old sufi pir (spiritual guide) willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Gül Baba">>
<br> Passive Trait: +5 TPP level per day of travel, requires payment every 10 days for their expenditures
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Pir">>
<<set $family[2].traitdes to "+5 TPP level per day of travel, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Pir">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Albanian Musician:</b> The //kahveci// found a traveling musician who is willing to join your party, and they will help put you at ease during your travels. However, you need to have a musical instrument with you in order for them to have accompying music to sing along with. They may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Altin">>
<br> Passive Trait: If you have a Musical instrument in your inventory your health is restored every 5 days, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Albanian Musician">>
<<set $family[2].traitdes to "If you have a Musical instrument in your inventory your health is restored every 5 days, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Albanian Musician">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 4>>
<b>The Kadi:</b> The //kahveci// found a traveling Kadi (judge) willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Hüsameddin Efendi">>
<br> Passive Trait: -1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Kadi">>
<<set $family[2].traitdes to "-1 Food and -2 Water per day of travel - protection from corruption - requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Kadi">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 5>>
<b>The Turkman:</b> The //kahveci// found a local Turkman archer willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Aslan">>
<br> Passive Trait: Average defense against attacks, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Turkman">>
<<set $family[2].traitdes to "Average defense against attacks, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Turkman">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Janissary:</b> The //kahveci// found an janissary soldier willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Sufi Scholar:</b> The //kahveci// found a sufi scholar who is providing lessons from town to town and is willing to join your party, though they may require some persuasion to travel with you for more than 12 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Abd al-Ghani">>
<br> Passive Trait: +5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Sufi Scholar">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +10 akçe per day of travel if you have at least 1 manuscript in your inventory, requires payment every 12 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Sufi Scholar">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 3>>
<b>The Albanian Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Patrona">>
<br> Passive Trait: Superior defense against all attacks at sea, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Albanian Sailor">>
<<set $family[2].traitdes to "Superior defense against all attacks at sea, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Albanian Sailor">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 4>>
<b>The Teacher:</b> The //kahveci// found a female teacher willing join your party, though they may require some persuasion to travel with you for more than 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Haciye Sabah">>
<br> Passive Trait: -1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Teacher">>
<<set $family[2].traitdes to "-1 Food and -1 Water per day of travel - Protects you from several delay events - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Teacher">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 5>>
<b>The Wealthy Widow:</b> The //kahveci// found a wealthy widow willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Emine Hatun">>
<br> Passive Trait: +10 akçe per day
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Widow">>
<<set $family[2].traitdes to "+10 akçe per day">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Widow">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
<<endif>>
[[|Azep]]
[[|Murid]]
[[|Bosnian Merchant]]
[[|Hunter]]
[[|Nomad]]
[[|Sekban]]
[[|Sufi Pir]]
[[|Albanian Musician]]
[[|Kadi]]
[[|Turkman]]
[[|Janissary]]
[[|Widow]]
[[|Teacher]]
[[|Albanian Sailor]]
[[|Sufi Scholar]]
[[|New Party Member Slot 3 Special Rumelia]]
[[|Decay Functions]]
<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary Agha">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Eunuch">>
<<set $family[0].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Water Porter">>
<<set $family[0].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Caravan Leader">>
<<set $family[0].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Levantine">>
<<set $family[0].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Corsair">>
<<set $family[0].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bandit">>
<<set $family[0].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Bedouin Guide">>
<<set $family[0].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hodja">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sephardic_merchant.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their skill in trade will be beneficial for all in your party during the long road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/sekbanevent.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your caravan as you make your way to Mecca! You hope their presence in your caravan will be restorative for you during the difficult road ahead.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set $player.switch to $player.switch+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>A Warm Welcome</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/albaniandeserters.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br>
<div align="center">
You welcome <b>$temp.newname</b> to your party as you make your way to Mecca! You hope their skills at sea will help you as you journey across the Mediterranean.
</div>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary Agha">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Eunuch">>
<<set $family[1].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Water Porter">>
<<set $family[1].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Caravan Leader">>
<<set $family[1].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Levantine">>
<<set $family[1].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Corsair">>
<<set $family[1].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bandit">>
<<set $family[1].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Bedouin Guide">>
<<set $family[1].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hodja">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set _randomFindNumber to random(1,3)>>
<<set _randomFindPerson1 to random(1,3)>>
<<set _randomFindPerson2 to random(1,3)>>
<<set _randomFindPerson3 to random(1,3)>>
<<set $temp.characterfind to _randomFindNumber>>
<<set $temp.characterperson1 to _randomFindPerson1>>
<<set $temp.characterperson2 to _randomFindPerson2>>
<<set $temp.characterperson3 to _randomFindPerson3>>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 1 or $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson1 is 1>>
<b>The Janissary Agha:</b> The //kahveci// found a Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary Agha">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 2>>
<b>The Eunuch:</b> The //kahveci// found a former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Eunuch">>
<<set $family[2].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.characterperson1 is 3>>
<b>The Water Porter:</b> The //kahveci// found water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Water Porter">>
<<set $family[2].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
/*---------------------------------*/
/*----- Find 2 Random -------------*/
/*---------------------------------*/
<<if $temp.caravanfind is 2 or $temp.caravanfind is 3>>
<<if $temp.characterperson2 is 1>>
<b>The Caravan Leader:</b> The //kahveci// found an expert caravan leader, though they may require some persuasion to travel with you for more than 40 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Abdullah">>
<br> Passive Trait: Protects you from several delay events and protection from Bedouin - requires payment every 40 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Caravan Leader">>
<<set $family[2].traitdes to "Protects you from several delay events and protection from Bedouin - requires payment every 40 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Caravan Leader">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 2>>
<b>The Levantine Sailor:</b> The //kahveci// found an experienced sailor, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Yunus">>
<br> Passive Trait: Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, requires payment every 10 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Levantine">>
<<set $family[2].traitdes to "Letters of Safe Conduct for the Venetians and the Knights of Saint John, -1 Water and -1 Food per day of travel, - requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Levantine">>
<</button>>
</span>
<<elseif $temp.characterperson2 is 3>>
<b>The Corsair:</b> The //kahveci// found a corsair from North Africa, they tell you that they have connections to merchants across the Mediterranean and if you collect certain trade goods they can make you a profit while protecting you during your travels. However, they will require payment every 30 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname2" "Kılıç Ali">>
<br> Passive Trait: Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname2>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Corsair">>
<<set $family[2].traitdes to "Protection from attacks at sea and +50 akçe per day of travel if you have at least 1 Venetian Ganzi Fabric, 1 Tears of Chios, 1 Lefkaritika Lace in your inventory. Risk of robbery - requires payment every 30 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Corsair">>
<</button>>
</span>
<<endif>>
<<endif>>
/*---------------------------------*/
/*----- Find 3 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.caravanfind is 3>>
<<if $temp.characterperson3 is 1>>
<b>The Bandit Bureaucrat:</b> The //kahveci// found a local Ottoman bureaucrat who is a former bandit but now on the payroll of the local pasha here. He tells you that they are willing to join your party, though they may require some persuasion to travel with you for more than 7 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Kara Feyzi">>
<br> Passive Trait: Protection against all attacks, risk of robbery, requires payment every 7 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bandit">>
<<set $family[2].traitdes to "Protection against all attacks, risk of robbery, requires payment every 7 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bandit">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Bedouin Guide:</b> The //kahveci// found a young woman who explains that they come from a Bedouin tribe in Arabia and are willing to join your party. They explain they are an expert in finding unknown watering holes. However, they may require some persuasion to travel with you for more than 5 days of travel. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Fatima">>
<br> Passive Trait: +5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Bedouin Guide">>
<<set $family[2].traitdes to "+5 Water per day of travel and protection against Bedouin raids, requires payment every 5 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Bedouin Guide">>
<</button>>
</span>
<<elseif $temp.characterperson3 is 2>>
<b>The Hodja:</b> The //kahveci// found a old hodja (teacher) willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname3" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname3>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hodja">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<endif>>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Caravan Leader]]
[[|Levantine]]
[[|Corsair]]
[[|Bandit]]
[[|Bedouin Guide]]
[[|Hodja]]
[[|Decay Functions]]<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Departing Your Caravan</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br><br>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<<if $temp.slot is 0>>
It seems that <b>$family[0].name</b> wishes to depart your company - however, they would continue with you for some time if you pay them $temp.pay <i>akçe</i>. What will you do?
<br><br>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<<set _randomBribe to $temp.pay>>
<br><br>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay $family[0].name to Stay">>
<<set $player.money to $player.money-$temp.pay>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay $family[0].name to Stay">> <</button>></span>
<<endif>>
<br><br>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<elseif $temp.slot is 1>>
It seems that <b>$family[1].name</b> wishes to depart your company - however, they would continue with you for some time if you pay them $temp.pay <i>akçe</i>. What will you do?
<br><br>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<<set _randomBribe to $temp.pay>>
<br><br>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay $family[1].name to Stay">>
<<set $player.money to $player.money-$temp.pay>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay $family[1].name to Stay">> <</button>></span>
<<endif>>
<br><br>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<elseif $temp.slot is 2>>
It seems that <b>$family[2].name</b> wishes to depart your company - however, they would continue with you for some time if you pay them $temp.pay <i>akçe</i>. What will you do?
<br><br>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<<set _randomBribe to $temp.pay>>
<br><br>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay $family[2].name to Stay">>
<<set $player.money to $player.money-$temp.pay>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay $family[2].name to Stay">> <</button>></span>
<<endif>>
<br><br>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<endif>>
</div>
[[|Decay Functions Initiate]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Departing Your Caravan</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br><br>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<<if $temp.slot is 0>>
It seems that <b>$family[0].name</b> wishes to depart your company - as you have not visited enough local pilgrimage sites along your road to Mecca.
<br><br>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<elseif $temp.slot is 1>>
It seems that <b>$family[0].name</b> wishes to depart your company - as you have not visited enough local pilgrimage sites along your road to Mecca.
<br><br>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<elseif $temp.slot is 2>>
It seems that <b>$family[0].name</b> wishes to depart your company - as you have not visited enough local pilgrimage sites along your road to Mecca.
<br><br>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<endif>>
</div>
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Departing Your Caravan</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br><br>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<<if $temp.slot is 0>>
It seems that <b>$family[0].name</b> wishes to depart your company - as they think they can find better trading opportunities elsewhere.
<br><br>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<elseif $temp.slot is 1>>
It seems that <b>$family[0].name</b> wishes to depart your company - as they think they can find better trading opportunities elsewhere.
<br><br>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<elseif $temp.slot is 2>>
It seems that <b>$family[0].name</b> wishes to depart your company - as they think they can find better trading opportunities elsewhere.
<br><br>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<endif>>
</div>
[[|Decay Functions]] <<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Departing Your Caravan</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'events/bedouin_camp.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<br><br>
<<set $family[0].health to 100>>
<<set $family[1].health to 100>>
<<set $family[2].health to 100>>
<<set $player.health to 100>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<<if $temp.slot is 0>>
It seems that <b>$family[0].name</b> wishes to depart your company - however, they would continue with you for some time if you pay them $temp.pay <i>akçe</i>. What will you do?
<br><br>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<<set _randomBribe to $temp.pay>>
<br><br>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay $family[0].name to Stay">>
<<set $player.money to $player.money-$temp.pay>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay $family[0].name to Stay">> <</button>></span>
<<endif>>
<br><br>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<elseif $temp.slot is 1>>
It seems that <b>$family[1].name</b> wishes to depart your company - however, they would continue with you for some time if you pay them $temp.pay <i>akçe</i>. What will you do?
