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mod_rpg_plus_game/locale/scenarios_en.properties

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Properties
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rpg_plus/prologue/title = The crossroads
rpg_plus/prologue/line1 = The signpost honestly points three ways at once. None of them looks worth the walk.
rpg_plus/prologue/line2 = Below lies the village by the Grey Forest. They say it needs someone who is not afraid of wolves. Or is, but quietly. Twenty-five coins clink in your purse — all that is left of your old life.
rpg_plus/prologue/ask = Who were you before you came here?
rpg_plus/prologue/opt_warrior = A soldier. A sword is simple.
rpg_plus/prologue/opt_mage = A mage's apprentice. Fire listens to me.
rpg_plus/prologue/opt_rogue = A wanderer. You can strike a deal with anyone.
rpg_plus/prologue/warrior = The wooden sword on your back is all the barracks let you keep. That, and the habit of striking first.
rpg_plus/prologue/mage = The staff is warm, the crystal hums. Your teacher said fire obeys the clever. He never got round to the rest.
rpg_plus/prologue/rogue = A dagger up the sleeve, a smile at the ready. Doors open for the smile. The ones that don't, open for the dagger.
rpg_plus/prologue/seer = A wanderer in a lilac cloak sits by the signpost. She looks at you as if she already knew how it ends, and finds it boring.
rpg_plus/prologue/seer_ask = What will you say to her?
rpg_plus/prologue/opt_ask_way = Politely ask the way [Charisma 10]
rpg_plus/prologue/opt_pass = Walk past in silence
rpg_plus/prologue/gift = “Polite. Fancy that.” She tosses you a clover charm. “Keep it. Luck loves those who ask. Not for long, but it does.”
rpg_plus/prologue/snub = “You'll find it yourself,” she turns away. “Everyone does. Some even alive.”
rpg_plus/prologue/path = The path runs down to the village. The mist parts reluctantly, as if it knew where you were going.
rpg_plus/prologue/mage_hint = The staff gives a quiet crackle of sparks. Wolves, they say, dislike fire. The staff seems to dislike wolves.
rpg_plus/prologue/sheet_hint = Your sheet is the book button on the top bar: stats, level, equipment. Gear is put on from the bag.
rpg_plus/yard/intro = “Well,” the master folds his arms. “Show me. Just don't kill yourself, I'm not answering for you.”
rpg_plus/yard/ask = What shall we do?
rpg_plus/yard/opt_drill = Drill your strikes (+20 exp, once)
rpg_plus/yard/opt_log = Lift the log above your head [Strength 12]
rpg_plus/yard/opt_back = Go back to the village
rpg_plus/yard/drill_done = “Not bad. A hundred more of those and you'll pass for a fighter. From a distance.”
rpg_plus/yard/drilled = “That's enough for today. Muscles grow while you sleep. Go to sleep.”
rpg_plus/yard/log_ok = “Ha! You lifted it.” The master tosses you a vial. “Strength tonic. Don't thank me. And don't drink it on an empty stomach.”
rpg_plus/yard/log_again = “Again? Show-off. No more tonic. There's respect. A little.”
rpg_plus/yard/log_fail = “The log won. It happens. Grow a bit — or buy a strength tonic from the merchant. They say it helps. The merchant says.”
rpg_plus/trainer/hello = “New here? Show me your hands. Aha... I can work with that. If I really try.”
rpg_plus/trainer/veteran = “You've toughened up. Level three. Soon you'll start teaching me. Don't.”
rpg_plus/trainer/opt_yard = Go to the training yard
rpg_plus/trainer/opt_later = Not now
rpg_plus/trainer/bye = “Come back when your hands start itching. If the wolf eats you, don't bother.”
rpg_plus/seer/hello = “Want to know what awaits you? Give me your hand. Not that one — the one you don't steal with.”
rpg_plus/seer/fortune = “The wolf at the cave fears fire more than steel. And strike where it has no shield. That part is free. The rest isn't.”
rpg_plus/seer/charm = “And find yourself a charm. Luck does not cling to empty hands. Nor to full ones for long, mind.”
rpg_plus/seer/fog = “Mist... I see nothing. Either you have no future or the stars are cross today. Come tomorrow. If there is one.”
