//NewPlayer function
        public void NewPlayer()
        {
            //Story Line
            EOA.wd("You carefully aim your crossbow directly at the King's chest.");

            EOA.wd("A bloodstained crossbow loaded with a lead bolt sits in your \nsweaty hand as you observe the speech from a ramshackle building.");

            EOA.wd("Your finger pulls the trigger.");

            EOA.wd("You hear an instant uproar as the King's body topples down the \nstone stairs.");

            EOA.wd("In the midst of all the confusion, you begin running.");

            EOA.wd("Suddenly, a baton bludgeons you from behind.");
            if (!Character.dev)
            {
                Thread.Sleep(2000);
                Console.Clear();
                Thread.Sleep(3000);
            }

            EOA.wd("You wake up in a mysterious place and realize where you are...");

            EOA.wd("You have been arrested for treason to the king. You are walked up \nto the gallows to which you will be executed.");

            EOA.wd("The executioner firms his grasp around the lever. Before he pulls \nthe lever he mumbles a quick prayer.");

            EOA.wd("[EXECUTIONER] Does anybody object to this her' hanging?");

            EOA.wd("Nothing but silence comes from the crowd.");

            EOA.wd("[TOWNFOLK] Just bloody pull the lever already!");

            EOA.wd("As the executioner moves his hand towards the lever, a voice shouts \nout.");

            EOA.wd("[VOICE] I object!");

            EOA.wd("The executioner's eyes fix upon the man who called.");

            EOA.wd("[EXECUTIONER] Arr, an' who d'ya think you ar'?");

            EOA.wd("[VOICE] Lord Wakehart, the explorer.");

            EOA.wd("[LORD WAKEHART] I wish to pardon this kid.");

            EOA.wd("The executioner has no choice but to obey the laws, Wakehart's lordship \ngrants him power to pardon anyone he wishes.");

            EOA.wd("The rope is loosened around your neck as you are escorted into the \ndisappointed audience by Lord Wakehart.");

            EOA.wd("[LORD WAKEHART] Hey kid, what's your name?");

            EOA.wd("> ", true);

            Character.name = Console.ReadLine();

            Character.awardXP(10);

            EOA.wd($"[LORD WAKEHART] Hey, {Character.name}. Don't think I'm pardoning \nyou for nothing, nah.");

            EOA.wd("[LORD WAKEHART] I've a quest for you, and if you succeed, you'll be \na very rich man.");

            EOA.wd("[LORD WAKEHART] Ha ha, I'm guessing you want to know what this quest \ninvolves!");

            EOA.wd("[LORD WAKEHART] Well, I need a brave adventurer to go to the island \nof Scark.");

            EOA.wd("[LORD WAKEHART] I'll tell you more when we get there, kid.");

            EOA.wd("Before you can say anything, you are rushed off to a training fort...");

            Console.Clear();

            //Training Fort

            EOA.wd("[TRAINER] So.");
            EOA.wd("[TRAINER] I see that the idiot Wakehead or whatever the hell his name \nis has pardoned you.");
            EOA.wd("[TRAINER] Well, I guess I'll have to obey.");
            EOA.wd("[TRAINER] So kid, how'll your flimsy little limbs fight, eh?");
            EOA.wd("[TRAINER] Don't know what I'm talking about?");
            EOA.wd("[TRAINER] Not surprised, from some wanna-be revolutionist like yourself.");
            EOA.wd("[TRAINER] Forgive me, but your attempt on the glorious King's life was \nfutile at best.");
            EOA.wd("[TRAINER] At worst?");
            EOA.wd("[TRAINER] Ha ha ha ha.");
            EOA.wd("[TRAINER] Well anyways, I can train you in four classes.");
            EOA.wd("[TRAINER] Rouge, warrior, ranger or mage.");

            Console.WriteLine(@"The trainer asks you how you would like to fight.

Select a role by inputting it's respective number.
[1] Rouge
[2] Warrior
[3] Ranger
[4] Mage");

            bool userPickedOption = false;

            while (userPickedOption == false)
            {
                Console.Write("> ");

                switch (Console.ReadKey().Key)
                {
                case ConsoleKey.D1:
                case ConsoleKey.NumPad1:     // Rouge
                    Character.characterClass = "Rouge";
                    Character.inventory.Add(ItemID.StringToItem("Iron Shortsword"));
                    Character.inventory.Add(IronShortsword.ToItem());
                    userPickedOption = true;

                    assignAbilityScoreIntro();
                    break;

                case ConsoleKey.D2:
                case ConsoleKey.NumPad2:     // Warrior
                    Character.characterClass = "Warrior";
                    Character.inventory.Add(ItemID.StringToItem("Iron Broadsword"));
                    Character.inventory.Add(IronBroadsword.ToItem());
                    userPickedOption = true;

                    assignAbilityScoreIntro();
                    break;

                case ConsoleKey.D3:
                case ConsoleKey.NumPad3:     // Ranger
                    Character.characterClass = "Ranger";
                    Character.inventory.Add(ItemID.StringToItem("Iron Bow"));
                    Character.inventory.Add(ItemID.StringToItem("Leather Quiver"));
                    Character.inventory.Add(IronBow.ToItem());
                    Character.inventory.Add(LeatherQuiver.ToItem());
                    userPickedOption = true;

                    assignAbilityScoreIntro();
                    break;

                case ConsoleKey.D4:
                case ConsoleKey.NumPad4:    // Mage
                    Character.characterClass = "Mage";
                    Character.inventory.Add(ItemID.StringToItem("Book of Souls"));
                    Character.inventory.Add(BookOfSouls.ToItem());
                    userPickedOption = true;

                    assignAbilityScoreIntro();
                    break;

                default:
                    Console.WriteLine("Please input a valid number between 1 and 4!");
                    break;
                }
            }

            //Sean Write Some More Story
            Character.stage++;
        }