<br><br>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<<set _randomBribe to $temp.pay>>
<br><br>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay $family[1].name to Stay">>
<<set $player.money to $player.money-$temp.pay>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay $family[1].name to Stay">> <</button>></span>
<<endif>>
<br><br>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<elseif $temp.slot is 2>>
It seems that <b>$family[2].name</b> wishes to depart your company - however, they would continue with you for some time if you pay them $temp.pay <i>akçe</i>. What will you do?
<br><br>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<<set _randomBribe to $temp.pay>>
<br><br>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay $family[2].name to Stay">>
<<set $player.money to $player.money-$temp.pay>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay $family[2].name to Stay">> <</button>></span>
<<endif>>
<br><br>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "Decay Functions Initiate">>
<</button>>
</span>
<br><br>
<<endif>>
</div>
[[|Decay Functions]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Fled the Battle</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/wounded.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div align="center">
<div style="text-align: center;">
$temp.eventname has fled the battle and left your caravan, you do not know if you will ever forgive them for their betrayal!
<br><br>
<<if $temp.healthcharacter is 0>>
<<set $family[0].death to "fleeing the scene of battle">>
<<elseif $temp.healthcharacter is 1>>
<<set $family[1].death to "fleeing the scene of battle">>
<<elseif $temp.healthcharacter is 2>>
<<set $family[2].death to "fleeing the scene of battle">>
<<endif>>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.eventname to "None">>
<<set $temp.from to "fled">>
<<goto "Family Death">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "fled">>
<<goto "Family Death">>
<</button>>
</span>
<<endif>>
</div>
[[|Family Death]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Killed in Battle</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/death_violent.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div align="center">
<div style="text-align: center;">
<b>$temp.eventname</b> has been killed in battle defending your caravan!
<br><br>
<<if $temp.healthcharacter is 0>>
<<set $family[0].death to "being killed while defending your caravan">>
<<elseif $temp.healthcharacter is 1>>
<<set $family[1].death to "being killed while defending your caravan">>
<<elseif $temp.healthcharacter is 2>>
<<set $family[2].death to "being killed while defending your caravan">>
<<endif>>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.eventname to "None">>
<<set $temp.from to "wounded">>
<<goto "Family Death">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "wounded">>
<<goto "Family Death">>
<</button>>
</span>
<<endif>>
</div>
[[|Family Death]]<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Caravan Member Lost!</td>
</tr>
</table>
<br>
<<set _h to setup.ImagePath+'events/lost_land.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
<div align="center">
<div style="text-align: center;">
$temp.eventname has gotten lost and separated from the caravan, you do not know what has become of them but you hope they are safe!
<br><br>
<<if $temp.healthcharacter is 0>>
<<set $family[0].death to "getting lost en route">>
<<elseif $temp.healthcharacter is 1>>
<<set $family[1].death to "getting lost en route">>
<<elseif $temp.healthcharacter is 2>>
<<set $family[2].death to "getting lost en route">>
<<endif>>
<div align="center">
<<if $temp.destination is $cur_passage>>
<span id="initialDestination">
<<button "Return to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.eventname to "None">>
<<set $temp.from to "fled">>
<<goto "Family Death">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "fled">>
<<goto "Family Death">>
<</button>>
</span>
<<endif>>
</div>
[[|Family Death]]<<if $family[0].death is "Alive" and $family[1].death is "Alive" and $family[2].death is "Alive">>
<<goto "Change Party New Addition">>
<<elseif $family[0].death is not "Alive">>
<<goto "Change Party New Addition Slot 1">>
<<elseif $family[1].death is not "Alive">>
<<goto "Change Party New Addition Slot 2">>
<<elseif $family[2].death is not "Alive">>
<<goto "Change Party New Addition Slot 2">>
<<endif>>
[[|Change Party New Addition]]
[[|Change Party New Addition Slot 1]]
[[|Change Party New Addition Slot 2]]
[[|Change Party New Addition Slot 3]]<br><br>
Choose one of the following in your traveling party to depart your company to make room for a new traveling companion. <br><br>
/*---------------------------------*/
/*----- Family Slot 0 -------------*/
/*---------------------------------*/
<<set _day to Math.floor($player.time/12)>>
<<set $family.depart1 to $family[0].name>>
<<set $family.join1 to $family[0].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[0].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart1+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join1+"</i>.")>>
<<set $family[0].name to "Vacant Slot">>
<<set $family[0].health to 0>>
<<set $family[0].death to "Departed">>
<<set $family[0].trait to "None">>
<<set $family[0].traitdes to "None">>
<<endif>>
<<goto "Change Party New Addition Slot 1">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 1 -------------*/
/*---------------------------------*/
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[1].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Departed">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<endif>>
<<goto "Change Party New Addition Slot 2">>
<</button>>
</span>
<br><br>
/*---------------------------------*/
/*----- Family Slot 2 -------------*/
/*---------------------------------*/
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<span id="initialDestination">
<<button "Say Farewell to $family[2].name">>
<<if $temp.destination is $cur_passage>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey, leaving you at <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<else>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Departed your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Departed">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<endif>>
<<goto "Change Party New Addition Slot 3">>
<</button>>
</span>
<br><br>
[[|Change Party New Addition Slot 1]]
[[|Change Party New Addition Slot 2]]
[[|Change Party New Addition Slot 3]]<<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.newcharacteradd is 1>>
<b>The Janissary Agha:</b> A Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary Agha">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 2>>
<b>The Eunuch:</b> A former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Eunuch">>
<<set $family[0].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 3>>
<b>The Water Porter:</b> A water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Water Porter">>
<<set $family[0].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 4>>
<b>The Hodja:</b> An old hodja (teacher) is willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Hodja">>
<<set $family[0].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 5>>
<b>The Janissary:</b> A janissary soldier is willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[0].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[0].death to "Alive">>
<<set $family[0].health to 100>>
<<set $family[0].trait to "Janissary">>
<<set $family[0].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[0].join to _joinname>>
<<set $family[0].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Hodja]]
[[|Janissary]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.newcharacteradd is 1>>
<b>The Janissary Agha:</b> A Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary Agha">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 2>>
<b>The Eunuch:</b> A former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Eunuch">>
<<set $family[1].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 3>>
<b>The Water Porter:</b> A water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Water Porter">>
<<set $family[1].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 4>>
<b>The Hodja:</b> An old hodja (teacher) is willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Hodja">>
<<set $family[1].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 5>>
<b>The Janissary:</b> A janissary soldier is willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[1].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[1].death to "Alive">>
<<set $family[1].health to 100>>
<<set $family[1].trait to "Janissary">>
<<set $family[1].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[1].join to _joinname>>
<<set $family[1].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Hodja]]
[[|Janissary]]
[[|Decay Functions]] <<set $temp.lock to 1>>
<<set _day to Math.floor($player.time/12)>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>New Friends for the Road</td>
</tr>
</table>
</div>
<br><br>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
/*---------------------------------*/
/*----- Find 1 Random -------------*/
/*---------------------------------*/
<br><br>
<<if $temp.newcharacteradd is 1>>
<b>The Janissary Agha:</b> A Janissary Agha willing to join your party, though they may require some persuasion to travel with you for more than 15 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks, requires payment every 15 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary Agha">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 15 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary Agha">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 2>>
<b>The Eunuch:</b> A former Eunuch of the imperial palace making their way to the Holy Cities to serve in the protection of the holy sites. They are willing to join your party, for your journey ahead. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Mustafa Agha">>
<br> Passive Trait: Moderate defense against attacks, +5 TPP per day of travel
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Eunuch">>
<<set $family[2].traitdes to "Moderate defense against attacks, +5 TPP per day of travel">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Eunuch">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 3>>
<b>The Water Porter:</b> A water porter who is willing to join your party. They may require some persuasion to travel with you for more than 20 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Suleiman">>
<br> Passive Trait: +3 Water per day of travel, requires payment every 20 days
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Water Porter">>
<<set $family[2].traitdes to "+3 Water per day of travel, requires payment every 20 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Water Porter">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 4>>
<b>The Hodja:</b> An old hodja (teacher) is willing to join your party. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Nasreddin">>
<br> Passive Trait: +5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Hodja">>
<<set $family[2].traitdes to "+5 TPP level per day of travel and +30 akçe per day of travel if you have at least 1 manuscript in your inventory, protection from some delay events, -5 Food and -5 Water per day of travel, +50 to final score if with you in Mecca">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Hodja">>
<</button>>
</span>
<<elseif $temp.newcharacteradd is 5>>
<b>The Janissary:</b> A janissary soldier is willing to join your party, though they may require some persuasion to travel with you for more than 10 days. If you decline - know that your former traveling companion has already departed.
<br><br> Name: <<textbox "$temp.newfamilyname1" "Yusuf Agha">>
<br> Passive Trait: Superior defense against attacks
<br><br>
<span id="initialDestination">
<<button "Invite them to join you">>
<<set _newname to $temp.newfamilyname1>>
<<set _joinname to $cur_passage>>
<<set $family[2].name to _newname>>
<<set $temp.newname to _newname>>
<<set $family[2].death to "Alive">>
<<set $family[2].health to 100>>
<<set $family[2].trait to "Janissary">>
<<set $family[2].traitdes to "Superior defense against attacks, requires payment every 10 days">>
<<set $family[2].join to _joinname>>
<<set $family[2].daystart to _day>>
<<goto "Janissary">>
<</button>>
</span>
<<endif>>
<br><br>
<<set $temp.from to "advice">>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $temp.lock to 0>><<goto "Decay Functions">><</button>></span></div>
[[|Janissary Agha]]
[[|Eunuch]]
[[|Water Porter]]
[[|Hodja]]
[[|Janissary]]
[[|Decay Functions]] Double-click this passage to edit it.<<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Overstayed Welcome: The Pasha of $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/pasha1.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
The Pasha of $cur_passage feels as if you have overstayed your welcome in $cur_passage! He suggests you hurry on your way to the holy cities and out of his sight! Maybe his generosity before was less than truthful, you quickly leave the Pasha's Konak (residence) and rejoin the pilgrim caravan gathered outside the gates of $cur_passage!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Decay Functions]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.gacko to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.inventory.coffee.amount to $player.inventory.coffee.amount+1>>
<<set $player.inventory.rakija.amount to $player.inventory.rakija.amount+1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Lord of the Tower</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/theyoungayan.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
Arriving to the impressive stone tower that watches over these mountain passes, you are welcomed by Ahmed Bey, the young lord of this isolated Ottoman outpost. He welcomes you into the tower and lets the caravan use the small mosque built within. After an hour of pleasant conversation, he leaves you with a departing gift for the road. One bottle of local Quince Rakija and one bag of coffee beans to give you some energy on your journey ahead!