rpg_plus/chest/closed = The chest is not locked. Its owner is either trusting or keeps only hopes in it.
rpg_plus/chest/coins = Ten coins. The owner was trusting. Was.
rpg_plus/chest/empty = Empty. The trust ran out with the coins.
rpg_plus/slime/pet = A tame slime. Someone feeds it by hand. The hands are still whole.
rpg_plus/woodland/elder/1 = “The wolf kills goats. The forest puts out lamps. The ledger requires one culprit. The wolf is already listed.”
rpg_plus/woodland/elder/2 = Can a wolf put out lamps?
rpg_plus/woodland/elder/3 = Where do I find it?
rpg_plus/woodland/elder/4 = “No. But writing ‘unknown’ requires three more forms.”
rpg_plus/woodland/elder/5 = The elder lays a broken lantern on the table. Its empty cradle is the size of a fist.
rpg_plus/woodland/elder/6 = “Amber used to burn in the shrine. Then we decided the village needed the light more. The forest disagreed.”
rpg_plus/woodland/elder/7 = “East, past the pond. The wolf guards the cave. Drive it off. If you find amber, do not sell it. We have profited from it once already.”
rpg_plus/woodland/elder/8 = “You have the amber? Then the forest no longer trusts even wolves.”
rpg_plus/woodland/elder/9 = “There is a workbench by the well. Amber, two resin and two branch bundles make a ward lantern. Slimes leave resin; the merchant stocks it too.”
rpg_plus/woodland/elder/10 = “Then through the cave to the shrine. There is work for the light there. Just do not ask me what kind.”
rpg_plus/woodland/elder/11 = “The village sleeps again.” The elder counts out thirty-five coins. “For the first time this month, nobody filed a complaint about darkness.”
rpg_plus/woodland/elder/12 = “At least now we will know how much we take.”
rpg_plus/woodland/elder/13 = The elder puts out his desk lamp. Outside, the light grows.
rpg_plus/woodland/elder/14 = “The light tax is abolished.” He counts out thirty-five coins. “Do not look at me like that. I am not introducing a darkness tax either. Yet.”
rpg_plus/woodland/elder/15 = “Ledger closed. Goats alive. If you find another ancient mystery, first find out who maintains it.”
rpg_plus/woodland/herbalist/1 = “Burned my hands on the old lantern. The elder said it was ordinary resin. Ordinary resin does not bite.”
rpg_plus/woodland/herbalist/2 = “Mix a mushroom with slime resin at the well workbench. Bring me the salve. ‘Woodland’ describes the ingredients, not the warranty.”
rpg_plus/woodland/herbalist/3 = “Woodland salve. Mushroom and resin. If you have neither, the merchant by the eastern house will help for coins.”
rpg_plus/woodland/herbalist/4 = Give her the woodland salve
rpg_plus/woodland/herbalist/5 = Keep it for now
rpg_plus/woodland/herbalist/6 = The herbalist unscrews the lid with her teeth and treats her hands in silence. Only then does she reach for her purse.
rpg_plus/woodland/herbalist/7 = “Twelve coins. And another job: a courier took a spare wick to the shrine. He never came back. Search the southern forest.”
rpg_plus/woodland/herbalist/8 = “The courier is still in the forest. South of the path. Green vest, bad feeling.”
rpg_plus/woodland/herbalist/9 = She reads the note twice. The second time she turns it over. Nothing on the back.
rpg_plus/woodland/herbalist/10 = “‘The forest is not angry. It is counting.’” She pockets the note. “Two resin will do for the lantern. Keep the third. Delivery fee.”
rpg_plus/woodland/herbalist/11 = “Hands healed. Courier alive. If you need rest, use the hearth by the well. No prescription.”
rpg_plus/woodland/courier/1 = “Parcel delivered.” The courier shows his empty bag. “Recipient would not sign. Recipient has roots.”
rpg_plus/woodland/courier/2 = He hands you a note: “The forest is not angry. It is counting. Return the light, or start paying fairly.”
rpg_plus/woodland/courier/3 = “Take it to the herbalist. I will sit here. Contract says I get lunch. I have not got the contract. Still get lunch.”
rpg_plus/woodland/courier/4 = “Go on. I will follow. First I need someone to sign for the roots.”
