# Main quest script — English (also used for languages without their own script)
# All main quest text (title, dialogue, request) lives in this one file. Requirements, rewards and progress
# come from the quest data (MainQuestData) automatically.
# The dialogue shows the pages → the request → the requirements and rewards; the quest book shows the request page.
#
#   === number · title     starts a quest
#   ---                    next page
#   --- ask                last page (also the quest book description)
#   --- yes / --- no       adds [Yes] [No] to the page before and shows the chosen reply (quest 1 only)
#   === end · …            closing words after the last quest
#   # at line start        a note (not shown in game)
#   §e … §r                yellow text
#
# Never write numbers in the text. Tone: Aurelia speaks politely and briefly to the "hero".


# ━━━━━━━━━━━━━━━━ Chapter 1 · A Strange Land ━━━━━━━━━━━━━━━━

=== 1 · A New Journey
Hello, hero. Waking up somewhere strange must have been a shock. The one who called you to this world... was me, Aurelia.
---
A few years ago, rifts between dimensions began to open all across this world. At first they were hairline cracks, but they grow wider every year.
---
The darkness that seeps through them walks the land as monsters at night. When the sun sets, the villagers lock their doors and hold their breath.
---
This world's own strength could not close the rifts. So I called a soul from another world: you. I'm truly sorry to place such a burden on you.
---
From now on I'll stay by your side and guide you. First, shall I explain how to live in this world?
--- yes
# [Yes] opens the beginner's guide; this page shows when the guide is closed
That's enough for a first step. If you want to see it again, open it any time from §e[M] → Settings§r.
--- no
Understood. If anything puzzles you, you can open the guide any time from §e[M] → Settings§r.
--- ask
Now, my first request: to get used to this land, please gather some dirt, logs and sand.


=== 2 · First Steps to Survival
Well done, hero. The smell of this soil must feel a little more familiar now.
---
But the sun will set soon. When night falls, the darkness of the rifts walks out as monsters. Your first night will feel like the longest.
--- ask
Set up plenty of torches to light your surroundings, and face the monsters that come for you. And be sure to sleep once in the bed I gave you. Even if you fall, that's where you'll wake again.


=== 3 · Beneath the Ground
You made it through your first night. I'm relieved... honestly, I was a little worried.
---
To survive in this world, you must learn to handle fire. Even the ores sleeping underground are only useful once they meet the flame.
--- ask
Head down underground until you reach the dark deepslate. Smelt the copper you mine in a furnace, and melt sand into glass as well. You'll need this before you can work iron.


=== 4 · Threshold of Iron
You've grown used to the furnace's fire. Now it's time to go deeper.
---
Iron sleeps deep in the caves. The darker it gets, the more monsters there are, so don't forget your torches.
--- ask
Bring me iron ingots and leather. With these, I'll make you sturdier tools.


# ━━━━━━━━━━━━━━━━ Chapter 2 · The Night Legion ━━━━━━━━━━━━━━━━

=== 5 · Those Who Walk the Night
The villagers say they can't sleep these days. The knocking on their doors grows louder every night.
---
The wider the rifts grow, the deeper the darkness, and the more monsters come. Left alone, a village could be swallowed in no time.
--- ask
Go out at night and thin their numbers. Zombies, skeletons, spiders, creepers... the ones in the caves too. Just don't push yourself too hard.


=== 6 · Promise of the Green Field
With fewer monsters about, the villagers have started working their fields again. That's thanks to you.
---
But you haven't been skipping meals while fighting, have you? An empty stomach dulls even the sharpest blade. And hunting alone won't keep the table full for long.
--- ask
Pair up livestock to raise more, and try casting a fishing line by the water. Please bake some bread too. In return, I'll give you some precious seeds.


=== 7 · Vow of Steel
A full stomach makes for a steady heart. Now it's time to protect your body.
---
The enemies ahead will be far stronger than what you've faced. Chainmail alone won't hold for long.
--- ask
Gather iron and gold, and try trading with the villagers. Getting to know them will help you a great deal in the days ahead. I'll forge you a full set of armor from that iron.


=== 8 · Guardian of the Village
Hero, have you heard? A band has raised a watchtower beyond the forest.
---
The darkness of the rifts doesn't only make monsters. When it seeps into a person's heart... they become a pillager. They burn villages and drag the villagers away.
--- ask
Find the watchtower and defeat the pillagers. But if you defeat the captain carrying the banner, an ill omen will cling to you. Walk into a village like that and they'll come in force, so drink some milk to wash it away. Come back safely, and I'll give you a charm that can turn back death once.


=== 9 · Threshold of Magic
The village has gone quiet. Thank you, hero.
---
I think it's time I told you. The magic of this world flows from the same root as the rifts. To close the rifts, you must learn to wield that power.
--- ask
Bring me diamonds, lapis lazuli, books and amethyst. I'll build you an enchanting table, and raise the power within you one step further.


=== 10 · Treasure of the Sea
Can you feel the magic taking hold? That power will protect you from now on.
---
Let me tell you a story about the heroes of old. They hid treasure beneath the sea, so the next hero could one day find it.
--- ask
First, use the enchanting table to pour power into your gear. Something that lets you breathe longer underwater would be even better. Then find a treasure map in a shipwreck or ocean ruins, and bring me the Heart of the Sea from the chest where the map leads.


=== 11 · Compass of the Pathfinder
The Heart of the Sea... you really found it. I'll keep it safe. The day will come when we need it.
---
The records in the treasure chest told of the old heroes' disciples. They're still out there somewhere, waiting for someone like you. It's very far away.
--- ask
Tame a horse to share the long road, and make a spyglass and a map. I'll give you an Ancient Journey to show the way to them, and a saddle for your horse.