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman soldier, Osman Agha of Timişoara (Ottoman Romania), described a moment before he was captured by the Austrian army of his experience traveling and being greeted with hospitality, in this case in Lipova, Romania. He recounts his experience in the following passage: <br><br> //'One day, at the beginning of the month of Sha‘ban in the year 1098 of the hijra (mid June, 1687 C.E.), during the governorship of the late Koja Jafer Pasha, a considerable shipment of money arrived in Timisoara from the Imperial Treasury, destined for the salaries of all of the janissaries, artillerymen, and regular infantry of the garrison of Arad. This money was needed urgently, and since the regions surrounding Arad were entirely in the hands of the enemy, his Excellency the Pasha charged my unit, the First Cavalry Corps, with the responsibility of providing an escort, ordering us to safely transport the money by night as far as the district of Lipova. <br><br> As ordered, I assembled the men under my standard, about eighty altogether, in Baba Hussein Field about one hour before sunset. His Excellency the Pasha came personally to inspect us, handing over the treasury to our custody and saying a prayer for our safety before sending us on our way. We then departed in all haste and traveled through the night without ever dismounting, halting only two or three times to give our horses a chance to empty their bladders. By morning, after a journey of around ten hours, we entered Lipova through the Timisoara gate, safely delivering the treasury funds to the citadel. Having brought such an important cargo, the men from our party were welcomed into the homes of the various high-ranking military officers and fief-holders of the city, and we were treated as honored guests. <br><br> Now Lipova is famous for its gardens and orchards, and as our arrival happened to coincide with the cherry harvest, there were at that time cherries in great abundance. In the markets, they could be had for less than an asper per okka, and no one passed by without stopping to eat them with abandon. So we said to ourselves: 'Let’s stay an extra day and enjoy the cherries!'...'//
<br>
<br>
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Gacko]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.mostar to 1>>
<<set _randomfranjo to random(1,2)>>
<<set $temp.franjoresult to _randomfranjo>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 400>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 500>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 100>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 250>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 75>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Friar Franjo</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/hajduk2.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
As you arrive to the city of Mostar a suspicious Franciscan Friar by the name of Franjo approaches you and invites you into a small coffeehouse. He tells you that he and his friends are in urgent need to help from someone like you! As you enter the coffeehouse you see a man injured on the floor who is unconscious surrounded by burly men with intimidating stares. Friar Franjo quickly tells you that this man was brought here after he had an accident along the road several days ago near Slano. Franjo informs you that the man was an attendant to a wealthy merchant from Dubrovnik and him and his packmule tragically slipped off a cliff near a large gorge on the road from Slano. Apparently, this poor man revealed the location of where this occured with some of his last words before he fell unconscious, reporting that the packmule contained a vast wealth of valueable goods which can be recovered there if only one had enough supplies and pack animals for the job. Friar Franjo asks if you would kindly help him and his 'fellow poor Christians' by providing <b>_randomBribe akçe</b> for this effort. He tells you that in Slano you will be greatly rewarded from the spoils of this endeavour and that all you need to do is to provide the funds. You wonder if this is a normal activity for a Chrisitan priest to engage in and if Friar Franjo's 'friends' are truely pious folk? However, Friar Franjo ensures you that this will be an opportunity you surely won't want to miss!
<br><br>
<br> <br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay Friar Franjo">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.franjopay to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Friar Franjo">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Decline to Help">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Mostar]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Friar Franjo Returns</td>
</tr>
</table>
</div>
<br>
<<set $temp.mostarreturn to 1>>
<<if $temp.franjoresult is 1>>
<<script>>
var z = setup.ImagePath+'events/dubrovnikpeasants.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.40))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
As you make your approach to Slano you notice someone familiar in the distance on the side of the road. It seems it is Friar Franjo and his band of disheveled friends. You ask them if they have your share of the spoils from the lost packmule on hand, and they all simply start laughing. Alarmed by this, suddenly, Friar Franjo walks slowly towards you with a smile on his face and a Ottoman Yatagan sword in his hand. You suddenly realize that Friar Franjo is no more than a thief at the head of a band of Hajduk bandits! He tells you that there was never a lost packmule and that once they saw you pay up they knew they could take you for more once they ambushed you outside the safe confines of the town. You surrender peacefully, and they take the following from you before letting you go on your way.
<br><br>
<<if $player.money gt 0>>
Akçe Stolen: <b>_randomMoney</b>
<<else>>
Friar Franjo searches you and realizes that you have no akçe on you, he seems quite upset that he thought you were wealthier than you are!
<<endif>>
</div>
<br><br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<set _stolenItems to ["coffee", "horseshoe", "writingbox", "pocketwatch", "lynxfur", "jacket", "grapejuice", "rakija", "gusle"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 2>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also took the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
<<elseif $temp.franjoresult is 2>>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set $player.inventory.coffee.amount to $player.inventory.pocketwatch.amount+1>>
<<set $player.inventory.rakija.amount to $player.inventory.rakija.amount+5>>
<<set $player.money to $player.money+500>>
As you make your approach to Slano you notice someone familiar in the distance on the side of the road. It seems it is Friar Franjo and his band of disheveled friends. You ask them if they have your share of the spoils from the lost packmule on hand - they cheer and it seems it was a successful venture! Friar Franjo gives you 500 akçe, one fine Austrian pocket watch, and 5 bottles of quince rakija. You begin to wonder if this was really from a lost packmule or if you just funded a more nefarious activity on the part of the suspicious friar. You say your goodbyes and head on your way trying to think nothing more of it!
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br><br>
For more on characters like Father Franjo see this thread by the historian Ana Sekulić found [[here|https://twitter.com/dr_anasekulic/status/1494369577148506126]].<br><br></div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Slano]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.dubrovnik to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 150>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 175>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 40>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 100>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 60>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Rubble and Ruins: The Earthquake</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/dubrovnikwalls.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
You arrive to the city of Dobro-Venedik (Dubrovnik) and the once grand port city is just a large pile of rubble and ruins! It is nothing like the thriving trade center you heard of in your youth. You had heard that an earthquake hit the city some three years ago but you had no idea it was this devastating! One local man standing by a pile of rubble which years ago was a large warehouse tells you that some 5000 souls perished during the earthquake and that the city has struggled to rebuild, even three years after.
<br><br>
As you walk through the destroyed streets and past the tents of residents trying to rebuild, you come across a man who tells you that he will take you to his ship just off the coast which has all sorts of goods for sale. He tells you that he cannot unload his trade goods here because of the state of the harbor but if you pay him a small fee of <b>_randomBribe akçe</b> he will show you what he has. This might be an important opportunity for you, since it seems the current market in town is quite vacent due to the earthquake. Do you go with this merchant to his ship?
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The Earthquake of 1667 was one of the most devastating earthquakes to ever hit the Croatian coast - leading to the deaths of some 3000-5000 people and the eventual economic downfall of the Republic of Ragusa - which was the autonomous Ottoman tributary state whose capital was at Dubrovnik - or Dobro-Venedik (the 'Good Venice') as the Ottomans called it. The engraving above is by the Dutch artist Jan Luyken who made this image of the 1667 earthquake in Dubrovnik in 1698 - a copy can be found [[here|https://www.rijksmuseum.nl/en/search/objects?q=Ragusa&p=1&ps=12&st=Objects&ii=5#/RP-P-1896-A-19368-1509,5]].
<br><br>
The following is an account by a Sephardic Jewish author of their experience of a 1688 earthquake in the Ottoman city of Izmir (Smyrna). It can be found in the following Sephardic history sourcebook - [[here|https://www.sup.org/books/title/?id=18555]]. <br><br> //'And I shall tell you of the miracles that occurred to the Jews during this earthquake. The first is that it happened on Shabbat, and they were at home, and not scattered about in the markets and the streets...as the
devastation occurred mainly in the quarters of the non-Jews...and all the nations (i.e. non-Jews) attested to this miracle. And another is that it occurred during the midday meal while they were all at home and not outdoors visiting relatives and friends. Another is that it happened in the summer and not during the winter. Another is that the dead were (found and) buried. Another is that the fire did not reach the Jewish neighborhood, so they all managed to salvage things from their houses. Another is that God drove those who were destined to be saved from the houses that collapsed to other places where they were not harmed. <br><br> And a great and unparalleled miracle happened to me, the author: the place where I found myself during the earthquake was a narrow place surrounded by four high walls that fell on top of me, and it became dark from the dust caused by the collapse. I did not know what to do. There was no spirit left in me and I was trembling and confused. I rose to my feet and said 'God is the King, God has ruled, God will rule forever' about ten times, as was customary on such occasions, and yet the tremors did not cease, so I recited 'Hear, O Israel'...and other verses. And when (the earthquake) did not subside I almost died and was silent. As soon as the moment of anger ceased and the darkness cleared I found myself in a pit of stones consisting of the four walls (that had collapsed) and I was not hurt at all. Blessed be He that does good to those who are undeserving! And you should also know that during this period a plague broke out in the city, and many died, non-Jews and Jews alike, more than the number of those who died during the earthquake. And as I write there are still people dying...'//
<br><br></div> <br><br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Merchant his Fee">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.dubrovnikmarket to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay the Merchant his Fee">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Dobro-Venedik]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.captivity to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 150>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 125>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 25>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 65>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 45>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Pirates of Ulcinj!</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/captivity.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
As your ship was passing the known pirate enclave of Ulcinj on your way to Draç, you are quickly boarded by a group of local pirates! They take <b>$family[2].name</b> hostage and demand a ransom of <b>_randomBribe akçe</b> or else they will take them hostage and find a better offer elsewhere! It seem that they are in a rush as an unknown ship, either Venetian or Ottoman, is on the horizon and they wish to make a quick escape. Do you pay the ransom for $family[2].name or do you sadly depart your friend and hope that they can gather a ransom from their relatives in the future.
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The captive economy of the Mediterranean was major industry during the early modern period. With these types of occurances happening on a regualar basis, whether if the captors were Venetian, Ottoman, the Knights of Saint John, the Barbary Corsairs, or many smaller local pirate communities. The painting above is a nineteenth-century Orientalist painting from 1861 by the French painter Jean-Léon Gérôme entitled 'The Prisoner.' <br><br> The Albanian pirates from Ulcinj were known by the Venetians as the 'Dulcignotti' and an account from a Venetian captain, Alvise Foscari, in 1710 described them in the following manner: <br><br> //'The Dulcignotti are not like the other corsairs who mostly compose their crew of miserable and hungry people. They are all well-off, established in this fortunate condition with the traffic after peace, so that a sinister accident would strike them, and put the present licentiousness in check. It's hard to catch them. With agile but small boats, they don't trust to stay too much on the sea, and after a rapid raid in Apulia, they return in Albania, equipped with more available hiding places which provide them asylum and security.'//
<br><br></div> <br><br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Ransom">>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay the Ransom">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<set $family.depart3 to $family[2].name>>
<<set $family.join3 to $family[2].join>>
<<set $deathslot.push("<br><b><i>"+$family.depart3+"</i></b>: Captured by pirates and left your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join3+"</i>.")>>
<<set $family[2].name to "Vacant Slot">>
<<set $family[2].health to 0>>
<<set $family[2].death to "Captured by Pirates">>
<<set $family[2].trait to "None">>
<<set $family[2].traitdes to "None">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Draç]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.corfu to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 300>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 200>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 100>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 250>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 150>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Letter of Safe Conduct</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/safeconductletter.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
You arrive near to the harbor of the Venetian Fortress of Corfu. As your ship approaches a Venetian galley comes to greet your vessel and asks to see your Venetian Letter of Safe Conduct. You tell the captain that you do not have one on hand. After some negotiation, the Venetian captain agrees to provide you with one and the right to enter and trade in Corfu as long as you give him <b>_randomBribe akçe</b>. Do you pay for the safe conduct letter and enter Corfu or do you refuse and anchor off the coast of the Island instead?
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Letters of Safe Conduct were the precursors to passports in the early modern Mediterranean - however, it was not a standardized system and largely the system of safe conducts was based largely on trust between the different parties. Nevertheless, they were an important legal mechanism for merchants and diplomats who traversed the various ports and states that encompassed the Mediterranean Sea.