rpg_plus/woodland/workbench/1 = Instructions on the bench: “Do not taste. Do not sniff. If the product speaks, the maker accepts no liability.”
rpg_plus/woodland/hearth/1 = Nobody at the hearth demands a heroic deed. A rare place.
rpg_plus/woodland/shrine/1 = Someone beyond the arch is counting. They stumble over “village” and start again.
rpg_plus/woodland/beacon/1 = An empty cradle. Light has been brought here before. And carried away.
rpg_plus/woodland/beacon/2 = You need a ward lantern: amber, two resin and two branch bundles. The workbench is by the village well.
rpg_plus/woodland/beacon/3 = “LIGHT DEBT: THIRTY YEARS.” The voice beneath the roots rustles like paper. “WHO IS PAYING?”
rpg_plus/woodland/beacon/4 = Return the light to the forest. The village can learn to make its own.
rpg_plus/woodland/beacon/5 = Keep the lantern for the village and negotiate a fair pact.
rpg_plus/woodland/beacon/6 = Think about it first
rpg_plus/woodland/beacon/7 = You set the lantern on the stone and open its shutters. Fine roots sprout from the amber.
rpg_plus/woodland/beacon/8 = “ACCEPTED.” A pause. “NO RECEIPT AVAILABLE.”
rpg_plus/woodland/beacon/9 = “One lantern for the village. In return, no axes beyond the old path. And the elder does not keep the accounts.”
rpg_plus/woodland/beacon/10 = “AGREED.” A handprint appears on the stone. Too many fingers. You place your hand on it anyway.
rpg_plus/woodland/beacon/11 = The way back feels easier. Not safer. The road simply knows your name now.
rpg_plus/woodland/beacon/12 = The lantern burns steadily. Someone beneath the roots is carefully crossing out lines.
rpg_plus/woodland/beacon/13 = Young leaves grow on the stone. The ledger has taken root.
rpg_plus/woodland/waystone/1 = Carved in the stone: “To the shrine: through the eastern cave. Do not remove the light. Do not amend the terms.”
rpg_plus/woodland/lamplighter/1 = “Counting lamps. Seven yesterday. Six today. The seventh is counting me.”
rpg_plus/woodland/lamplighter/2 = “Polished the new lantern three times. It never demanded a goat. Progress.”
rpg_plus/woodland/lamplighter/3 = “Brighter forest. Darker village. At least the light no longer charges interest.”
rpg_plus/woodland/elder/ready = “Built it? Then through the cave to the shrine. Keep the shutters closed until you decide whom the light serves.”
rpg_plus/woodland/amber/recovered = The amber heart was left by the cave. This time you take it with you.
rpg_plus/desert/barrel/supply_rpg_village_19_11=You find a few supplies in the barrel.
rpg_plus/desert/barrel/supply_rpg_village_20_11=You find a few supplies in the barrel.
rpg_plus/desert/barrel/supply_rpg_village_4_7=You find a few supplies in the barrel.
rpg_plus/desert/barrel/supply_rpg_village_22_11=You find a few supplies in the barrel.
rpg_plus/desert/barrel/supply_rpg_elder_house_1_2=You find a few supplies in the barrel.
rpg_plus/desert/barrel/supply_rpg_elder_house_2_2=You find a few supplies in the barrel.
rpg_plus/desert/barrel/supply_rpg_elder_house_10_2=You find a few supplies in the barrel.
rpg_plus/desert/enter=Beyond the last tree, the shade ends. The scorpions here are larger than the local hopes.
rpg_plus/desert/barrel/desert_barrel_supply=You find a few supplies in the barrel.
rpg_plus/desert/barrel/empty=Empty. Even the rubbish has been taken.
rpg_plus/desert/barrel/desert_barrel_caravan=You find a few supplies in the barrel.
rpg_plus/desert/barrel/desert_barrel_ruins=You find a few supplies in the barrel.
rpg_plus/desert/house=A note on the door reads: Back when it cools down. The ink has faded.
rpg_plus/desert/caravan=The caravan has left. The prices remain. Nothing has become cheaper.
rpg_plus/desert/enemy/scorpion=The scorpion raises its tail. Negotiations will be brief.
rpg_plus/desert/enemy/beetle=The beetle scrapes the sand. It charges meat for passage.