# ━━━━━━━━━━━━━━━━ Chapter 3 · The Fire Rift ━━━━━━━━━━━━━━━━

=== 12 · Gate of Fire
I must tell you the truth now. Every rift you've seen so far is only a small branch.
---
The greatest rift lies underground, where it meets the world of fire. Darkness pours endlessly from beyond it. The piglins there won't lightly attack anyone who wears gold.
--- ask
Bring me lava, diamonds and gold. I'll give you what you need to open the gate to the world of fire, and to endure it. The gold I'll turn into a helmet for you.


=== 13 · Fortress of the Nether
How was the world of fire? Hot enough to steal your breath. Even that heat is the rift's doing.
---
There stands a fortress built of black bricks. The fire spirits called blazes guard it, along with skeleton soldiers charred black.
--- ask
Find the fortress and defeat the blazes and skeleton soldiers that guard it. Be sure to keep the rods the blazes drop. I'll give you diamond armor to endure the battles ahead.


=== 14 · The Alchemist's Path
You came back from the fortress safely. The armor suits you well.
---
Did you see the red Nether wart growing inside the fortress? You can brew potions with it. And... the villagers swallowed by darkness and turned into zombies can be brought back with potions too.
--- ask
Build a brewing stand with a blaze rod, and brew potions of healing and strength. Then throw a splash potion of weakness at a zombie villager and feed it a golden apple, to turn it back into a person.


=== 15 · Bastion of the Piglins
The scent of potions still clings to your hands. Well done, hero.
---
The world of fire is home to piglins, who love gold. They gathered the gold that spilled from the rift and built great bastions. Some of them, called brutes, can't be calmed even with gold.
--- ask
Toss gold ingots to the piglins and barter with them. Then defeat the brutes of the bastion. Along with the rest of the diamond armor, I'll give you a new power.


=== 16 · Ancient Ember
You're back from the bastion. Now there's little in the world of fire that can stop you.
---
Deep in that land sleeps an ember that hasn't gone out in thousands of years. The heroes of old forged their weapons with it.
--- ask
Bring me ancient debris. Only a diamond pickaxe can mine it. I'll bring that ember back to life as metal.


# ━━━━━━━━━━━━━━━━ Chapter 4 · The Road to the End ━━━━━━━━━━━━━━━━

=== 17 · Temple of the Deep Sea
Since you returned from the world of fire, the rifts have calmed a little. But now something's wrong with the sea.
---
The rift's energy is leaking from a temple beneath the sea. Very old guardians live there, and they seem to have been tainted by the darkness.
--- ask
Put the temple's elder guardian to rest. You can't hold your breath for long underwater, so prepare well. When you return, I'll make you a gift from the Heart of the Sea you left with me.


=== 18 · Hero of the Village
This is bad, hero. The pillagers are raising an army this time.
---
They're nothing like the band at the watchtower. They lead beasts and bring spellcasters with them. They mean to wipe out an entire village.
--- ask
Build an iron golem from iron blocks and a carved pumpkin, a comrade to defend the village with you. Then defeat the captain carrying their banner to draw them in, and hold them off to the end. Protecting the village is a hero's work.


=== 19 · The Deep Dark
The villagers have started calling you a hero. I'm... a little proud, too.
---
You must be very careful this time. Deep underground lies a city that devours sound. Something older than the rifts sleeps there.
--- ask
Crouch and slip quietly past the sculk sensors. That way, find echo shards in the city's chests. Never wake the guardian of that place. It's not a foe you can beat in a fight.


=== 20 · Eye of Dimensions
I can still hear a low hum from the echo shards. As if they're pointing somewhere.
---
Now I understand. Every rift begins in one place: the End. Something there is tearing this world open.
--- ask
Defeat the endermen who carry that dimension's power, and bring me blaze powder. I'll make you eyes that will find the gate to the End. Take care not to meet an enderman's gaze.


# ━━━━━━━━━━━━━━━━ Chapter 5 · The End ━━━━━━━━━━━━━━━━

=== 21 · Heart of the Rift
You found the gate. Beyond it lies the End. Once you go in, it isn't easy to come back.
---
A great dragon dwells there. As long as it holds the heart of the rift, the rifts will never close. The crystals atop the pillars heal it, so destroy them first.
--- ask
Hero, please come back safely. Once the dragon falls, the rifts of this world will begin to close.


=== 22 · The Final Wings
You did it, hero! The rifts are closing one by one. Can you feel how the sky has changed?
---
A small gateway should have opened at the edge of the island where the dragon fell. Beyond it, on the outer islands, stand purple cities where wings for flying the skies are said to sleep.
--- ask
Throw an ender pearl into the gateway to cross to the outer islands. Then gather the shells of the shulkers that guard the cities. I'll make you wings. Then you'll be able to go anywhere.


=== 23 · Seal of the Star
Do you like your wings? A hero who flies... I never imagined it when I first called you.
---
But one of the closing rifts has stopped. The last of the darkness hides in wither skeleton skulls. Place three of them on soul sand, and that darkness will awaken as a three-headed monster.
--- ask
Please defeat the Wither. With the starlight it leaves behind, we can seal the last rift forever. This is... my last request.


=== end · Epilogue
# Shown once after quest 23. Not a quest, so there is no ask page
Look, hero. The last crack in the sky is gone. The monsters of the night won't all disappear, but there won't be any more of them.
---
When I first called you to this world, I was truly sorry to place such a heavy burden on you. But you walked all the way to the end.
---
Thank you, hero. This world is yours now, too. Stay as long as you like, and live as you wish.