<br><br></div> <br><br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay for the Safe Conduct">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $player.inventory.venetiansafe.amount to $player.inventory.venetiansafe.amount+1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay for the Safe Conduct">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Corfu]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.kefalonya to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 200>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 150>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 75>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 175>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 100>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Letter of Safe Conduct</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/safeconductletter.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
You arrive near to the harbor of the Venetian Fortress of Kefalonya. As your ship approaches a Venetian galley comes to greet your vessel and asks to see your Venetian Letter of Safe Conduct. You tell the captain that you do not have one on hand. After some negotiation, the Venetian captain agrees to provide you with one and the right to enter and trade in Kefalonya as long as you give him <b>_randomBribe akçe</b>. Do you pay for the safe conduct letter and enter Kefalonya or do you refuse and anchor off the coast of the Island instead?
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
Letters of Safe Conduct were the precursors to passports in the early modern Mediterranean - however, it was not a standardized system and largely the system of safe conducts was based largely on trust between the different parties. Nevertheless, they were an important legal mechanism for merchants and diplomats who traversed the various ports and states that encompassed the Mediterranean Sea.
<br><br></div> <br><br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay for the Safe Conduct">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $player.inventory.venetiansafe.amount to $player.inventory.venetiansafe.amount+1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay for the Safe Conduct">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Kefalonya]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.cerigo to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 50>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 100>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 15>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 120>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 25>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Corsairs of Barbary</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/corsairs.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
You arrive to the harbor of Cerigo (Kythira), your last stop before reaching the island of Crete. The island is controlled by the Barbary Corsairs - pirates who nominally fall under the control of your Ottoman Sultan. With a recent successful plunder against a Venetian ship, which threatens the fragile peace between the Ottomans and the Venetian Republic, the corsairs are unsure if they should let you into the port and report on their activities. However, after some negotiation, the renegade corsair captain, a Dutch convert to Islam, agrees to provide you entry into Cerigo as long as you give him <b>_randomBribe akçe</b>. Do you bribe the captain and enter Cerigo or do you refuse and anchor off the coast of the Island instead?
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The Barbary Corsairs were a loose collection of pirates from North Africa who were nominally under Ottoman authority. In the late seventeenth century, largely during the wars with Venice, the Barbary Corsairs took control of the old Venetian controlled island of Cerigo (Kythira) and used it as their base of operations against Venetian shipping in the Eastern Mediterranean. <br><br> The image above is a European imagination of a Barbary Corsair, found [[here|https://www.rijksmuseum.nl/en/search/objects?q=corsair&p=1&ps=12&st=Objects&ii=2#/RP-P-2015-26-1582,2]].
<br><br></div> <br><br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Bribe">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.cerigopay to 1>>
<<set $player.barbarytravel to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay the Bribe">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Cerigo]]<<set $temp.lock to 1>>
<<set $player.bandit to $player.bandit+1>>
/*------------------------*/
/*----- General Text -----*/
/*------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Venetian Raid</td>
</tr>
</table>
</div>
<<set _randomWounded to random(1,100)>>
<<set _h to setup.ImagePath+'events/venetian_raid.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br>
As you make your way to $temp.destination your ship is suddenly taken upon by a ship from the Republic of Venice. Even though there is peace between Venice and the Ottomans, it is known that this peace is sometimes broken at sea if one sails alone. Fear stikes everyone on board your ship and you worry what will happen once the Venetians board!
<br>
<br>
/*------------------------------*/
/*----- Safe Conduct Check -----*/
/*------------------------------*/
<<set _protect to 0>>
<<if $player.inventory.venetiansafe.amount > 0>>
Your letter of safe conduct from Venice protects you from the Venetian ship! However, the Venetian captain confiscated all the letters on board your ship - apparently their captain claimed that the ones in your ship's possession were forgeries, though others persuaded him to relsease you this time from their clutches.
<<set $player.inventory.venetiansafe.amount to 0>>
<<set _protect to 1>>
<<endif>>
/*--------------------------*/
/*----- Talisman Check -----*/
/*--------------------------*/
<<if $player.inventory.talismanicring.amount > 0 and _protect is 0>>
<br>
<<set _protect to 1>>
As you ready yourself to ward off the Venetian vessel you notice that their ship suddenly begins to turn away! What a blessing! As you and your fellow pilgrims celebrate on board the ship you suddenly notice that your talismanic ring has fallen off your finger and into the sea! Maybe it was chance or maybe it protected you this time from danger - only God knows!
<br>
<br>
For an example of a talismanic ring see this example from the Metropolitan Museum of Art [[here|https://www.metmuseum.org/art/collection/search/446273]]
<<set $player.inventory.talismanicring.amount to $player.inventory.talismanicring.amount-1>>
<br>
<<endif>>
/*-------------------------*/
/*----- Soldier Check -----*/
/*-------------------------*/
/*---------Corsair----------*/
<<if $family[0].trait is "Corsair" or $family[1].trait is "Corsair" or $family[2].trait is "Corsair">>
<<if $family[0].trait is "Corsair">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Corsair">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Corsair">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<br>
The experienced Corsair you hired, <b>$temp.eventname</b>, has on their person a Venetian Letter of Safe Conduct - it may be a forgery but you do not ask any further questions.
<br>
/*---------Levenatine----------*/
<<elseif $family[0].trait is "Levantine" or $family[1].trait is "Levantine" or $family[2].trait is "Levantine">>
<<if $family[0].trait is "Levantine">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Levantine">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Levantine">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1 or $temp.killed is 2>>
The Levantine Sailor you hired, <b>$temp.eventname</b>, skillfully navigated your ship away from the Venetian vessel and you all escaped the dangerous encounter!
<<elseif $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.killed to 1>>
The Levantine Sailor you hired, <b>$temp.eventname</b>, was killed early on in your encounter with the Venetian vessel, leaving your ship at their mercy. You have little time to mourn your fallen companion.
<<endif>>
<br>
/*---------Albanian Sailor----------*/
<<elseif $family[0].trait is "Albanian Sailor" or $family[1].trait is "Albanian Sailor" or $family[2].trait is "Albanian Sailor">>
<<if $family[0].trait is "Albanian Sailor">>
<<set _eventname to $family[0].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 0>>
<<elseif $family[1].trait is "Albanian Sailor">>
<<set _eventname to $family[1].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 1>>
<<elseif $family[2].trait is "Albanian Sailor">>
<<set _eventname to $family[2].name>>
<<set $temp.eventname to _eventname>>
<<set $temp.healthcharacter to 2>>
<<endif>>
<<set _protect to 1>>
<<set _killed to random(0,3)>>
<<set $temp.killed to _killed>>
<br>
<<if $temp.killed is 0 or $temp.killed is 1>>
The Albanian sailor you hired, <b>$temp.eventname</b>, had previously served in the janissary order was able to hold them off the Venetian vessel easily and you all got away safely.
<<elseif $temp.killed is 2 or $temp.killed is 3>>
<<set _protect to 0>>
<<set $family.killed to 1>>
The Albanian sailor you hired, <b>$temp.eventname</b>, was killed early on in your encounter with the Venetian vessel, leaving your ship at their mercy. You have little time to mourn your fallen companion.
<<endif>>
<br>
<<endif>>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if _protect is 0 and $player.money gt 0>>
<br>
<<set _random to random(1,($player.money*0.50))>>
<<set $player.money to Math.floor($player.money-_random)>>
<<if _random > 0>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
They stole _random <img @src=_coinimage style="height: 1.5ex;"> from you.
<<endif>>
<<endif>>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<if _protect is 0>>
<br>
<<set _trip to 0>>
<<for _x=0; _x < Object.keys($player.inventory).length; _x++>>
<<if $player.inventory[Object.keys($player.inventory)[_x]].amount > 0 and Object.keys($player.inventory)[_x]!="food" and Object.keys($player.inventory)[_x]!="water">>
<<set _random to random(0, ($player.inventory[Object.keys($player.inventory)[_x]].amount*0.75))>>
<<if _random > 0>>
<<if _trip is 0>>
They stole the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[Object.keys($player.inventory)[_x]].amount to $player.inventory[Object.keys($player.inventory)[_x]].amount-_random>>
<<set _good to $player.inventory[Object.keys($player.inventory)[_x]].name>>
• _good || _random <br>
<<endif>>
<<endif>>
<</for>>
<<endif>>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following quote is taken from a case in Joshua White's //Piracy and Law in the Ottoman Mediterranean// which details a seventeenth-century claim of a Venetian subject from Crete committing an act of piracy against an Ottoman-Greek ship captain from Istanbul. The court case is recorded as follows: <br><br> //'A captain named Manolaki veled Anton who is a resident of Yeniköy in the district of Istinye, which is in the jurisdiction of well-protected Galata, sued Anton veled Isbanoli, who is a resident of the island of Crete, in the court, claiming: <br><br>
'In the year 1010 (i.e. July 1601–June 1602), I came with my ship to the port of Syros in the Mediterranean to unload wheat. When I dropped anchor, the aforementioned Anton came to the aforementioned port with his ship in the manner of a merchant vessel and drew alongside as if to buy wheat from me. While (my ship was) lying at anchor, he engaged in piracy and fired a cannonball, and my crewmembers and I escaped onto the shore. Once I fled, someone unloaded my 50,280 kil (bushels) of wheat that was inside my ship, took it, and left. Now I demand that the aforementioned (Anton) be questioned...'// <br><br>The image above of a Venetian fleet in the seventeenth century can be found [[here|https://www.rijksmuseum.nl/en/search/objects?q=venetian&p=1&ps=12&st=Objects&ii=10#/SK-A-3737,10]].
<br> <br> </div>
<br><br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<<if _randomWounded >= 33 and _protect is 0 and $family.fled is 0>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Wounded">>
<</button>>
</span>
<<elseif $family.fled is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $temp.lock to 0>>
<<set $family.fled to 0>>
<<set $temp.from to "bandit">>
<<goto "Fled">>
<</button>>
</span>
<<elseif $family.killed is 1>>
<span id="initialDestination">
<<button "Check Health of Party">>
<<set $family.killed to 0>>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Killed in Battle">>
<</button>>
</span>
<<else>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $temp.lock to 0>>
<<set $temp.from to "bandit">>
<<goto "Decay Functions">>
<</button>>
</span>
<<endif>>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Wounded]]
[[|Killed in Battle]]
[[|Fled]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.drinaferry to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 35>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 25>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 10>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 20>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 10>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Drina Ferry</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/ferryman.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
As you come to the banks of the River Drina, you approach a local ferryman who takes travelers back and forth across the river here. The stern ferryman tell you that it will cost you <b>_randomBribe akçe</b> for him to take you across the river now. If you do not pay, you may have to wait longer here to cross the river and wait for the kindness of another ferryman to let you cross for free. Do you pay him?
