/** * THE NOBLE QUARTER'S INTRIGUE (COVERAGE_1_40.md section 6 slice 8, 2026-10-18; the Capital district `capital-noble`, levels 31-40, no new ground). * * The Noble Quarter had four manors, a fountain, a notice board and two strollers, and nothing to DO: 0 quests over 7,735 tiles. This is a * follow-the-clues chain with NO fights, built on The Missing Shipment's pattern (touch clue props, talk to the people who saw something, an * ordered touch, a hand-in), on mechanics the game already has: * * 1. A Quiet Word at the Fountain Steward Alaric Venn Combat 31 read three clues on the Quarter's two streets, ask the Blue and Green * Manors' people what they saw, report back * 2. Four Doors, One Story Steward Alaric Venn Combat 33 ask the Red and Purple Manors' people, and put the four hours * together (the order the thing moved is in what they say) * 3. What the Garden Walls Kept Steward Alaric Venn Combat 35 touch the four cart marks at the manors' gates in the order the cart * passed them (a wrong one starts over), then choose what the Steward does * * The story: the Crown's envoy dines in the Quarter at the end of the month and the silver for the table has gone from the Steward's store. Nobody * has to be hurt and nobody is. The cart that carried it passed all four houses in the night; each house's person tells the hour it passed * (`NQ_HOURS`), the four marks show where, and the order of the hours is the order to touch the marks in. The choice at the end is the Steward's quiet * word or the Crown Clerk's formal report: both finish the quest, each pays a little different. * * Quest props are `questprop` entities (style `:`), drawn on models the game already has until models of their own (upgrades list). The five * people are `resident`-kind Capital folk (backend capitalPeople.ts spawns them after every other Capital person, so no earlier id moves). No bank, no * healer, no shop and no blessing: this is a story to read and walk, not a place to trade. Every number is a PLACEHOLDER for the balance pass. * * Types only from storyQuests.ts (an erased import), so storyQuests.ts can spread NOBLE_INTRIGUE_QUESTS without a cycle. */ import type { StoryQuestDef } from './storyQuests.js'; import type { CapitalQuestFolk } from './capitalQuests.js'; export declare const NOBLE_FOLK_NAMES: { readonly steward: "Steward Alaric Venn"; readonly blue: "Housekeeper Maud Pennick"; readonly green: "Groom Tobias Wren"; readonly red: "Chamberlain Isaura Fenn"; readonly purple: "Footman Edwin Pyke"; }; /** The five folk, each on open street in the Quarter (final world tiles; the backend smoke checks each is standable and off every stroll box). */ export declare const NOBLE_FOLK: ReadonlyArray; /** The Crown's own clerk, who is told formally if the player chooses it (Royal Clerk Edmund Thorne, capitalQuests.ts). */ export declare const NOBLE_CROWN_CLERK_NAME: "Royal Clerk Edmund Thorne"; export declare const NQ_PROP: { /** The three clues on the Quarter's streets: one touch step, three props. */ readonly clue: "nqclue"; /** The four cart marks, one at each manor's gate: one ordered touch step. */ readonly mark: "nqmark"; }; export type NobleProp = { id: string; x: number; z: number; style: string; }; export declare const NQ_CLUE_GLOVE: NobleProp; export declare const NQ_CLUE_WAX: NobleProp; export declare const NQ_CLUE_RUTS: NobleProp; export declare const NQ_MARK_PURPLE: NobleProp; export declare const NQ_MARK_GREEN: NobleProp; export declare const NQ_MARK_BLUE: NobleProp; export declare const NQ_MARK_RED: NobleProp; export declare const NOBLE_PROPS: readonly NobleProp[]; /** The hour the cart passed each house, in the order it passed them: the order of the marks to touch (Purple, Green, Blue, Red). */ export declare const NQ_MARK_ORDER: readonly string[]; export declare const NQ_HOURS: Readonly>; /** What the game calls each prop (hover name). */ export declare const NOBLE_PROP_NAMES: Readonly>; /** What a prop says when no quest step wants it. */ export declare const NOBLE_PROP_IDLE_LINES: Readonly>; /** The model a Noble Quarter quest prop draws with (existing dreadmodels stand in), or null if not one of ours. */ export declare function nobleIntriguePropModel(prop: string, style?: string): string | null; export declare const NOBLE_INTRIGUE_IDS: readonly ["quietWordAtTheFountain", "fourDoorsOneStory", "whatTheGardenWallsKept"]; export type NobleIntrigueId = (typeof NOBLE_INTRIGUE_IDS)[number]; /** Combat levels (placeholders): the Quarter is a quiet street, but the Steward trusts his silver to a person who has been about. */ export declare const NOBLE_INTRIGUE_COMBAT: Readonly>; export declare const NOBLE_INTRIGUE_QUESTS: Readonly>; export declare const NOBLE_INTRIGUE_META: Readonly>; export declare const NOBLE_INTRIGUE_GIVER_PLACES: Readonly>; /** The Explorer's Ledger marks the three write when they are finished (types explorerLedger.ts, the page "The Capital's Quarters"). */ export declare const NOBLE_LEDGER_MARKS: Readonly>; //# sourceMappingURL=nobleIntrigue.d.ts.map