Azthath

Welcome to the website dedicated to the interactive fiction “Azthath”.

A labyrinthine, baroque and dangerous port city.

A tormented post-war period, foreshadowing new conflicts and massacres. Dark forces at work to make the worst happen.

And in the midst of it all, you, a simple refugee, citizen, law enforcement officer or bandit, artist, illegal immigrant... trying to survive and pursue your own goals, your own dreams - your own nightmares.


A few facts about “Azthath”:

- The sacrosanct “main quest” that is the backbone of every self-respecting adventure/role-playing game will differ from game to game, depending on the character chosen or generated by the player. It will depend on the character's gender, age, ethnic origin, social level, etc., to fit “realistically” into the general scenario of the world where the game takes place - and this general scenario will of course be the “real story” of the game, simply experienced in a different way by each player-character.

- The player-character will have real existential, moral, political and other choices to make in the course of his adventure, and each of his actions will have real consequences, whether individual or collective.

- The maximum duration of an ingame game is one year. Occasional or cyclical events will occur during this time.

- Numerous events (individual, collective, political, climatic, etc.) that are totally random and independent of the game's scenario will occur during the course of the game, and will differ from one game to the next.

- The city in which the game takes place will be as realistic in size as possible, with over 1,000 visitable rooms and more than 1,000 NPCs.

- Azthath features dozens of “unique” dialogues with NPCs and hundreds of lines of random dialogue with NPCs of secondary importance.

- The player will be able to read the diary, daily, with different content each day.

- The game's “free” content - exhibitions to visit, books to read, purely “decorative” scenes - will be important.

- Weather changes, the day/night cycle and other factors will influence the descriptions of locations, and what happens there.

- Fighting will be deadly, death swift, and wounds long to heal, very disabling.


- Your character's sex, age, ethnicity, beauty, quality of dress, reputation and even hygiene (try seducing a lady after exploring putrid catacombs) will influence his or her relationships with NPCs.

- You can have a bank account, work for a salary; but you can also steal, racketeer, resell, or “sell” yourself... Money is necessary to eat, to live, in short, to live.

- Love, sympathy, hatred, fear and many other types of human relationships with NPCs, and between NPCs, will exist in the game and influence the course of a game.

- NPCs will have their own lives, their own schedules, their own favorite places, their own favorite activities or activities linked to their nature.

- Sleep will be an opportunity to dream.

- Hunger, thirst and fatigue will be taken into account and will influence your actions.

- Addictions to alcohol and drugs will be present in the game, both for the player-character and for NPCs (with all that this implies in terms of possible actions or relationships with them).

- It will be possible to fall ill and suffer the consequences.