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The image above is a sketch by the nineteenth-century artist Edward Lear, though this was done during his time in Northern Italy, found [[here|https://collections.britishart.yale.edu/catalog/tms:5390]]
<br><br></div> <br><br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Ferryman">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.drinacrossing to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay the Ferryman">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Banks of the Drina]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.valiva to 1>>
<<set _randomfranjo to random(1,2)>>
<<set $temp.franjoresult to _randomfranjo>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 300>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 250>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 150>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 200>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 100>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Friar Franjo</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/hajduk2.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
As you travel on the road near to the town of Valiva (Valjevo) a suspicious Franciscan Friar by the name of Franjo approaches you and invites you into a small roadside hovel. He tells you that he and his friends are in urgent need to help from someone like you! As you enter the room you see a man injured on the floor who is unconscious surrounded by burly men with intimidating stares. Friar Franjo quickly tells you that this man was brought here after he had an accident along the road several days ago near Yagodina. Franjo informs you that the man was an attendant to a wealthy merchant from Belgrade and him and his packmule tragically slipped down a steep ledge in the contryside between Belgrade and Yagodina. Apparently, this poor man revealed the location of where this occured with some of his last words before he fell unconscious, reporting that the packmule contained a vast wealth of valueable goods which can be recovered there if only one had enough supplies and pack animals for the job. Friar Franjo asks if you would kindly help him and his 'fellow poor Christians' by providing <b>_randomBribe akçe</b> for this effort. He tells you that in Yagodina you will be greatly rewarded from the spoils of this endeavour and that all you need to do is to provide the funds. You wonder if this is a normal activity for a Chrisitan priest to engage in and if Friar Franjo's 'friends' are truely pious folk? However, Friar Franjo ensures you that this will be an opportunity you surely won't want to miss!
<br><br>
<br> <br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay Friar Franjo">>
<<set $player.money to $player.money-$temp.bribe>>
<<set $temp.franjopay to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay Friar Franjo">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Decline to Help">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
[[|Valiva]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.belgrade to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Decision and Mount Avala</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/belgradeview.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
As your caravan reaches the city of Belgrade, there is a demand from some members of your caravan that your stay in Belgrade should be brief - so as to start the journey south sooner and be on your way to Mecca. In light of this, you must prioritize either going to the Tomb of Gazi Porça on Mount Avala just outside of Belgrade or taking time to visit the marketplace in Belgrade. You will not have time to visit both places, what is your decision?
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman Traveler Evliya Çelebi specifically mentions the tomb of Gazi Porça as a site of pilgrimage (//ziyaretgah//) near to Belgrade. Gazi Porça is a legendary figure who is said to have captured the fortress (Žrnov) on Mount Avala (Havâle) from the Hungarians during the first fifteenth-century siege of Belgrade by Sultan Fatih Mehmed. The image above is a depiction of Ottoman Belgrade from 1664 and a copy can be found [[here|http://eng.travelogues.gr/item.php?view=52523]].
<br><br></div> <br><br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<span id="initialDestination">
<<button "The Tomb on Mount Avala">>
<<set $temp.avala to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "The Market of Belgrade">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div><<set $temp.lock to 1>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Petition the Valide: Turhan Hatice Sultan</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/validesultan.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "pasha">>
You arrive outside of Topkapı Palace where you find scribes who are sitting along the walls to help all kinds of people write petitions to the powerful Valide Turhan Hatice Sultan, Mother of Sultan Mehmed IV, and one of the most powerful figures in the empire. To gain the help of the Valide Sultan (Queen Mother) would be of great help to you for your journey ahead to Mecca. However, her attendants tell you that she is still traveling back from one of the imperial gardens to the north on the Bosporus, so if you wish to go ahead with your petition you may have to wait a few days.
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
<br>
The sixteenth-century diplomat of the Sharif of Mecca to Istanbul, Qutb al-Din al-Nahrawali, wrote the following about the gifts he exchanged with Hurrem Sultan, the //Haseki// (favorite) of Sultan Suleiman the Magnificant: <br><br> //'When he (the sultan's physician) inquired whether I had a gift for the sultan's consort (haseki), I replied that I did. 'She is quite ill and of sallow complexion,' he observed, 'yet since she had heard of your arrival, it's impossible for you not to present her with her gift...being five measures of silk, five bales of colored silk, three bales of polished silk, three silk-hemmed cotton vests, twenty rough-washed vests, four bales of royal muslin brocadewear, ten measures of Indian silk satin, four bales of waist sashes with sizing,...,four measures each of red-tinted muslin and ambergris-perfumed muslin, one woman's polished-silk cloak,..., and one hundred measures of fine muslin cloth...She (Hurrem Sultan's daughter), for her part, brought forth a brocade robe of honor and garbed me with it. Until then this was the first time that we had seen this sort of thing, and it came from her and no one else.'// <br><br> For more reading on imperial women in the Ottoman court see the works by the historian Leslie Pierce, in particular - //The Imperial Harem: Women and Sovereignty in the Ottoman Empire// found [[here|https://nes.princeton.edu/publications/imperial-harem-women-and-sovereignty-ottoman-empire]]. The painting above is not of Turhan Hatice Sultan but of another important woman in the history of Ottoman imperial women, Princess Mihrimah Sultan, the daughter of Suleiman the Magnificent.
<br> <br> </div>
<br> <br>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "Petition the Valide">>
<<set $temp.lock to 0>>
<<goto "Valide Petition Rumelia Yes">>
<</button>>
</span>
</div>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Valide Petition Rumelia Yes]]<<set $temp.lock to 1>>
<<if $temp.pasha is 1>>
<<goto "Valide Visited">>
<<elseif $temp.pasha is 0>>
/*--------------------------*/
/*----- Output Display -----*/
/*--------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Audience with Turhan Hatice Sultan</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/validesultan.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
<<set $temp.from to "pasha">>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<<set _foodimage to setup.ImagePath+"ui/food.png">>
/*-----------------------------*/
/*----- Determine Outcome -----*/
/*-----------------------------*/
/*----- Constant -----*/
<<set $player.health to 100>>
<<for _i to 0; _i lt 3; _i++>>
<<set $family[_i].health to 100>>
<</for>>
<<set _gainfood to 50>>
<<set _gainwater to 50>>
/*----- Basis -----*/
<<set _gainmoney to 400>>
<<set _gaintime to random(120,180)>>
<<set _gainpiety to 0>>
/*----- Unique -----*/
<<if $player.job is "Ottoman Princess">>
<<set _gaintime to random(24,36)>>
<<set _gainitem to $player.inventory.bow.name>>
<<set $player.inventory.bow.amount to $player.inventory.bow.amount+1>>
<<set $temp.newcharacteradd to 2>>
<<set $player.bowhunt to 20>>
<<elseif $player.job is "Impoverished Widow">>
<<set _gaintime to random(140,220)>>
<<set _gainmoney to 200>>
<<set $player.inventory.illuminated.amount to $player.inventory.illuminated.amount+1>>
<<set $temp.newcharacteradd to 1>>
<<set _gainitem to $player.inventory.illuminated.name>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _gaintime to random(80,120)>>
<<set $player.inventory.talisman.amount to $player.inventory.talisman.amount+1>>
<<set $temp.newcharacteradd to 2>>
<<set _gainitem to $player.inventory.talisman.name>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _gainmoney to 1000>>
<<set $temp.newcharacteradd to 1>>
<<set $player.inventory.knightsconduct.amount to $player.inventory.knightsconduct.amount+1>>
<<set _gainitem to $player.inventory.knightsconduct.name>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _gainpiety to 20>>
<<set $player.inventory.quran.amount to $player.inventory.quran.amount+1>>
<<set _gainitem to $player.inventory.quran.name>>
<<set $temp.newcharacteradd to 1>>
<<endif>>
<<set _gaindays to Math.floor(_gaintime/12)>>
<<if $family[0].death is "Alive">>
<<set $family[0].daystart to $family[0].daystart+_gaindays>>
<<endif>>
<<if $family[1].death is "Alive">>
<<set $family[1].daystart to $family[1].daystart+_gaindays>>
<<endif>>
<<if $family[2].death is "Alive">>
<<set $family[2].daystart to $family[2].daystart+_gaindays>>
<<endif>>
/*------------
/*---------------------------------*/
/*----- Describe What Happens -----*/
/*---------------------------------*/
<div style="text-align:left;">
<<if $player.job is "Gulshani Sufi">>
<br>
The Valide, Turhan Hatice Sultan, made you and other petitioners wait outside the palace gates. You had almost given up hope that she would see you and help you with your journey to Mecca but after _gaindays days she invites you in and she is moved your stories of the struggles of the hajj road. She sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also attends to you and your party. Turhan Sultan finally sends you off with a _gainitem that she had presented to her many years ago, she hopes it helps you on your travels. As you depart, you find that the Valide has offered to send one of her janissary guards with you to Mecca!
<<elseif $player.job is "Ottoman Princess">>
<br>
The Valide, Turhan Hatice Sultan, made you and other petitioners wait outside the palace gates. While you are a member of the Ottoman royal family, it has been years since your mother had influence in the court and it is a rare day you are invited into the presence of the powerful Turhan Hatice Sultan, a women who is rumored to have orchestrated the death of the previous Valide, Kösem Sultan! You had almost given up hope that she would see you and help you with your journey to Mecca but after short _gaindays days she invites you in and she is moved your stories of the struggles of the hajj road and wonders why you began your journey so far from Istanbul in a place like Sarajevo! She sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also attends to you and your party. Turhan Sultan also sends you off with an exquisite [[bow|https://www.metmuseum.org/art/collection/search/32139]] and [[quiver|https://www.metmuseum.org/art/collection/search/699584]] with //20 arrows// for you to be able to hunt on the road to Mecca in case you are in dire need of food. She says it was presented to her many years ago by a champion janissary archer. She hopes it helps you on your travels! An eunuch attendant, who the Valide offers to send along with you, tells you that to utilize the bow all you need to do is to look in your belongings. The eunuch tells you that you will get the equivalent of around 10 to 15 sacks of food <img @src=_foodimage style='height: 1.5ex;'> from hunting with each arrow until it breaks.
<<elseif $player.job is "Ottoman Merchant">>
<br>
The Valide, Turhan Hatice Sultan, made you and other petitioners wait outside the palace gates. You had almost given up hope that she would see you and help you with your journey to Mecca but after _gaindays days she invites you in and she is moved your stories of the struggles of the hajj road. She sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also attends to you and your party. Turhan Sultan finally sends you off with a _gainitem that she recieved in diplomatic negotiations, you may find it useful if you travel by sea. As you depart, you find that the Valide has offered to send one of her janissary guards with you to Mecca!
<<elseif $player.job is "Ottoman Janissary Ağa">>
<br>
The Valide, Turhan Hatice Sultan, made you and other petitioners wait outside the palace gates. You had almost given up hope that she would see you and help you with your journey to Mecca but after _gaindays days she invites you in and she is moved your stories of the struggles of the hajj road. She sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also attends to you and your party. Turhan Sultan finally sends you off with a _gainitem that she recieved from a wandering sufi many years ago, she was told rumors that its' blessings saved many a life! As you depart, you find that the Valide has offered to send one of the former eunuchs from the imperial court with you to Mecca!
<<elseif $player.job is "Impoverished Widow">>
<br>
The Valide, Turhan Hatice Sultan, made you and other petitioners wait outside the palace gates. You had almost given up hope that she would see you and help you with your journey to Mecca but after _gaindays days she invites you in and she is moved your stories of the struggles of the hajj road. She sends you off with _gainmoney <img @src=_coinimage style="height: 1.5ex;">, _gainfood <img @src=_foodimage style="height: 1.5ex;">, and _gainwater <img @src=_waterimage style="height: 1.5ex;">. The court physician also attends to you and your party. Turhan Sultan finally sends you off with a _gainitem that she recieved as a gift from the imperial //nişancı// (court calligrapher) many years ago, she hopes that you will enjoy it as much as she has! As you depart, you find that the Valide has offered to send one of her janissary guards with you to Mecca!
<<endif>>
<br><br>
</div>
/*---------------------*/
/*----- Variables -----*/
/*---------------------*/
<<set $player.time to $player.time+_gaintime>>
<<set $player.inventory.food.amount to $player.inventory.food.amount+_gainfood>>
<<set $player.inventory.water.amount to $player.inventory.water.amount+_gainwater>>
<<set $player.money to $player.money+_gainmoney>>
<<set $player.piety to $player.piety+_gainpiety>>
<<if $player.piety gte 100>>
<<set $player.piety to 100>>
<<endif>>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.pasha to 1>>
<<set $temp.from to "pasha">>
<<goto "Character Addition">>
<</button>>
</span>
</div>
<<endif>>
/*-----------------------*/
/*----- Dummy Links -----*/
/*-----------------------*/
[[|Decay Functions]]
[[|Valide Visited]]
[[|Character Addition]] <<set $temp.lock to 1>>
/*---------------------------*/
/*----- Title and Image -----*/
/*---------------------------*/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Overstayed Welcome: The Valide</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/pasha1.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<br><br>
/*-----------------------*/
/*----- Output Text -----*/
/*-----------------------*/
The Valide Sultan feels as if you have overstayed your welcome in the halls of Topkapı Palace, and she wonders why you have not continued on to Mecca yet?! She suggests you hurry on your way to the holy cities and out of her sight!
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Return to $cur_passage">>
<<set $temp.lock to 0>>
<<set $temp.from to "advice">>
<<goto "Decay Functions">>
<</button>>
</span>
</div>
[[|Decay Functions]] <<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Friar Franjo Returns</td>
</tr>
</table>
</div>
<br>
<<set $temp.yagodina to 1>>
<<if $temp.franjoresult is 1>>
<<script>>
var z = setup.ImagePath+'events/dubrovnikpeasants.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
/*-----------------------*/
/*----- Steal Money -----*/
/*-----------------------*/
<<if $player.money gt 0>>
<br>
<<set _randomMoney to random(1,($player.money*0.40))>>
<<set $player.money to Math.floor($player.money-_randomMoney)>>
<<endif>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div style="text-align: center;">
As you make your approach to Yagodina you notice someone familiar in the distance on the side of the road. It seems it is Friar Franjo from several days ago and his band of disheveled friends. You ask them if they have your share of the spoils from the lost packmule on hand, and they all simply start laughing. Alarmed by this, suddenly, Friar Franjo walks slowly towards you with a smile on his face and a Ottoman Yatagan sword in his hand. You suddenly realize that Friar Franjo is no more than a thief at the head of a band of Hajduk bandits! He tells you that there was never a lost packmule and that once they saw you pay up they knew they could take you for more once they ambushed you outside the safe confines of the town. You surrender peacefully, and they take the following from you before letting you go on your way.
<br><br>
<<if $player.money gt 0>>
Akçe Stolen: <b>_randomMoney</b>
<<else>>
Friar Franjo searches you and realizes that you have no akçe on you, he seems quite upset that he thought you were wealthier than you are!
<<endif>>
</div>
<br><br>
/*-----------------------*/
/*----- Steal Goods -----*/
/*-----------------------*/
<<set _stolenItems to ["coffee", "horseshoe", "writingbox", "pocketwatch", "lynxfur", "jacket", "grapejuice", "rakija", "gusle"]>>
<<set _trip to 0>>
<<set _limit to 0>>
<<for _i=0; _i < _stolenItems.length; _i++>>
<<if $player.inventory[_stolenItems[_i]].amount > 0 and _limit < 2>>
<<if $player.inventory[_stolenItems[_i]].amount > 1>>
<<set _randomStolen to random(0, 2)>>
<<else>>
<<set _randomStolen to random(0, 1)>>
<<endif>>
<<if _randomStolen > 0>>
<<set _limit to _limit+1>>
<<if _trip is 0>>
They also took the following from your inventory:<br>
<<set _trip to 1>>
<<endif>>
<<set $player.inventory[_stolenItems[_i]].amount to $player.inventory[_stolenItems[_i]].amount-_randomStolen>>
<<set _good to $player.inventory[_stolenItems[_i]].name>>
• _good || _randomStolen <br>
<<endif>>
<<endif>>
<</for>>
<<elseif $temp.franjoresult is 2>>
<<script>>
var z = setup.ImagePath+'events/sekbanevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
<<set $player.inventory.coffee.amount to $player.inventory.pocketwatch.amount+1>>
<<set $player.inventory.rakija.amount to $player.inventory.rakija.amount+5>>
<<set $player.money to $player.money+500>>
As you make your approach to Yagodina you notice someone familiar in the distance on the side of the road. It seems it is Friar Franjo and his band of disheveled friends. You ask them if they have your share of the spoils from the lost packmule on hand - they cheer and it seems it was a successful venture! Friar Franjo gives you 500 akçe, one fine Austrian pocket watch, and 5 bottles of quince rakija. You begin to wonder if this was really from a lost packmule or if you just funded a more nefarious activity on the part of the suspicious friar. You say your goodbyes and head on your way trying to think nothing more of it!
<<endif>>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br><br>
For more on characters like Father Franjo see this thread by the historian Ana Sekulić found [[here|https://twitter.com/dr_anasekulic/status/1494369577148506126]].<br><br></div>
/*---------------------------*/
/*----- Continue Button -----*/
/*---------------------------*/
<br><br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Yagodina]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.yagodina to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<if $player.job is "Ottoman Princess">>
<<set _randomBribe to 175>>
<<elseif $player.job is "Ottoman Merchant">>
<<set _randomBribe to 150>>
<<elseif $player.job is "Impoverished Widow">>
<<set _randomBribe to 60>>
<<elseif $player.job is "Ottoman Janissary Ağa">>
<<set _randomBribe to 100>>
<<elseif $player.job is "Gulshani Sufi">>
<<set _randomBribe to 75>>
<<endif>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Revenge of Friar Franjo!</td>
</tr>
</table>
</div>
<br>
<<script>>
var z = setup.ImagePath+'events/dubrovnikpeasants.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br><br>
As you make your approach to Yagodina you notice someone familiar in the distance on the side of the road. It seems it is Friar Franjo from several days ago and his band of disheveled friends. You suddenly realize that Friar Franjo is no more than a thief at the head of a band of Hajduk bandits! You tell yourself that it was a mistake not paying him earlier and now it seems that he has followed you here to Yagodina! With a quickness you were not expecting from the friar, he grabs <b>$family[1].name</b> from your party and takes them hostage demanding a ransom of <b>_randomBribe akçe</b>! If you do not pay, $family[1].name will have to contact their relatives to negotiate a ransom themselves and you will have to leave them behind. You are in a standoff with Friar Franjo and the Hajduks and you are unsure if you should give in to his demands. Do you pay the ransom or do you leave $family[1].name behind in Franjo's clutches?
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br><br>
For more on characters like Father Franjo see this thread by the historian Ana Sekulić found [[here|https://twitter.com/dr_anasekulic/status/1494369577148506126]].<br><br></div> <br><br>
<div align="center">
<<set $temp.bribe to _randomBribe>>
<<if $player.money gte _randomBribe>>
<span id="initialDestination">
<<button "Pay the Ransom">>
<<set $player.money to $player.money-$temp.bribe>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<else>>
<span id="dummyButton"><<button "Pay the Ransom">><</button>></span>
<<endif>>
<span id="initialDestination">
<<button "Refuse to Pay">>
<<set $family.depart2 to $family[1].name>>
<<set $family.join2 to $family[1].join>>
<<set $deathslot.push("<br><b><i>"+$family.depart2+"</i></b>: Kidnapped by Hajduks and left your company on day "+_day+" of your Hajj journey while traveling from <i>"+$cur_passage+"</i> after having traveled with you from <i>"+$family.join2+"</i>.")>>
<<set $family[1].name to "Vacant Slot">>
<<set $family[1].health to 0>>
<<set $family[1].death to "Kidnapped by Hajduks">>
<<set $family[1].trait to "None">>
<<set $family[1].traitdes to "None">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
[[|Yagodina]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.catevent to 1>>
/%-----------------------------------%/
/%-------------Text -----------------%/
/%-----------------------------------%/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Stowaway Cat</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/catevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
As you are making your way into Alacahisar you notice something moving around in the provisions you have brought with you. On closer inspection of your baggage you see a plump cat amongst your belongings acting as if it owned the place, curled up in a ball taking a bath. Your shock at this finding suddenly fades and you decide to hold on to the furry companion to keep to company on the long road ahead. While you are unsure if bringing the mischievous cat brings any advantage on your travels, you are happy for the distraction.
<br><br>
You decide to name your cat:
<<textbox "$player.cat" "Rüstem">>
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman traveler Evliya Çelebi includes this story of cat-brokers in the town of Divriği in Anatolia: <br> <br> //'Among the Turks and Arabs and Persians there is no cat more coy and cuddly or more trained to hunt than this Divriği cat. True, the cats of Al Wahat (the oases in the Western Desert) in Egypt and those of Trabzon and Sinop are also famous. But this Divriği cat is fat and sturdy, with a shiny coat like sable fur, and comes in a thousand colors. <br><br> Indeed these cats are brought as gifts from Turkey to Persia, in particular to the city of Ardabil where they are sild at auction by cat-brokers who put them in cages on their heads and parade them around the royal market and the bedestan crying 'One tuman, two tumans of akçe!' The Divriği cat goes for a great price, especially if it is spayed... <br><br> (The following is the) cry of the Ardabil cat-brokers: <br><br> 'You who seek a feline <br> A cat to hunt your mice: <br> To rats it makes a beeline, <br> But otherwise it's nice, <br> An enemy of rodents, <br> And yet it's not a thief, <br> A pet to share your grief.'<br><br>...'//
<br>
<br>
The image above, is a painting of a cat attributed to Mehmed Siyah Qalam, a Central Asian artist whose cat painting was included in an album for Sultan Fatih Mehmed. You can find this image and some other examples of the style [[here|http://www.ee.bilkent.edu.tr/~history/turkish.html]].
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $player.cat>>
<<set $player.inventory.cat.amount to $player.inventory.cat.amount+1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Alacahisar]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.sofya to 1>>
<<set _randomcarryamount to random(20,60)>>
<<set _random to random(20,40)>>
/%-----------------------------------%/
/%-------------Text -----------------%/
/%-----------------------------------%/
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Fountain of Luck</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/sofyaevent.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
While traveling to the city of Sofya, you and large group of other travelers make your way to a famous spring in the mountains outside of Sofya. You arrive to what locals refer to as the Fountain of Luck, a seemingly miraculous spring with many legends surrounding it. What is unique, is that it seems that the spring spurts out water for some and not others. Many people in your traveling party interpret this to mean different things representing both good and bad fortune.
<br><br>
<<if $temp.sofyaluck gte 2>>
It seems that you have good fortune, as you were able to obtain _random small jugs of water from the well and also feel confident enough to travel with _randomcarryamount more water jug capacity than before!
<<elseif $temp.sofyaluck lt 2>>
It seems you have no luck here! The spring did not produce any water for you and you start packing up your belongings for the road into Sofya, knowing that you will surely find water with the famous springs of that city!
<<endif>>
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The modern historian Robert Dankoff in his book //An Ottoman Mentality// about the worldview of the seventeenth-century Ottoman traveler Evliya Çelebi write about Evliya's encounter with the Fountain of Luck. Dankoff writes: <br><br> 'Revealing of Ottoman attitudes toward homosexuality is Evliya’s account of the Fountain of Luck (Tali' Çe{mesi) near Sofia (Sofya) in 1653. Evliya and his party of seventy - some Ottoman gentlemen with their retainers—set out for a picnic in the mountains and were guided there by an old Yörük (Nomad). He explained that this fountain refused to flow for any man who has spilt blood, or any man who was sodomized in his youth. When they reached the fountain:' (now quoting Evliya directly) <br><br> //'The group urged one another on, and withdrew to this corner and that to consult, but no one would dare approach to drink. Finally Şefi’i Çelebi said: 'God be praised, I know that I have been innocent and pure in all respects, from the time I was a child until now.' So he came forward, uttering a besmele (bismillah), fearlessly drew some pure water from the spring, and drank it. Next to dare was Müezzin-zade 'Ali Çelebi. Taking up his wooden begging-bowl, he reached out for the water, but suddenly the spring stopped flowing. Everyone made fun of him, crying, 'You’re a catamite.' The poor fellow turned pale and couldn’t say a word. <br><br> Now the party started quarreling, some claiming that they had drunk but the others could not, some saying 'Let’s drink,' others saying 'Let’s go.' Eventually all swore not to reveal what happened, and began to draw water one by one...Now one of my gulams (servant) came forward and fearlessly took a drink. Immediately all the party fixed their attention on my staff and insisted that I too should drink. 'O friends and lovers,' said I, 'you know that I am a world-traveler, free and easy and friends with all. Please don’t force me to do this.' The more I objected, the more they laughed and kept pressing me: 'You have seen how it stands with us, now let’s see about you!' Of course, I was aware of my own situation, still, I couldn’t shake off a nagging fear. <br><br> Seeking spiritual succor from my great ancestor, Turk of the Turks, the saintly Hoca Ahmed Yesevi, I took up the begging-bowl with a besmele (bismillah), drew some pure water from the spring, and drank it. My friends all rejoiced...The upshot was that seventy individuals tried to drink from the spring at this bare rock, and only five were able to do so. It is a strange and wondrous spring, under a talismanic spell. No one could fathom the mystery of this fountain.'//
<br>
<br>
The image above, is a seventeenth-century copy of the Shahnama (Persian Book of Kings) and can be found [[here|https://www.metmuseum.org/art/collection/search/446551]].
<br><br></div>
<br> <br>
<div align="center">
<<if $temp.sofyaluck gte 2>>
<<set $temp.carryamount to _randomcarryamount>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $player.classcarrywater to $player.classcarrywater+$temp.carryamount>>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_random>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<elseif $temp.sofyaluck lt 2>>
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<<endif>>
</div>
<br><br>
[[|Sofya]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.excursion to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<<set $player.inventory.coffee.amount to $player.inventory.coffee.amount+1>>
<<set $player.inventory.gusle.amount to $player.inventory.gusle.amount+1>>
<<set $player.inventory.food.amount = $player.inventory.food.amount+15>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Excursion</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/excursion.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
While traveling through the mountains on your way to Lake Ohrid, you and your party decide to take a short break from your travels and follow a road off the main road. As you cut through the mountains looking for a scenic place to relax, you come to a Orthodox Christian monastery perched high on a rockface. As you approch you encounter one lone monk who comes to greet you. He invites you to sit down and drink coffee with him, play music on his Gusle, and share some food from the monastery. You have a relaxing time and thank him for the pleasant company! As you depart, you give you some extra food for the road, a bag of coffee, and his own Gusle instrument - you try to refuse but he insists. You thank him for his friendship and head on your way to Ohrid!
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The seventeenth-century Ottoman traveler Evliya Çelebi describes an excursion he took near the shores of Lake Ohrid. He writes <br><br> //'There are 12 delightful excursions in the vicinity of Ohrid such as are not to be found elsewhere, First, when the wind is right, you can take a sailboat on the lake and go to the farm-estates along the shore, or else go fishing, or just have a party, Then, across the road south east of the fortress there is a lake with bullrushes, not larger than five threshing-floors, but very deep, so people say, and a marvelous hunting-grounds for geese and ducks. Other marvelous excursions are to the fishing weirs and to the mountain pasture of Istok...After visiting these tombs (tombs near Ohrid), we joined a party of several hundred mounted men in the company of the Okhri-zades and set off on an excursion to the mountain pasture of Istok, Our first stop was Çeri Baş, a pretty Bulgarian village with prosperous gardens and 200 houses...The great mountain pasture of Istok, It is a pasture-of-paradise whose far-flung fame has reached the Arabs and the Persians...We went from fold to fold, staying in tents, eating the yoghurt and cheeses and beestings and curds and cream with honey and omelets with honey, drinking the buttermilk and whey, savoring the kebabs of roasted lamb and trout, quaffing water from the ice-cold streams and various kinds of honeyed sherbets, snacking on a thousand kinds of herbs and tendrils and sorrel and wild strawberries and sour cherries, and generally having a good time. The hyacinth and spikenard and poppy and jonquil and narcissus growing here rival those of the summer pastures of Bin Göl in the Erzurum region.'//
<br>
<br>
The image above, which shows a monastery in the Pindus Mountains, can be found [[here|http://eng.travelogues.gr/item.php?view=53356]]. If you wish to learn more about Balkan monasteries during the Ottoman period, see this article by the historical Molly Greene, found [[here|https://brill.com/view/journals/jesh/64/1-2/article-p1_1.xml]].
<br>
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Ohrid]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.salonika to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Fire</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/thefire.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
<br> <br>
While entering the city of Salonika (Selânik), you arrive outside your the caravanserai you plan to reside at during your stay. However, there is a large commotion outside, apparently someone's room has caught fire and people are rushing to get their belongings out! As you stand their not knowing what to do, a young Sephardic Jewish man quickly comes up to you to ask for help. He explains that his name is Samuel and that he is a merchant's apprentice from Izmir (Smyrna). He quickly tells you that his mentor, Levi, is trapped inside but he needs your help to get onto the roof of the building and help Levi escape the flames. However, another bystander, named Isaac, wants you to help him carry out his goods from the inn before they are consumed by the flames and he is ruined! Shocked by these sudden requests for help - you must decide what to do in this terrible situation!
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following is an account of the Great Fire of Selonika in 1620 from a Sephardic Jewish Responsa (a type of legal document). Selonika here is refered to as Seloniki <br><br> //'Before us, the rabbinic court signed below, came the fine and wise Mr. Yohanan ben Samuel, may God preserve him, and recounted for us all the events and misfortunes that had befallen him, in our multitude of sins, in the city of Saloniki. \n\n He reported that when he saw that the evil was inevitable, in our multitude of sins, and that the fire had taken a strong hold around the inn in which we were staying, he called out to his son, 'My son, my son! We do not have the luxury to save our property. It would be good if perchance we can save even our lives! Blessed is He who decrees. Therefore, my son, look—I am going. Follow me, because from here on out I will not be able to speak to you any more because of the flames and fire that have grown up to the heavens.' \n\n Then, he told us, he wrapped himself in a cloak and told his son that he too should wrap up in his cloak so that the fire not overcome him, and that he should follow him. He called out again, “My son! Look, I am going! Follow me, because from here on out I will not be able to speak to you any more.' He then went, with four other Jews following him, until he got to the entrance of the inn. There the fire closed in around them, for the flames had completely engulfed the inn. They ran right into the fire and through it, burning the cloak he was wearing, but saving himself and the Jews who passed through with him.' \n\n However, apparently his son, who had been following him, looked at the flames which had stretched up to the heavens and concluded in his mind that they must have burned up his father. He feared to pass through the flames, and it seems that he returned back into the inn because the fire had not yet inundated the inside of the inn. Evidently he heard the sounds of talking, because there were some Turks there, and he supposed that he would take refuge with those Turks. This is why his father did not see him following behind him. \n\n In the morning of the day of Tish’a be-Av the father went all around the city seeking him—had he been seen? Had he taken refuge somewhere? Or had he been burned up? He cried out bitterly for his son, but the Turks and everyone else responded to him, 'If an old man like you escaped, is there any doubt that your son, who is a youth like a cedar tree and a tough fighter, managed to flee?'...//. <br><br> The passage continues explaining that the father soon identified the body of his son and this was necessary to file with the Jewish court to allow the son's wife to be declared a widow and allowed to remarry. You can find this story and other Sephardic responsa in Matt Goldish's book //Jewish Questions// - found [[here|https://press.princeton.edu/books/paperback/9780691122656/jewish-questions]].
<br>
<br>
The image above, which shows a scene of the Persian hero Siyavush surviving a trial of flames in the Shahnama, can be found [[here|https://emuseum.cornell.edu/objects/30739/siyavushs-fire-ordeal-page-from-a-shahnama-book-of-kings]].
<br>
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Help Samuel">>
<<set $temp.samuel to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
<span id="initialDestination">
<<button "Help Isaac">>
<<set $temp.isaac to 1>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Salonika]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.salonikaend to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Merchant of Smyrna</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/sephardic_merchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
Samuel thanks you for helping his mentor Levi out of the fire. They say they wish they could repay you for your kindness but that all their merchandise and baggage burned up in the fire! They tell you that if you are ever in their hometown of Smyrna (Izmir) that they will kindly repay you for you help in saving Levi's life!
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following is an accout of a fire in Izmir (Smyrna) in 1845 from a Ladino newspaper, Ladino is Judeo-Spanish and the language of the Sephardic Jewish community. It can be found in the following Sephardic history sourcebook - [[here|https://www.sup.org/books/title/?id=18555]]. The newpaper report of the paper reads as follows: <br><br> //'Finally, after two years of continuous controversies, on 11 Av 5601 (July 29, 1841), great fire descended from heaven and burned down two thirds of Izmir, our beautiful and illustrious city. Two thirds, I tell you. Ninety percent of Jewish houses were destroyed in this great disaster. Within sixteen hours the city of Izmir was destroyed and desolate. All people, men and women, young and old, were crying out loudly and bitterly, weeping, and begging God for mercy. Those who had died of hunger and thirst were lying in the middle of the streets, as the prophet said (of those) 'who faint for hunger at every street corner.' Day and night we pray to the great and merciful God that this shall not happen to us again. 'Nevermore shall you be called 'Forsaken,' nor shall your land be called ‘Desolate.' <br><br> What was the cause of the disaster that befell us? The great animosity that reigned among us, the great hatred between us. Why was our Temple destroyed? Why was our Jerusalem desolate? 'Fair Jerusalem, 'Is this the city that was called perfect in beauty?' 'The crown has fallen from our head, Woe to us that we have sinned!' Why did we become slaves among the nations? Why are we in this sad and despondent condition? Finally, why do we live in such misery? All of this is because of our terrible crimes, unwarranted hatred, speaking evil of others, desecration of God, and murder. May he who in his mercy and grace forgives crimes and absolves sins forgive us our crimes and absolve us and all sinners in his great name...'//
<br>
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Salonika]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.salonikaend to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Cloth Merchant</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/sephardic_merchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
Isaac thanks you for helping him retrieve his merchandise and helping him avoid ruin! You thankfully notice that Samuel did indeed save Levi from the flames with the help of some passing janissaries, though I do not think he will forgive you for helping Isaac instead of him. Talking with Isaac, he thanks you profusely and gives you 50 akçe and one of his samplings of English Fabric. You thank him for the gift and go on your way.
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following is an accout of a fire in Izmir (Smyrna) in 1845 from a Ladino newspaper, Ladino is Judeo-Spanish and the language of the Sephardic Jewish community. It can be found in the following Sephardic history sourcebook - [[here|https://www.sup.org/books/title/?id=18555]]. The newpaper report of the paper reads as follows: <br><br> //'Finally, after two years of continuous controversies, on 11 Av 5601 (July 29, 1841), great fire descended from heaven and burned down two thirds of Izmir, our beautiful and illustrious city. Two thirds, I tell you. Ninety percent of Jewish houses were destroyed in this great disaster. Within sixteen hours the city of Izmir was destroyed and desolate. All people, men and women, young and old, were crying out loudly and bitterly, weeping, and begging God for mercy. Those who had died of hunger and thirst were lying in the middle of the streets, as the prophet said (of those) 'who faint for hunger at every street corner.' Day and night we pray to the great and merciful God that this shall not happen to us again. 'Nevermore shall you be called 'Forsaken,' nor shall your land be called ‘Desolate.' <br><br> What was the cause of the disaster that befell us? The great animosity that reigned among us, the great hatred between us. Why was our Temple destroyed? Why was our Jerusalem desolate? 'Fair Jerusalem, 'Is this the city that was called perfect in beauty?' 'The crown has fallen from our head, Woe to us that we have sinned!' Why did we become slaves among the nations? Why are we in this sad and despondent condition? Finally, why do we live in such misery? All of this is because of our terrible crimes, unwarranted hatred, speaking evil of others, desecration of God, and murder. May he who in his mercy and grace forgives crimes and absolves sins forgive us our crimes and absolve us and all sinners in his great name...'//
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<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $player.inventory.englishfabric.amount to $player.inventory.englishfabric.amount+1>>
<<set $player.money to $player.money+50>>
<<set $player.piety to $player.piety-25>>
<<if $player.piety < 0 >>
<<set $player.piety to 0>>
<<endif>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Salonika]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.salonikaevent to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>The Merchant of Smyrna</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/coffeemerchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
Arriving in Izmir (Smyrna), you are greeted at the port by Samuel and Levi, who you saved from the fire at the inn in Salonika! They thank you again for you help and tell you that they recently came into a large shipment of coffee from Yemen - they insist you take 10 sacks of it with you, as you will surely make a profit from selling it once you can find a buyer. They tell you it is thanks for your good deed back in Salonkia! You say your goodbyes and go on your way.
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following is an accout of a fire in Izmir (Smyrna) in 1845 from a Ladino newspaper, Ladino is Judeo-Spanish and the language of the Sephardic Jewish community. It can be found in the following Sephardic history sourcebook - [[here|https://www.sup.org/books/title/?id=18555]]. The newpaper report of the paper reads as follows: <br><br> //'Finally, after two years of continuous controversies, on 11 Av 5601 (July 29, 1841), great fire descended from heaven and burned down two thirds of Izmir, our beautiful and illustrious city. Two thirds, I tell you. Ninety percent of Jewish houses were destroyed in this great disaster. Within sixteen hours the city of Izmir was destroyed and desolate. All people, men and women, young and old, were crying out loudly and bitterly, weeping, and begging God for mercy. Those who had died of hunger and thirst were lying in the middle of the streets, as the prophet said (of those) 'who faint for hunger at every street corner.' Day and night we pray to the great and merciful God that this shall not happen to us again. 'Nevermore shall you be called 'Forsaken,' nor shall your land be called ‘Desolate.' <br><br> What was the cause of the disaster that befell us? The great animosity that reigned among us, the great hatred between us. Why was our Temple destroyed? Why was our Jerusalem desolate? 'Fair Jerusalem, 'Is this the city that was called perfect in beauty?' 'The crown has fallen from our head, Woe to us that we have sinned!' Why did we become slaves among the nations? Why are we in this sad and despondent condition? Finally, why do we live in such misery? All of this is because of our terrible crimes, unwarranted hatred, speaking evil of others, desecration of God, and murder. May he who in his mercy and grace forgives crimes and absolves sins forgive us our crimes and absolve us and all sinners in his great name...'//
<br>
<br>
The image above of the coffee merchant can be found [[here|https://collections.vam.ac.uk/item/O154572/figure-of-a-merchant-with-watercolour-unknown/]].
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<set $player.inventory.coffee.amount to $player.inventory.coffee.amount+10>>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Izmir]]<<addclass "#ui-dialog-close" "noclose">>
<<addclass "#ui-dialog" "savewidth">>
<<set $temp.lock to 1>>
<<set $temp.salonikaend to 1>>
<<set _coinimage to setup.ImagePath+"ui/coins.png">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Revenge in Smyrna</td>
</tr>
</table>
</div>
<br>
<br>
<<script>>
var z = setup.ImagePath+'events/sephardic_merchant.jpg';
state.temporary.image = z;
<</script>>
<img @src='_image' class='center'>
As you depart from your ship in the Port of Izmir (Smyrna), you notice many angry faces staring at you and your party. It seems that Samuel and Levi, the two who asked for your help during the fire at the caravanserai in Salonika, have not forgiven you in your choice to save a man's merchandise instead of helping to save Levi's life. While Levi lived, it was far closer than you had seen from afar, for part of his face now seems scarred from a burn. It seems that Levi and Samuel are influential merchants here in their hometown of Izmir and you will need to avoid the marketplace while you are here!
<br><br>
<br><br>
<button type="button" class="collapsible"><b>Historical Account</b></button>
<div class="historicalaccount"> <br>
The following is an accout of a fire in Izmir (Smyrna) in 1845 from a Ladino newspaper, Ladino is Judeo-Spanish and the language of the Sephardic Jewish community. It can be found in the following Sephardic history sourcebook - [[here|https://www.sup.org/books/title/?id=18555]]. The newpaper report of the paper reads as follows: <br><br> //'Finally, after two years of continuous controversies, on 11 Av 5601 (July 29, 1841), great fire descended from heaven and burned down two thirds of Izmir, our beautiful and illustrious city. Two thirds, I tell you. Ninety percent of Jewish houses were destroyed in this great disaster. Within sixteen hours the city of Izmir was destroyed and desolate. All people, men and women, young and old, were crying out loudly and bitterly, weeping, and begging God for mercy. Those who had died of hunger and thirst were lying in the middle of the streets, as the prophet said (of those) 'who faint for hunger at every street corner.' Day and night we pray to the great and merciful God that this shall not happen to us again. 'Nevermore shall you be called 'Forsaken,' nor shall your land be called ‘Desolate.' <br><br> What was the cause of the disaster that befell us? The great animosity that reigned among us, the great hatred between us. Why was our Temple destroyed? Why was our Jerusalem desolate? 'Fair Jerusalem, 'Is this the city that was called perfect in beauty?' 'The crown has fallen from our head, Woe to us that we have sinned!' Why did we become slaves among the nations? Why are we in this sad and despondent condition? Finally, why do we live in such misery? All of this is because of our terrible crimes, unwarranted hatred, speaking evil of others, desecration of God, and murder. May he who in his mercy and grace forgives crimes and absolves sins forgive us our crimes and absolve us and all sinners in his great name...'//
<br>
<br>
The image above shows a coffeehouse in Izmir (Smyrna) - you can find the image [[here|http://eng.travelogues.gr/item.php?view=54306]].
<br><br></div>
<br> <br>
<div align="center">
<span id="initialDestination">
<<button "Continue to $temp.destination">>
<<removeclass "#ui-dialog-close" "noclose">>
<<removeclass "#ui-dialog" "savewidth">>
<<script>>
Dialog.close();
<</script>>
<<goto $temp.destination>>
<</button>>
</span>
</div>
<br><br>
<br><br>
[[|Izmir]]<<set $temp.lock to 1>>
<<if $temp.region is "Syria Desert" or $temp.region is "Palestine Desert" or $temp.region is "Arabia Desert Day" or $temp.region is "Arabia Desert Night">>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/water_desert.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<else>>
<div align="center">
<table class="titletable" style="width:100%" align="center">
<tr>
<td>Well in $cur_passage</td>
</tr>
</table>
</div>
<<set _h to setup.ImagePath+'hub/water.jpg';>>
<img @src=_h class='center' style="width: 40%;">
<<endif>>
/*--------------------------*/
/*----- No Warning ---------*/
/*--------------------------*/
<<set _randomTainted to random(0,100)>>
<<set $wateramount to Number($wateramount)>>
<<set _Gained to $wateramount>>
<<if $wateramount lte 10>>
<<set _randomTainted to _randomTainted-10>>
<<if _randomTainted lte 0>>
<<set _randomTainted to 0>>
<<endif>>
<<elseif $wateramount gt 10 and $wateramount lte 20>>
<<set _randomTainted to _randomTainted-5>>
<<if _randomTainted lte 0>>
<<set _randomTainted to 0>>
<<endif>>
<<elseif $wateramount gt 20 and $wateramount lte 30>>
<<set _randomTainted to _randomTainted+5>>
<<if _randomTainted gte 100>>
<<set _randomTainted to 100>>
<<endif>>
<<elseif $wateramount gt 30 and $wateramount lte 50>>
<<set _randomTainted to _randomTainted+10>>
<<if _randomTainted gte 100>>
<<set _randomTainted to 100>>
<<endif>>
<<elseif $wateramount gt 50>>
<<set _randomTainted to _randomTainted+15>>
<<if _randomTainted gte 100>>
<<set _randomTainted to 100>>
<<endif>>
<<endif>>
<<set $temp.from to "water">>
<<set _waterimage to setup.ImagePath+"ui/water.png">>
<div style="text-align:center;">
<<if $player.nowarning is 1>>
<<if _randomTainted > $temp.water>>
You managed to get _Gained<img @src=_waterimage style="height: 1.5ex;"> water from this well!<br>
<br>
Would you like to keep this water?<br>
<br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_Gained>>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Discarded Water">>
<</button>>
</span>
</div>
<<else>>
You managed to get _Gained<img @src=_waterimage style="height: 1.5ex;"> water from this well!<br>
<br>
Would you like to keep this water?<br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_Gained>>
<<goto "Dysentery">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Discarded Water">>
<</button>>
</span>
</div>
<<endif>>
/*--------------------------*/
/*-------- Warning ---------*/
/*--------------------------*/
<<elseif $player.nowarning is 0>>
<<if _randomTainted > $temp.water>>
<<set _randomWarning to random(0,100)>>
<<if _randomWarning > ($temp.water/2)>>
You managed to get _Gained<img @src=_waterimage style="height: 1.5ex;"> water from this well!<br>
<br>
<div align="center"><span id="initialDestination"><<button "Return to $cur_passage">><<set $player.inventory.water.amount = $player.inventory.water.amount+_Gained>><<set $temp.lock to 0>> <<goto "Decay Functions">><</button>></span></div>
<<else>>
You managed to get _Gained<img @src=_waterimage style="height: 1.5ex;"> water from this well!<br>
However, the water looks like it might be tainted...<br>
<br>
Would you like to keep this water anyway?<br>
<br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_Gained>>
<<goto "Decay Functions">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Discarded Water">>
<</button>>
</span>
</div>
<<endif>>
<<else>>
You managed to get _Gained<img @src=_waterimage style="height: 1.5ex;"> water from this well!<br>
However, the water looks like it might be tainted...<br>
<br>
Would you like to keep this water anyway?<br>
<br>
<div align="center">
<span id="initialDestination">
<<button "Yes">>
<<set $player.inventory.water.amount = $player.inventory.water.amount+_Gained>>
<<goto "Dysentery">>
<</button>>
</span>
<span id="initialDestination">
<<button "No">>
<<goto "Discarded Water">>
<</button>>
</span>
</div>
<<endif>>
<<endif>>
[[|Dysentery]]
[[|Discarded Water]]
[[|Decay Functions]]